The Dark Sun Player’s Handbook


Everything a player needs to create a character for the deadly

                                        world of Athas.

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Chapter 1 | Player Character Races

Chapter 1: Races of Athas

INTELLIGENT CREATURES INHABIT EVERY harsh, desolate corner of the world of Athas. Giants roam the Silt Sea, gith wander the mountains and canyons, and braxats and belgoi stalk the deserts, but few cultures have made as long of a lasting impact on the Tyr Region and its nearby environments, as the eight races described in this chapter have. Common or uncommon, they are all prominent racial types, and thus are available as player characters. But Athas is a world where the essential,fundamental nature of things has been twisted through years of unchecked, environmentally-abusive magic - many of the things you find familiar may be so in name only. Thus, your character will often meet single-minded dwarves, nomadic elves, brutish half-giants and sturdy muls among the bustling human settlements. Mingling among these common races are the members of somewhat uncommon species: a half-elven hermit visits the city of Nibenay, after a long trip in the scorching deserts of Athas, carrying a bunch of ancient artifacts. A group of savage halflings roam the streets, befuddled by the human culture they have just met for the first time. And an alien thri-kreen stands guard outside a watering hole, silent and imposing, its insectoid eyes never blinking.

Racial Traits

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.

Ability Score Increase

Every race increases one or more of a character’s ability scores.

Age

The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores.

Alignment

Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.

Size

Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Halflings are Small (between 2 and 4 feet tall) and Half giants are Large between (10-12 feet tall), which means that certain rules of the game affect them differently.

Speed

Your speed determines how far you can move when traveling (chapter 8) and fighting (chapter 9).

Languages

By virtue of your race, your character can speak, read, and write certain languages. Chapter 4 lists the most common languages of Athas.

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Chapter 1 | Player Character Races

Dwarf

“The worst thing you can say to a dwarf is ‘It can’t be done.’ If he’s already decided to do it, he may never speak to you again. If he hasn’t decided to take up the task, he may commit himself to it simply out of spite. ‘Impossible’ is not a concept most dwarves understand. Anything can be done, with enough determination.”

- Sha’len, Nibenese trader

Cities of the dwarves were once as numerous as the caravan forts guarding the trade roads, but today not one exists. Likewise, no more than a handful of dwarf villages remain in the Tyr Region. Kled and the twin villages of North and South Ledopolus are the most prominent. The rest of the dwarf population lives in the city-states of the sorcerer-kings or among the slave tribes that wander the desert wastes. Dwarves of Athas have no lands on their own and live among the other folk of Athas. They reside both in cities and the countryside, and they tend to be builders and farmers instead of nomads or raiders. And despite the absence of their once marvelous cities and strongholds, they still possess a rich cultural history passed down from generation to generation in great sagas and secret traditions.

Stocky and Rugged

 Most dwarves have deep tanned complexions from  lives spent toiling in the hot sun, with wide, callused  hands and feet. They usually sport little or no hair; the  flowing beards commonly found in dwarven societies   of other worlds are never seen on Athas. Life in the   Athasian wastes has given the dwarves a rugged   look. They prefer simple and practical clothing that  is sturdy and unadorned, a set of clothes that shall be  worn over and over again in their span of toiling in the  harsh lands.

Laborious Folk

Dwarves embrace work with joy, often giving themselves over to a favorite cause of task. They are a stoic, single-minded people to whom compromise doesn’t come easy. Dwarf soldiers, laborers, and crafters are common, though members of this race can be found among the templars, nobles, merchants, and slaves. Dwarves are by nature industrious, skilled, and materialistic. They make excellent artisans and merchants, specializing in either the craftsmanship of handicrafts, weapons, and armour, or the trade thereof. While they can serve the city or their tribe as warriors, followers of the Way, or healers, their most important contribution to their community is as artisans or traders.

Persistent Minds

Dwarves are known for their stoicism and single-mindedness. They prefer to occupy themselves with meaningful tasks, and often approach these tasks with an intensity rarely seen in other races. Once they fix their minds on the task at hand, be it a challenging fit of engineering, an intricate work of craft, a struggle for survival, or a quest for revenge, it’s impossible to abandon it or leave the work half done. Dwarves will simply fail to listen to reason, and will treat any who hinder them as obstacles that must be removed. On the other hand, people who help a dwarf accomplish its task or share its goals are treated with respect and considered good companions.The commitment to a single task is called a dwarf’s focus. A dwarf will work to complete its focus above all else, for the compulsion to succeed is built into the dwarven nature. They literally live for their focus; if a dwarf dies without completing its focus, the need remains so strong that the dwarf may return as an undead to finish the task that drives it.

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Carrikal

 

 

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Chapter 1 | Player Character Races

Dwarf Names

A dwarf receives its name by the community leader, who usually grants it to them after they have completed their first focus, in accordance to their ancient traditions. Thus, they jealously strive to honour their names and never misuse or bring shame to it.

Male Names: Birgaz, Bontar, Brul, Caelum, Caro, Daled, Drog, Ghedran, Gralth, Gram, Hai, Jo’orsh, Jurgan, Kov, Krom, Lian, Lodo, Ltak, Lyanius, Murd, Nati, Portek,Rkard, Sa’ram, Sult, Veso.

Female Names: Ardin, Erda, Ghava, Greshin, Gudak, Fyra, Kesi, Lazra, N’kadir, Palashi, Vashara.

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of Athasian dwarven nature.

Ability Score Increase. Your Constitution score increases by 2 and your Strength or Wisdom score increases by 1.

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 35. On average, they live about 200 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend to follow the established hierarchy of their community, devoting themselves to the regulations it imposes upon them.

Size. Dwarves stand between 4 and 5 feet tall and average about 200 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. You have superior vision in dark and dim conditions. 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.

Dwarven Focus. Once per a short rest whenever you make an ability check or a saving throw, you may choose to roll a d4 and add it to the total,

You can choose to add the d4 after you make the ability check or saving throw, but before the outcome is determined.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice. Smith’s tools, brewer’s Supplies, or Mason’s tools.

Dwarven Toughness. Your hit points maximum increases by 1, and it increases by one everytime you gain a level.

Languages. You can speak Common and Dwarvish. Dwarvish is deep and throaty, composed of many guttural sounds and harsh exclamations. Dwarves value their language and rarely teach it to outsiders.

A Dwarves Focus

A dwarf’s focus is the central point of its existence. Nothing is more rewarding to a dwarf than to complete its focus. But no simple job can be such a focus; anything taking a few days to complete is too simple a task to be considered a focus.

Work with your DM to come up with a focus that your character begins with, and with a new one every time you finish yours. It shouldn’t be an easy or mundane task and it should take at least one week to complete. It could also be linked to your adventures or be something different altogether.

At your DM’s permission, you may be bound to earn inspiration whenever you successfully complete your focus.

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Chatkcha

 

 

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Chapter 1 | Player Character Races

   Elf

They run across the Burning Sands like whirling dust sweeps across the baked dunes and parched steppes of the Tyr Region. By day they are untamed winds,blowing hot gusts of chaos from one end of the Tablelands to the other. By night they are swift shadows, always in motion, dancing beneath the light of Athas’ twin moons. They are the elves of Athas, and the twisted path they trace over the landscape is fast, furious, and more than a little dangerous.

The elves of Athas are long-limbed sprinters who lead lives of thievery, raiding, trading, and warfare. As members of tribes that wander the sun-scorched lands, elves usually make a living as traders and herders and rarely stay in one place for long. Each of the city-states hosts an Elven Market — a never-ending bazaar where the elves (and others who deal in goods of dubious origin) sell their wares.

Most elf tribes make a living through herding, but merchants and raiders also ply the desert roads. Elf culture, while savage, is also rich and diverse. They have turned celebrating into an art form, and elf song and dance is some of the most beautiful and captivating in all of Athas.

Savage Beauty

Elves stand between 6 and 7 feet tall, with slender yet muscular builds. They have deeply etched features, with skint hat has been made rugged by the baking sun and the scouring sand. Unlike the elves of other worlds, the elves of Athas are not pale-skinned, delicate beings. Their pigmentation is as varied as the flesh of other races and as affected by the rays of the sun. They grow no facial or body hair, but the locks atop their heads come in all colors — from sun-bleached blond to red and brown to darkest black.

Elves prefer to dress in garb designed to protect them from the desert and the elements but also to showcase their tribal customs and traditions. Some also incorporate plunder from raids to enrich their native dress. Song and dance play a major part in the elven life, and the music they produce is captivating and seductive to non-elves.

Natural Wanderers

Elves are tireless desert rovers forged in the desert — burned dark by the sun, toughened by the swirling sand, and given strength and speed by the constant wind. There’s no racial unity among them. Within a given tribe, all elves are brethren, but outsiders —even other elves— are regarded as potential enemies. Outsiders can be accepted and perhaps even become friends, but trust takes time to develop and it is often associated with tests and great sacrifice.

Elves crave free, open spaces in which to run, so elf slaves wither in captivity if they can’t escape, a practice they always strive for, when captured. Travelers often see whole tribes runnings swiftly and with great endurance across the sandy wastes. Only rarely will an elf ride a crodlu or a kank as mount. To do so is dishonorable unless ill or gravely wounded. The custom of the elves is to keep up or be left behind, so those unworthy of following the elf runs are not considered to be strong and useful to the tribe.

Indolent and Unscrupulous

Most Athasians consider elves lazy and deceitful. It’s true that many elves dislike hard work and prefer to live in the moment, avoiding unpleasant tasks and drudgery. If work can wait for even another moment, then it will. For an elf, the future is a dark, deadly place, so it strives to make every now as enjoyable and full as possible. They also enjoy taking advantage of, steal from, lie to, or misdirect outsiders, not out of malice so much as a desire to separate the gullible from their items of value.

Still, elves do work. In some ways, they work harder than members of other races. While they detest hard labor and will never voluntarily set out to construct anything more durable than a tent or small hut, they will spend hours on end haggling and negotiating with potential customers. When it’s important to maintain a valuable trading relationship, elves honor their word and barter in good faith. But the moment they perceive an opportunity that is too good to pass up, they abandon their previous deals.

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Trikal

 

 

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Chapter 1 | Player Character Races

Elf Names

Names are very important to elves, and they take a great deal of time and care before selecting one. Much thought goes into the selection of names, and tribal leaders consider naming young runners as one of their most solemn duties. Elven names are derived from two sources, the name of their tribe, and a given name based upon the elven tradition of a child’s first interesting thing while learning to run. While this might seem an easy task, tribal leaders watch for occurences that are both significant and that fit the child’s personality, for traditions hold that names help shape the elves they are given to. With the proper name, a young elf can grow to become a great elf. With the wrong name, the same elf will disappear in the wastes. Some childhood names are changed because of extraordinary actions undertaken during a youth’s rites of passage, but such changes do not happen very often.

Male Names: Abyuuk, Botuu, Coraanu, Dukkoti, Eevuu,Galek, Haaku, Ikan, Jaarati, Kathak, Lobuu, Mutami, Nuuko, Quaar, Radurak, Sorak, Traako.

Female Names: Alaa, Areela, Celba, Deryssa, Ekee, Elas, Enala, Esylk, Grissi, Guuta, Hukaa, Ittee, Jeila, Katza, Keelorr, Nuuta, Nysia, Tala, Utaa, Yalana.

Tribe Names: Clearwater, Night Runner, Shadow, SiltStalker, Silver Hand, Sky Singer, Swiftwing, Water Hunter, Wind Dancer.

Elf Traits

Your elf character has a variety of natural abilities,
the result of centuries of constant struggle in the Athasian harshlands.

Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence or Charisma score increases by 1.

Age. Although elves reach physical maturity at about the same age as humans, they must pass the tribe’s rites of initiation, before they can be considered adults. An elf typically claims adulthood around the age of 20 and can live to be 120 years old.

Alignment. Elves value freedom, variety, and independence, so they lean strongly toward chaos.

Size. Elves range from 6 to over 7 feet tall and possess slender, muscular builds. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Darkvision. You have superior vision in dark and dim conditions. 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.

Elf Run. By inducing an extraordinary state of grueling endurance, you gain the ability to travel long distances, sometimes for days at a time. You gain a +5 bonus to Constituion checks to avoid exhaustion as part of a forcedmarch.

Elf Weapon Training. You have proficiency with the longbow, longsword, scimitar, shortbow, and shortsword.

Elven Resilience. You have a natural resistance to extreme temperatures and aren’t adversely affected by the heat of the day or the chill of the night. You never need to make a saving throw when exposed to extreme heat or cold.

Keen Senses. You have proficiency in the Perception skill.

Languages. You can speak Common and Elvish. Short, clipped words make up Elvish.

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Chapter 1 | Player Character Races

Half-Elf

She kept scouting ahead with the Crodlu riders, at times sniffing the air or examining the hard, baked ground. It seemed like she lived in the deserts her whole life,for there wasn’t a single day where we took a wrong turn or faced any nasty raiders. Such a lonely and tight-lipped person, I couldn’t figure out her whereabouts; even when I tried to approach her, she reluctantly welcomed my effort. Only during the end of our trip did I manage to glean the truth about her. And it was at this moment, when the morning wind brushed her hair, and I suddenly glimpsed a pair of pointed ears.

Humans and elves must deal with each other from time to time, and in some cases – whether by force or through genuine love – children are born of mixed parentage. These are the half-elves, beings who combine features of both races,creating something different in the process.

Born from two worlds but welcome in neither, half-elves struggle to find their place in a hostile land. While being the offspring of two races, they face prejudice and unwillingness from both sides. That, in conjuction with the lack of culture, has turned the half-elves into lonesome, self-sufficient folk.

Of Two Worlds

 Half-elves generally grow taller than their human  parents but rarely approach the height of their elf side.  They average well above 6 feet tall, though they tend   to inherit some of the bulk of their human half,   averaging at 140 pounds. In most cases,a half-elf   can pass itself off as a human, though telltale   features can be spotted that hint at its elven   heritage.

Half-elven coloration and features tend to lie   somewhere between their human and elven parents,   and thus show a variety even more pronounced than   that found among either race. Half-elf men can also   grow beards.

Natural Survivalists

Intolerance and social rejection has given the half-elf its greatest attribute – self-reliance. As a loner, usually without permanent residence, a half-elf survives the rigors of life in the wilderness completely on its own. The skills involved in survival are only half of the challenge they face – half-elves must also learn to deal with the absence of companionship, the complete lack of conversation and basic friendship. Consequently, these lonesome folk turn for companionship to the animal world, training beasts of the air and sands as servants and friends.

No Homeland

A half-elf’s life is typically hardened by the intolerance of others. Neither fully human nor fully elven, half-elves rarely find acceptance with either race. Elves are especially intolerant, going so far as casting out the mother of a half-elf child, while humans are more apt to welcome them as allies or partners, although they seldom accept them into their homes. More often than not, half-elves remain outsiders, forced to endure on society’s fringes.

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Alhulak

 

 

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Chapter 1 | Player Character Races

Half-Elf Names

Half-elves usually pick human or elven naming conventions. As a result of social rejection from both races, they often come up with twisted forms of human and elven names, or invent their own.

Male Names: Boaz, Brazin, Ero, Fyrian, Gathalimay, Laban,Lafus, Luris, Melestan, Mirch, Navarch, Poortool, Regg,Ruach, Solzak, Vok, Wek, Wheetan, Xutan.

Female Names: Alie, Arya, Aso, Drewet, Feera, Feykaar,Krysta, Lorelei, Mila, Ranis, Sareka, Thania, Vaerhirmana.

Half-Elf Traits

Your half-elf character has developed some qualities that setit apart from both humans and elves.

Ability Score Improvement. Your Wisdom score increases by 2, and two other ability scores of your choice increase by 1.

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They can live to exceed a hundred years.

Alignment. Being self-sufficient and having spent most of their time in the wastelands has turned half-elves away from the extremes. Most of them lean toward neutral.

Size. Half-elves are taller than humans, standing well over 6 feet tall. They are on the lean side, however, averaging almost 160 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. You have superior vision in dark and dim conditions. 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.

Nomadic Life. You have proficiency in the Animal Handling and Survival skills.

Animal Friend. Once you reach 3rd level, you can cast the animal friendship spell once per day. If you use this ability on the same beast more than 1 day in a row, that beast has disadvantage on its saving throw.

Languages. You can speak Common and an extra language of your choice.

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Chapter 1 | Player Character Races

Half-Giant

There it stood, a tower of muscle and bones, a hulking beast let loose to rampage on its enemies. As the horns blazed over the walls, this creature of mythical size and strength reached the field of battle, swinging a bloodied stone maul at every side. No later than a few minutes, the enemy lay dead, and this half-giant warrior was back at its cage, slightly winded and smiling at its owner. Confounded, I watched as the half-giant’s attitude switched from a bloodthirsty beast to a peaceful creature in an instant. What twisted magics had brought such an unpredictable monster into life?

In some lost millennium, as a bizarre experiment or perhaps as some sort of curse, giants were magically crossbred with humans, producing a hardy race of towering creatures known as half-giants. Most of them are enlisted as gladiators or in the armies of the sorcerer-kings, while others are cast away and become thugs or mercenaries. Whatever their backstory, they more often than not prove to be mighty warriors.

Wherever they are, half-giants have to deal with the fact that they are somewhat big for the world around them, for things built for the use and convenience of humans don’t work in their hands.

Towering Hulks

 A half-giant is an enormous individual, standing  between 10 and 12 feet tall, and weighing close to a  ton. Simply put, a half-giant has inherited its size and   massive strength from its giant parent. Its human   background, along with human features, has   provided it with curiosity, and willingness to learn   and cooperate.

 Half-giant skin ranges from light brown to deep tan,  like certain tones of sand. They often shave their  heads or wear long knots, usually in black or brown  colors, though paler half-giants can be found with  sandy blonde hair.

Of No Culture

There is no half-giant culture common to all of their kind. On the contrary, having insufficient history and overall intelligence to have their own culture, half-giants tend to readily adopt the cultures of other creatures they admire or associate with. Half-giants are very imitative creatures, eager to fit into new situations as they present themselves.

Half-giants, however, aren’t as emotionally attached to objects or work as are other races. Whenever presented with a new situation, they examine the roles of the people there, determine where they might best fit in, and then start performing the tasks necessary. But if a situation isn’t beneficial, or if a half-giant can’t perform well in a given environment, it won’t imitate the nearby culture, prefering to moving on when it sees fit.

Fickle Minds

Half-giants switch attitudes very quickly, taking on new values to fit new situations. A half-giant whose peaceful farming life is disrupted by marauders may soon adopt the morals of the very renegades who sacked its village. Goals and lifestyles switch easily, usually based on the charismatic individual that crosses paths with the half-giant or as a reaction to a significant change around it.

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Forearm Axe

 

 

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Chapter 1 | Player Character Races

Half-Giant Names

A half-giant’s name depends on whether it’s free or enslaved. Free half-giants are likely to borrow the naming conventions of the people they interact with, whereas enslaved ones are usually given a human name.

Male Names: Crag, Den-du, Doorub, Gaanon, Gall, Garchom, Ghurs, Gigus, Hurgen, Jaryx, Junnai, Pegen,T’sor, Tah, Tak, Tutoc.

Female Names: Atrocla, Astara, Baraka, Camla, Er’the, G’rshun, Hezze, Katid, Mura, Ot, Romla, Tal, Vun, Zambia.

Half-Giant Traits

Your half-giant character has certain trais deriving from yourgiant ancestry.

Ability Score Increase. Your Strength score increases by 4 and your Constitution score increases by 2.

Ability Score Decrease. Your Intelligence, Wisdom, and Charisma scores are all decreased by 1.

Age. Half-giants mature a little slower than humans, reaching adulthood around age 30. They age similarly slower and usually live longer than 150 years.

Alignment. Due to their fickle nature, half-giants do not lean toward any alignment. Most start out as neutral.

Size. Half-giants are hulking creatures that stand between 10 and 12 feet tall and weigh about 1,600 pounds. Your size is Large. As a large creature you take up a 10’ x 10’ space and your carrying capacity is double that of a Medium size creature. You also require four times the normal amount of food and water to sustain yourself.

All personal items, such as clothing, armor, and food, cost double for half-giant characters. Transportation and lodging, when they’re available at all, are also considerably more expensive. Most things aren’t built to support the weight of a half-giant, and even in the cities half-giants tend to camp outside for their own comfort and to avoid causing any damage.

Speed. Your base walking speed is 30 feet.

Charm Susceptibility. Whoever created the half-giants bred them to be easily controlled by magic. You suffer disadvantage on saving throws against being charmed.

Intimidating. You have proficiency in the Intimidation skill.

Powerful Build. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

Giant Weaponry. You can wield much larger and deadlier weapons than the smaller races. Such weapons cost twice as much as normal but deal higher damage on a hit as shown on the table below

Base Damage Giant Weapon Damage
1 1d4
1d4 1d6
1d6 1d8
1d10 1d12
1d12 1d12+2
2d6 2d6+2

Languages. You can speak Common. You speak in a low-pitched voice, and occasionally people find it difficult to understand you.

 

 

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Chapter 1 | Player Character Races

Halfling

“You have desecrated our sacred place,” Awispy voice called from behind. Just in front of the stand of trees, there stood a halfling, looking wild and primal with his painted body and forest-decorated hair, and pointing a crude, bone sword at the party. “The ancient nature-masters cannot forgive you for trespassing, and neither can I! I will raise up the forest itself to destroy you!” All of a sudden, a rain of arrows exploded out of the trees, splintering on the ground all around the surprised group, while the feral cries of halfling warriors echoed from the darkness of the forest.

Today’s halflings bear little resemblance to their supposedly ancient forebears. Where once halflings filled the land in every direction, today they inhabit the slowly disappearing forests and jungles, like the Forest Ridge. Where once they were civilized masters of an advanced society, today they are feral, savage creatures as wild as the arid winds. They are more willing to eat a stranger in their lands than to welcome him.

Small and Primitive

Halflings are diminutive in stature, standing about 3 feet tall.They are muscled and proportioned like humans, but they have the faces of wise and beautiful children that never succumb to the rigors of age. They weigh between 50 and 60 pounds and are virtually always in peak physical condition. Their skin ranges between pale to tan and their hair is usually a brown or black mane. They have brown or hazel eyes, though blue are rarely found; such halflings are said to bear the life of the oceans inside them.

The appearances of the halflings are considered primitive by most of the other Athasian races; while their garments are usually a plain loincloth and occasionally a vest or shirt, halflings fancy painting their skins in various colors. They rarely tend to their hair, instead letting them grow in great lengths, and keeping them unkempt and dirty. Halfings sport no body hair.

Solidary and Ritualistic

Halflings possess a great deal of racial unity. Though divided politically into separate villages and communities, halflings have great respect for their race as a whole. Disputes between members of communities are most often settled peacefully, through ritual and custom. These custom are often directed by each tribe’s shaman, the spiritual leaders who hold positions of honor and respect above all other halflings.

On a personal level, halflings relate very well to one another, well enough to have built a considerable culture rich in art, song, and other expressive communication. Ritual and custom control every aspect of halfling life. Such is the diversity of their culture, that the rest of the races find it difficult to comprehend. More than a few times, a halfling will be frustrated by outsiders who can’t seem to grasp their abstract thinking and complicated concepts. Fortunately, halflings who have travelled widely outside their traditional home have a much greater tolerance toward those of “lacking” culture.

Self-Improvement

Halfling culture cares for each individual’s inner well-being and spiritual unity with race and environment. They have little concept of conquest or monetary wealth, and vices that other societies take for granted — such as greed and avarice— are particularly discouraged. Treasure that appeals to other characters holds little interest to a halfling. It is more concerned with promoting halfling culture, its own knowledge, or its inner well-being. A halfling will never lie to or betray another halfling.

Expanding Knowledge

Halflings face, at first, difficulties in adjusting to other customsand points of view, but as a generally open-minded race, they tend to be curious or confused by the actions of others rather than initially combative. Halfling adventurers will attempt to learn all they can about other cultures, but will almost never adopt those cultures as their own. Their shamans teach that the customs of others are no threat to their own, so a halfling adventurer will welcome the chance to learn another point of view, rather than instantly try to change it.

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Singing Sticks

 

 

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Chapter 1 | Player Character Races

Halfling Names

Halflings have a given name, provided to them by their community. They stick to that name as a mark of their heritage, even though they might adopt many different names from the other cultures.

Male Names: Cha, Derlan, Fullgrin, Lokee, Nok, Pauk,Pletaw, Purhas, Urga-zoltapl, Zivlil.

Female Names: Alansa, Anezka, Dokala, Grelzen, Horga,Jikx, Joura, La, Nasaha, Tar, Vensa.

Halfling Traits

All Athasian halflings share a number of traits common to their race.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. A halfling reaches adulthood at the same age as humans and generally lives a little longer than a century.

Alignment. Most halflings are lawful. They are
very orderly and traditional, leaning heavily on
the support of their community and the comfort
of their old ways.

Size. Halflings average about 3 feet tall and
weigh between 50 and 60 pounds. Your size
is Small.

Speed. Your base walking speed is 25 feet.

Halfling Athleticism. You can add your
Dexterity modifier instead of your Strength
modifier to all Athletics skill checks.

Halfling Nimbleness. You can move through
the space of any creature that is of larger size
than yours.

Halfling Resilience. You have advantage on
saving throws against poison, and you have
resistance against poison damage.

Innately Stealthy. You have proficiency in
the Stealth skill.

Savage Attacks. When you score a critical
hit with a weapon attack, you can roll one of
the weapon’s damage dice one additional
time and add it to the extra damage of the
critical hit.

Languages. You can speak Halfling. The
Halfling language isn’t secret, but halflings loath
to share it with others. Since they only have
oral traditions, their literature is nonexistent.

 

 

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Chapter 1 | Player Character Races

Human

You see those poor sods, strolling about, minding their own business? All those people around you, in their various garments and colorations. A foolish lot they are, for they outnumber every other race, yet they can’t control their very lives, instead choosing to live under the tyranny of those sorcerer-kings and their lackeys, the templars. But just because they accept this oppressive life doesn’t mean they don’t have goals or ambitions. This mass of unclean bodies you see can topple their superiors just as easily as they bow their heads at them. You only have to give them motivation, or the promises or wealth and power.

Humans are the predominant race on Athas. They are a versatile breed, brilliant and exceptional as often as they are unremarkable and mundane. A resourceful and hardy race, they can be found in every social stratum and situation: city dweller or desert villager, herder or trader, noble or slave. Humans’ drive, ambition, and ingenuity help the race survive on the dying world and thrive under the rule of the sorcerer-kings.

Diverse in Appearance

There is no typical human in the Tyr Region. An individual can stand a little over 6 feet tall and weigh between 150 and 200 pounds. While they come in all shapes and sizes, they tend to reflect certain traits common to particular city-states. Humans in Draj, for example, have broad chins, bronze skin, and black hair that hardly ever grows on their faces. Humans from Gulg have dark brown skin and rounder features with thick, curly hair. And humans hailing from Balic bear tanned complexions, dark eyes, and grow finely-trimmed beards.

More diverse are the humans that have been subject to the abusive magic that devastated the land and twisted its appearance. These people show unusual physical traits —odd skin or eye color, lack of body hair, webbed fingers, or exaggerated features. While unusual, these traits are not uncommon and rarely elicit more than a glance.

A Multitude of Personalities

Humans are the most adaptable, ambitious, and individualistic people among the common races; even the tyranny of the sorcerer-kings hasn’t stamped out their diversity. Other races often don’t know what to expect when meeting a human for the first time, because predicting their behavior based on cultural norms is difficult. Their widely varying tastes, morals and customs is linked to their various different cultures, which are based around the seven city-states. Individually and as a group, humans can be adaptable opportunists, and they stay alert to changing political and social dynamics.

Bereft of Past

What generally passes for the history of Athas is actually a jumble of folklore and propaganda. Prohibited by the sorcerer-kings and templars from keeping written histories, most humans know only the stories told in their communities. These tales paint the despots as saviors, gods, or anointed champions who, through selfless actions, saved Athas from certain destruction. Many humans scoff at these tales, however, being more concerned with the problems of the present than devoting themselves to the lessons of the past.

Still, there are those who chafe against tyranny’s chains, but hold their tongues, seeing no reason to jeopardize the shelter, water, and food they receive in the city-states they usually live in return for their loyalty. The most daring, ambitious, relentless, or even foolish among them are usually the ones who defy the comforts of a city-state to choose the life of adventure.

Stain

 

 

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Chapter 1 | Player Character Races

Human Names

Humans generally adopt the culture of the city-state they livein or close by.

Balic Male Names: Acamus, Agis, Charon, Dymas,Eurythion, Ibykos, Kaletor, Leocedes, Meles, Memnon,Pandaros, Sygaros, Theron, Xenophon, Zagreus.

Balic Female Names: Akantha, Amaltheia, Celandine,Damaris, Eris, Hekate, Iantha, Korinna, Maia, Ophelia,Persephone, Selene, Tanis, Xenia, Zenovia.

Draj Male Names: Acalan, Aztlac, Ezhual, Ilhuitl, Ixcahuani,Ixcanan, Matlal, Mezhua, Tenoc, Tlalli, Xonite, Yolotaca.

Draj Female Names: Aztalani, Chimali, Etalpalli, Izel,Matzatl, Talaxa, Tezcalal, Tlaloc, Xiomara, Xocah, Yasha.

Gulg Male Names: Akusa, Azizi, Dumaka, Ebo, Gahji,Gowon, Jafari, Hasani, Idi, Ishaq, Kokayi, Kwasi, Madu,Obasi, Obi, Poki, Ranaki, Tau, Useni, Yazid, Zikoma.

Gulg Female Names: Abayomi, Dulani, Esi, Fasani, Hasina,Izegbe, Jaha, Khadija, Marjani, Nailah, Panya, Rashida,Rukiya, Saada, Shani, Suma, Thema, Ulu, Zahara.

Nibenay Male Names: Acharya, Bora, Chakara, Kiri, Kosal,Kravann, Mao, Narin, Nhean, Phalla, Prak, Rith, Rithisak,Samay, Sann, Sokha, Sovan, Thom, Vannak, Veha, Vithu.

Nibenay Female Names: Akara, Chaya, Chariya, Dara,Kalliyan, Kannitha, Makara, Nakry, Rachana, Seda, Sikha,Sita, Sophea, Soriya, Sovanni, Thyda, Tola, Vanna, Vaeta.

Raam Male Names: Akhenaten, Amenhemet, Aosakar,Ehput-Ki, Khayu, Imhotep, Kenamon, Khamet, Merkha,Nakha, Nikhari, Pawara, Ramas, Semerkhet, Tetankha.

Raam Female Names: Aneksi, Dedeyet, Inhapi, Kemsiyet,Kiya, Maharet, Maia, Mekare, Nefertiti, Nephethys,Nithotep, Nulara, Raia, Sadeh, Senna, Sikara, Tuya,Tekharet.

Urik Male Names: Akiya, Anu, Dagan, Enki, Enkidu,Hamaru, Istaran, Kal, Lahar, Shamash, Tammuz, Zaqar.

Urik Female Names: Arah, Ashani, Enkara, Inanna, Iltani,Ishtar, Ninkasi, Ninkura, Shala, Shara, Tikanna, Zorah.

Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment.The best and the worst are found among them.

Size. Humans vary widely in height and build, but most range between 5 feet and 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak Common and one extra language of your choice.

Variant Human Traits

You may choose the following variant human racialtraits for your character if you wish, all of which replace the human’s usual Ability Score Increase trait.

Ability Score Increase. Two different ability scoresof your choice increase by 1.

Skills. You gain proficiency in one skill of yourchoice.

Feat. You gain one feat of your choice.

Stain

 

 

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Chapter 1 | Player Character Races

  Mul

Who am I? I am Darus, once a slave serving Apatrician in the city of Balic. The noble raised me to battle in the Criterion, to spill the blood of my enemies, revel in thecheers of the crowd, and fill the pockets of my master with silver and gold. But now I am free of my bonds, outlawed in Balic, and a member of this slave tribe. Do I believe in the dream of freedom? I cannot answer that, for in truth I do not know. I know that I have tasted freedom and it is very sweet. I never want to thirst for it again, toiling for a master while my spirit withers beneath the hot sun of bondage.

Sterile crossbreeds of humans and dwarves, muls are well-known for their outstanding stamina. Accordingly, templars, noble families, and merchant houses breed them as slaves.

Combining dwarven toughness and human ingenuity, muls inherit the best features of both races. Although muls can serve in many ways, most find their lives shaped by a noble’s desire to create a worthy champion or a merchant’s calculated investment in a gladiator for the arenas.

Squat and Brawny

Muscular and fit, muls resemble powerfully built humans. Standing between 6 and 7 feet tall and weighing about 300 pounds, these half-dwarves bear heroic proportions — broad shoulders, powerful thighs, and thick arms. Both genders are hairless and hint at their dwarven ancestry, with strong, stern features and small, swept-back ears that come to subtle points. Mul skin and eye colors are as varied as they are inhumans, but many muls have a copper or deeply bronzed complexion, and few have noticeable gold flecks in their eyes.

Muls have little collective racial identity and adopt the dress and fashion of their homes. As products of the city-states where they are bred, they have no culture of their own. Some escaped slaves make a home for themselves among the desert tribes, but because no mul can start a family, they have no place to call their own.

Born into Slavery

All muls begin their lives as slaves. Slave holders throughout the Tyr Region have long known that tremendous hardiness and stamina result from mixing human and dwarven lines.Since muls make outstanding gladiators, slave warriors, and heavy laborers, enduring toil and hardships that would kill lesser folk, they are often most-sought.

Born to the slave pens, the task master’s whip takes the place of loving parents and family. For this reason, muls develop violent reactions. But when they perform well in the arena, they receive the most pampered treatment of any slaves. Consequently, some don’t see slavery as that a great hardship. However, those who have tasted the sweet air of freedom will fight to retain it.

Lust for Freedom

Muls who set their hearts on freedom are difficult to keep in chains. Some escape to the wilds and become raiders or join tribes of ex-slaves, wheras others who escape become mercenaries and sell their fighting skills to whomever they can. Muls who don’t flee captivity can win their freedom in the arena or by completing a dangerous task for their masters. A few highly prized gladiators receive so many privileges and comforts that they are effectively free, enjoying great latitude to go where they want and do as they wish.

Gruff and Taciturn

Muls are hard, driven, pragmatic folk with little remorse or sympathy in their hearts. Many grow up under the lash, subjected to brutal training for the arena or grinding toil in fields or quarries. As a result, muls have a hard time offering friendship and trust to anyone. More than a few muls, scarred by the hardships of their upbringings, spend their days as bitter, violent misanthropes. Others are suspicious, grasping mercenaries who have learned never to lift a finger on behalf of another person without establishing what they will gain from providing aid.

Despite their tendency to be sullen or self-centered, muls don’thave a particular enmity for any people and can learn to work alongside others. Growing up in the slave pits and the underclass of society taught them how to figure out who to trust, who not to, and how to gain favor and reputation among others, slaves or free people; their survival demanded nothing less.

Stain

Gythka

 

 

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Chapter 1 | Player Character Races

Mul Names

Muls favor one simple name, generally a human one or variants. They don’t have families, so they don’t get to pick a last name, but sometimes they use place names to denote their place of origin, like “Mersten of Nibenay” or “Tomak of Tyr”.

Male Names: Aram, Borthomar, Bost, Darok, Darus, Durn, Eben, Erekard, Gard, Harask, Marok, Morg, Rikard, Sanozar, Tomak, Uskan, Zedath, Zorus.

Female Names: Aisa, Aivel, Brithis, Callia, Demosis, Elina, Faivel, Himithis, Laivi, Mersten, Narisel, Raina, Reshel,Saditha, Tirshel, Uisel, Zerima.

Mul Traits

Your dwarven heritage manifests in a variety of traits you share with other muls.

Ability Score Increase. Your Strength and Constitution scores are both increased by 2.

Age. Muls mature at the same rate as humans, reaching adulthood around 18. They seldom live past 85 years, though.

Alignment. The taskmaster’s whip has instilled a lawful attitude in most muls, although those who have fled from slavery are usually chaotic.

Size. Muls are taller and broader than humans, and they range from 6 to 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision: You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Inexhaustible. You have advantage on all saving throws made to resist exhaustion. In addition, as an action you can reduce your current exhaustion by one level. Once you use this trait, you can’t use it again until you finish a long rest.

Relentless Endunrance. When you are reduced to 0 hitpoints but not killed outright, you can drop to 1 hit point instead. Once you use that trait, you can’t use it again until you finish a long rest.

Superior Resilience. You have advantage on saving throws against disease and poison, and you have resistance against poison damage.

Languages. You speak Common and one extra language of your choice.

 

 

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Chapter 1 | Player Character Races

Thri-Kreen

“This one does not speak with the quivering soft shells that lay about all night. This one might eat you, but never speak.”

Thri‐kreen (“kreen” for short) are the strangest of the intelligent races of the Tyr region. These insectoid beings born from eggs possess a mindset very different from any humanoid being encountered. They roam the wastes in packs, hunting for food day and night, since they require no sleep. Thri‐kreen are quick and agile and make fearsome fighters, feared throughout the wastes. They refer to thri-kreen who have become city dwellers as “tohr-kreen,” meaning “settled person,” whereas thri-kreen means “wanderer-person.”

Insect Body

Mature Thri‐kreen stand about 7 feet tall, with a rough body length of 11 feet. Their four arms end in claws; their two legs are extremely powerful, capable of incredible leaps. However, kreen are unable to jump backwards. Their body is covered with a sandy– yellow chitin, a tough exoskeleton that grants the Thri‐kreen protection from blows. Their head is topped with two antennae, and their two eyes are compound and multifaceted. The kreen mouth consists of small pincers. Male and female Thri‐kreen are physically indistinguishable. Thri‐kreen usually do not wear clothing, but wear some sort of harness to carry weapons and food.

Many wear leg or armbands, or bracelets. Some attach rings on different places on their chitin, though this requires careful work by a skilled artisan. Pheromones release modifies their eye coloration: light for pleasant feelings and dark for distress. They are carnivores and become sick if eating plants, the only exception being a handful of common spices and fruit-based potions.

No Sleep Required

Since Thri‐kreen do not require sleep, they have difficulty understanding this state of “laziness” in others. Other behaviors of humanoids seem unnecessarily complex. A kreen’s life is simple: hunt prey. Kreen live for the hunt, and own only what they can carry. Their knowledge is largely passed by an instinctual racial memory shared with the clutch. At birth, they already know what animals make the best prey and ways to catch them.

A Different Perspective

The pack mentality dominates a kreen’s relation with others. Kreen hunt in small groups and will move to other areas rather than depopulate an area of prey. A kreen that joins a group of humanoids will often try to establish dominance in the group. This can be disconcerting to those unaware of the kreen’s behavior, since establishing dominance usually means making threatening gestures. Once the matter is settled, they will abide by the outcome. Thri‐kreen view humanoids as possible sources of food but rarely hunt them as humanoids are not simple prey. Many kreen have a particularly fond taste for elves; as such, meetings between these two races are often tense. However, once part of a clutch, Thri‐kreen will never turn on their humanoid friends, even in the worst of situations.

Kreen have a severe fear of any water smaller than a puddle as they cannot swim or float. They have no idea how to ride another creature and find the concept alien and non-sensical.

Racial Memory

Contrary to the variety of humans, thri-kreen are largely predisposed to tasks due to their racial memory. They have no wizards; their lack of natural sleep and need to hunt makes it impractical, but kreen take to psionics as a way of life and the hunt. They revere the elements and ancestral memory causes them to revere the Great One, a legendary leader from many clutches past.

Stain

Lotulis

 

 

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Chapter 1 | Player Character Races

THRI-KREEN NAMES

The Kreen language is very different from those of the other intelligent races. They have no lips or tongues, and so cannot make the same sounds humanoids make. Kreen language is made up of clicks, pops, or grinding noises. They do not distinguish male and female names.

Names: Cha’ka, Chuka-tet, Drasna, Drik-chkit, Hakka, Ka’cha, Ka’tho, Klik-chaka’da, Lakta-cho, Qhak’cha, Qhik-ik-cha, Sa’Relka, T’Chai, Tak-tha.

Thri-kreen Traits

All thri-kreen have the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Thri-kreen live much shorter lives than their human and demi-human counterparts. A thri-kreen matures quickly, reaching adulthood within 3-4 years of hatching. Most thri-kreen only live to be 30 years old, although some live marginally longer.

Alignment. Thri-kreen tend towards a chaotic nature, uncomfortable living by the rigorous societal standards the other races of Athas subject themselves to. It is rare that thri-kreen are evil, often seen as friendly and good by the other races of Athas.

Size. A full-grown thri-kreen stands about seven feet tall but can be as long as 7 to 9 feet, and can weigh between 450 to 470 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision: You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Monstrosity Your creature type is monstrosity, rather than humanoid.

Natural Armor. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can still use a shield and gain this benefit.

Secondary Arms: You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.

Sleepless. Thri-kreen do not require sleep and do not suffer exhaustion from lack of rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping.

Standing Leap. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Thri-kreen Weapon Training. You are proficient with the gythka, chatkcha

Languages. You speak Common and Kreen, Kreen is a language composed of clicks and whirring, antennae movements, and pheromone emissions that non-kreen find difficult to interpret and near impossible to duplicate.

What do the extra arms do?
Can Do’s
Manipulate objects
Open/close doors/containers
Pick up or set down Tiny objects
Wield light weapons
Can’t Do’s
Grapple or Shove a Creature
Perform somatic components
Use a magic item
Use a shield
Wield a non-light weapon

Can I reload a weapon with my secondary arms? The rules for the Ammunition property state that “you need a free hand to load a one-handed weapon”. The secondary arms have hands on them, which qualifies.

Can I use a spellcasting focus in my Secondary Arms? Yes, with some limitations. The focus must be tiny (a wand is fine, but a staff is not), and you can’t perform Somatic components. This would allow you to substitute the focus for any inexpensive material components which are not consumed by the spell, but you still need one of the hands on your primary arms to perform any Somatic components so the benefits of using a focus this way are minor.

Can I use secondary arms to wield a two-handed weapon? No. You wield a two-handed weapon in two hands, and there are no two-handed weapons that also have the light property.

Can I use secondary arms to wield a Versatile weapon with two hands? No. You are explicitly wielding a Versatile weapon in two hands and there are no weapons that are both light a versatile.

Do I get extra attacks for using Secondary Arms? No. You still use the rules for two-weapon fighting even if you’re wielding three or four weapons.

 

 

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Chapter 2 | Player Character Classes

 

 

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Chapter 2 | Player Character Classes

Chapter 2: Classes of Athas

From the lowliest slave to the highest templar, our fates are decided for us. The slave at the hands of the master, and the templar at the will of the king. Pray to Ral and Guthay that your children are born when the stars align to favor them. Few are those privileged to choose their own path of life, and cursed are those for they are bound by choice and have but themselves to blame for their misfortune. The bard addicted to his alchemical mixtures, the templar imprisoned for his crimes, and the gladiator sacrificed for the thrill of the fight. It is the choices that define who you are and how you die, regardless of who makes them.”

The Classes of the Dark Sun
Class Description Hit
Die
Primary
Ability
Saving Throw
Armor and Weapon
Proficiencies
Proficiencies ^
Barbarian A fierce warrior of primitive
background who can enter
a battle rage
D12 Strength Strength
& Constitution
Light and medium armor, shields,
simple and martial weapons
Cleric An elemental champion who
wields divine magic pulled
from the elemental plains
D8 Wisdom Wisdom
& Charisma
Light and medium armor, shields,
simple weapons
Druid A priest of the Old Faith,
wielding the powers of nature
and adopting animal forms
D8 Wisdom Intelligence
& Wisdom
Light and medium armor (nonmetal),
shields (nonmetal), clubs, daggers, darts,
javelins, maces, quarterstaffs, scimitars,
sickles, slings, spears
Fighter A master of martial combat,
skilled with a variety of
weapons and armor
D10 Strength
or Dexterity
Strength
& Constitution
All armor, shields, simple and
martial weapons
Mystic A master of psionic powers
who use it to manipulate
minds and the enviroment
D6 Intelligence Constitution
& Intelligence
Daggers, darts, slings, quarterstaffs,
light crossbows
Ranger A warrior who uses martial
prowess and nature magic to
combat threats on the edges
of civilization
D10 Dexterity
& Wisdom
Strength
& Dexterity
Light and medium armor, shields,
simple and martial weapons
Rouge A scoundrel who uses stealth
and trickery to overcome
obstacles and enemies
D8 Dexterity Dexterity
& Intelligence
Light armor, simple weapons,
hand crossbows, longswords,
rapiers, shortswords
Templar A servant to one of the sorcerer
kings who uses magic and
martial powers to serve their lord
D8 Charisma Intelligence
& Charisma
Light Armor, Medium Armor,
Simple weapons, Martial Weapons
Wizard A scholarly master of arcane
magic, which they use to mend
the world, or destroy it
D6 Intelligence Intelligence
& Wisdom
Daggers, darts, slings,
quarterstaffs, light crossbows

Argosy pulled by two Mekillots

 

 

20

Chapter 2 | Player Character Classes

Barbarian

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path feature 4 +2
7th +3 Feral Instinct, Instinctive Pounce 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Description

 Brutality is a way of life in Athas, as much in some of   the cities as in the dwindling tribes of Athas’ harsh   wastes. Cannibal headhunting halflings (who    occasionally visit Urik from the Forest Ridge)    express shock at the savagery and bloodshed of    the folk that call themselves “civilized” and live   between walls of stone. They would be more   horrified if they were to see the skull piles of Draj,   experience the Red Moon Hunt in Gulg, or watch a    seemingly docile house slave in Raam rage as she   finally “goes feral”, taking every frustration of her  short cruel life out on whoever happens to be closest  to hand. Some on Athas have turned their brutality  into an art of war. They are known as “barbarians” and they wear the name with pride.

Class Features

As a barbarian, you gain the following class features.

Hit Points


  • Hit Dice: 1d 12 per barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d 12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Endurance, Gambling, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background :


  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon

Stain

Kes-trekel

 

 

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Chapter 2 | Player Character Classes

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t w earing heavy armor:


  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Pit Fighter, or the Path of the Totem Warrior all are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Feral Instinct

By 7th level, 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.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous w ounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution 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 short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

 

 

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Chapter 2 | Player Character Classes

Primal Paths

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Berserker

For some barbarians, rage is a means to an end-—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, 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 o f the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end o f your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. 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, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.

Path of the Pit Fighter

Pit fighters tend to be some of the strongest, toughest, and most dangerous adversaries in the arena. Battling for survival has been the only constant in their violent lives; they have little to lose or gain except their lives. Usually regarded asproperty to be bought and sold, these brutal warriors have nothing to fear and always lunge into battle.

Brawler

When you choose this path at 3rd level, you gain severalbenefits that make you a more effective in unarmed combat.


  • You can roll a d6 in place of the normal damage of yourunarmed strike. This die improves as you gain barbarian levels, increasing at 6th level (d8), 12th level (d10), and 18th level (d12).
  • When you use the attack action to make an unarmed strike or attempt a grapple, you can make one unarmed strike as a bonus action.

Reckless Abandon

Starting at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Raging Charge

Beginning at 10th level, you can use the Dash action as a bonus action while raging.

Eye for an Eye

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed attack against that creature. You must have a free hand

Klar

 

 

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Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thickskinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Klar. While raging, you have resistance to all damage except psychic damage. The spirit of the Klar makes you tough enough to stand up to any punishment.

Kes-trekel While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the Kes-trekel makes you into a predator who can weave through the fray with ease.

Dagorran While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the Dagorran makes you a leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Klar. You gain the might of a Klar. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Kes-trekel. You gain the eyesight of a Kes-trekel. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Dagorran. You gain the hunting sensibilities of a Dagorran. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunment

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Klar. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Kes-trekel. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Dagorran. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Dagorran

 

 

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Cleric

  Description

  Athas is a world which has no gods and which    needs no gods for its clerics are able to channel    the power of the very elements themselves. There    are four types of elemental clerics: Earth, Air,    Fire, and Water. Each has its own peculiar   strengths and weaknesses, as well as access to  powers and spells not available to the others. This  makes these environmental warriors an extremely  diverse and interesting class to play. Some are merely  power-hungry, some seek revenge, and some are  honestly struggling to save their dying planet and  reverse the ancient environmental disaster.  Regardless of motivation, every cleric under the dark  sun of Athas is a force to be reckoned with.

Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest),Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement Destroy Undead(CR 1), Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4),Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

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Class Features

As a cleric, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per cleric level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Endurance, Gambling, History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • A shield and a holy symbol

Holy Symbols

A cleric’s element is his holy symbol. Earth clerics use smallchunks of granite, quartz, silver, gold, or any other kind of rare earth. Clerics of water always have a vial of pure water, wornabout the neck or mounted on a staff. Fire clerics use obsidian, often carved or melted into the shape of raging flames. The priests of air are the most fortunate of the elemental clerics, since they are not tied down by material possessions. The holy symbol of air is the cleric’s own breath.

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column o f the Cleric table.

Preparing and Casting Spells

The Cleric table shows how many spell slots you have to cast your spells o f 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells o f 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your W isdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.

 

 

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Divine Domain

Choose one domain related to your deity: Air, Earth, Fire, or Water. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list o f spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Elemental Speech

At 1st level all elemental clerics gain the ability to speak theprimordial dialect associated with their chosen domain.Auran (air), Aquan (water), Ignan (fire), or Terran (earth).

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: 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 Wisdom 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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Destroy Undead
Cleric Level Destroys Undead of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention

Beginning at 10th level, 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 cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell w ould be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

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Divine Domains

All clerics worship the elemental planes and draw their magical energies directly from them. However, the backgrounds and motivations for clerics may be vastly different—the shaman witch doctors of the halflings, the mullahs of the trader caravans, and the healers among the slave tribes are all very different, but they’re all clerics.

Air Domain

Clerics who make pacts with the denizens of the Plane of Air are perhaps the most misunderstood of all the elemental clerics. They are wanderers, diviners, travelers, and mystics. Like the winds, their minds are constantly wandering, and they rarely seem focused on a current problem or situation. Some say that is because they are empowered by flighty patrons, and others say that repetitive viewing of the future drives one mad.

Air Domain Spells
Cleric Level Spells
1st feather fall, fog cloud
3rd dust devil, gust of wind
5th call lightning, fly
7th conjure minor elementals, storm sphere
9th conjure elemental, control winds
11th investiture of wind
13th whrilwind
15th control weather

Bonus Cantrip

At lst level, you gain the gust cantrip if you don’t already know it.

Dance of the Winds

Starting at first level you gain the ability to momentarily become as insubtantial and swift as the wind. As a bonus action you can teleport up to 30 feet to an unoccupied spacethat you can see. You can use this ability a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Wind’s Guidance

Starting at 2nd level, you can fire or throw weapons with unnerring accuracy. When you make a ranged attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Windborne Steps

At 6th level, your speed increases by 10 feet.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of the storm. 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 lightning or thunder damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Wind

At 17th level, you have flying speed equal to your current walking speed whenever you are not underground or indoors.

Earth Domain

Earth endures, and like the mountains and the drying plains,earth clerics must bear the brunt of the fight for Athas’ssurvival. Because air, fire, and water all depend on growingthings for their enrichment, and because earth alone mustsustain itself, it is the earth clerics who must carry on theburden of preventing the environmental holocaust loomingover Athas. For, if they do not preserve the land, will not thedeath of Athas weigh upon their shoulders?

Earth Domain Spells
Cleric Level Spells
1st earth tremor , shield
3rd spider climb, spike growth
5th erupting earth, meld into stone
7th conjure minor elementals,stone shape
9th conjure elemental, wall of stone
11th investiture of stone
13th forcecage
15th earthquake

Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

Earth’s Resilience

At 1st level you are imbued with the strength and fortitude ofthe earth. This grants you two benefits:

  • You gain a +1 bonus to AC.
  • Your hit points maximum increases by 1, and it increasesby one everytime you gain a level.

Channel Divinity: Grasp of the Earth

Starting a 2nd level, you can use your Channel Divinity to restrain your enemies. As an action you cause tendrils of earth to erupt from the ground and wrap themselves around any number of targets within 10 feet of you. All targeted creatures must succeed on a Strength saving throw ar be restrained by the earthen tendrils. 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.

 

 

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Elemental Ward

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikeswith the power of the earth. Once on each of your turns when you hit a creature with a melee weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Stone

At 17th level, you gain resistance to bludgeoning, piercing,and slashing damage from nonmagical weapons

Fire Domain

The most feared and unpredictable of the Athasian clerics are those of the Elemental Plane of Fire. Some say these individuals become crazed during initiation, and others say that one must be insane to petition the destructive lords of flame in the first place. Whatever the reason for their erratic nature, fire clerics are the most powerful and the most destructive of the elemental priests. Fire priests have earned their reputations for two reasons, they are very aggressive and very offensive. They will laugh maniacally while their enemies are incinerated, and they appear to thrive only when everything around them is being devoured by the fieryappetites of their patrons.

Fire Domain Spells
Cleric Level Spells
1st burning hands, searing smite
3rd aganazzar’s scorcher , flame blade
5th fireball,flame arrows
7th conjure minor elementals, wall of fire
9th conjure elemental, immolation
11th investiture of flame
13th fire storm
15th incendiary cloud

Bonus Cantrip

At lst level, you gain the produce flame cantrip if you don’talready know it.

Fire Shaping

Beginning at 1st level, you can create pockets of relative safety within the area of your fire spells. When you cast aspell that deals fire damage, you can choose a number of creatures that you can see within the spells area of effect equal to 1 + the spell’s level. The chosen creatures auto-matically succeed on their saving throws against the spell and take no damage if they would normally take half damage on a successful save.

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of elemental fire with unchecked ferocity.When you roll fire damage, you can use your Channel Divinity to deal maximum damage instead of rolling.

Intense Flames

Starting at 6th level, you add your Wisdom modifier to the damage you deal with any spell that deals fire damage.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of elemental flame. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Flame

Starting at 17th level you can use your action to activate an aura of pale fire 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 60 feet beyond that. You have immunity to fire damage while this ability is active and your enemies have disadvantage on saving throws against any spell you cast that deals fire damage.

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Water Domain

Among the elemental brotherhood, none are more desperate than the lords of the Elemental Plane of Water. Millennia ago,these beings were happy, babbling through brook and floating leisurely in the vast, blue seas. Now they are claustrophobic, screaming for each drop lost to the parched earth. They know that they must quench the thirst of the land before their streams and rivers can return, but every spilled drop of water is yielded grudgingly. It must be so, for the Plane of Water has nearly perished. Clerics of the dying Plane of Water are few, still, they perform the age-old functions of water as healer and bringer of life.

Water Domain Spells
Cleric Level Spells
1st create or destroy water, cure wounds
3rd lesser restoration, protection from poison
5th water breathing, water walk
7th conjure minor elementals, control water
9th conjure elemental, mass cure wounds
11th investiture of ice
13th wall of ice
15th regeneration

Bonus Cantrip

At lst level, you gain the shape water cantrip if you don’talready know it.

Disciple of Life

Also starting at 1st level, 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.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to 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.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine Strike

At 8th level, you gain the ability to disrupt the flow of water within a creature’s body, effectively poisoning their systems with your strikes. Once on each of your turns when you hit acreature with a weapon attack, you can cause the attack todeal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Water

Starting at 17th level, 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.

Clerics and Conjuring Elementals

Athasian clerics all have access to the conjure minor elementals and conjure elemental spells through their domain spells. It should be noted that a cleric can only summon elemental creatures from the plane aligned with their domain. For example a fire cleric can summon fire mephits or fire elementals but cannot summon ice mephits or earth elementals.

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Druid

Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting, Guarded Land 2 2
2nd +2 Wild Shape, Druid Circle, Wild Companion 2 3
3rd +2 Guarded Land Feature 2 4 2
4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3
5th +3 Guarded Land Feature 3 4 3 2
6th +3 Druid Circle feature 3 4 3 3
7th +3 Guarded Land Feature 3 4 3 3 1
8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Druid Circle feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

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Description

As the sorcerer-kings began their reign of
terror in earnest, their wars with clerics and
constant use of defiling magic eventually
attracted the attention of the druids. The
mysterious druids of the wastes were at first
no match for the kings, and their blood ran
freely over their guarded lands.But through
this painful experience, the druids began to find
ways to dampen the dark sorcerer’s defiling magic,
and were even able to win a few battles, battles now long forgotten by history. The king’s banded together after these setbacks, and chased the hated druids back into their wastes. There they were hunted to virtual extinction, and many thought that their order had vanished from Athas forever. Now, the few druids who will talk about the present say that they are biding their time in the mountains, in the deserts, and in the valleys of Athas. They train for battle, learning to fight the defilers’ magic, and carefully rebuilding their ranks. One day, maybe soon, they say, druids will rise from the earth with their ancient, fallen brothers and erase the mark of the sorcerer-kings from Athas, only then will they purge their bitter memories.

Class Features

As a druid, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per druid level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies


  • Armor: Light armor, shields (druids will not wear armor or use shields made of metal)
  • Weapons: Simple Weapons
  • Tools: Herbalism kit
  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Endurance, Gambling, Insight, Medicine, Nature, Perception, Religion, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a wooden shield or (b) any simple weapon
  • any simple melee weapon
  • Leather armor, and a druidic focus

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Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Guarded Land

Every druid must choose one geographic feature to be their Guarded lands. The geographic features that a druid might make his guarded lands can vary widely. For instance, one may watch over a particular stretch of open desert, another may protect a belt of scrub grass within it, while still another might watch over a small oasis that borders on both. This connection to the land provides several abilities, all of which function only within the confines of the druid’s guarded lands.

  • Starting at 1st level, the druid is under the constant effect of a pass without trace spell
  • At 3rd level, the druid can cast speak with animals at will.
  • At 5th level, the druid can cast speak with plants at will.
  • At 7th level, The druid can live without water or food indefinitely, drawing noursihment directly from the life energy of the land

Wild Companion

At 2nd level you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

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Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Shapes
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Zhackal
4th 1/2 No flying speed Hatori
8th 1 Kes’trekel

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land, the Circle of the Moon, Circle of the Shepherd, or Circle of the Wildfire all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 18th level, you can cast many o f your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

 

 

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Druid Circles

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally m embers of this druidic society, though some individuals are so isolated that they have never seen any high ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.

At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.

Circle of the Land

The Circle o f the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Land’s Stride

Starting at 6th level, 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.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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Circle of lands

The landscape of Athas is very different than that of other worlds so Circle of the Land druids have a few new land types and associated bonus spells to choose from.

Cave
Druid Level Spells
3rd spider climb, web
5th silence, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plauge
Forest
Druid Level Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Grasslands
Druid Level Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th conjure minor elementals, ice storm
Mountains
Druid Level Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Oasis
Druid Level Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Rocky Desert
Druid Level Spells
3rd maximillian’s earthen grasp, spike growth
5th water breathing, water walk
7th stone shape, stoneskin
9th transmute rock, wall of stone
Salt Flats
Druid Level Spells
3rd gentle repose, ray of enfeeblement
5th feign death, speak with dead
7th blight, vitriolic sphere
9th antilife shell, contagion
Swamp
Druid Level Spells
3rd darkness, melf’s acid arrow
5th stinking cloud, water walk
7th freedom of movement, locate creature
9th insect plague, scrying
Volcanic
Druid Level Spells
3rd heat metal, pyrotechnics
5th fireball, protection from energy
7th fire shield, wall of fire
9th cloudkill, immolation

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Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your W ild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Beast Shapes of Athas

CR Beast
0 Aprig
0 Critic
0 Erdlu
0 Hurrum
0 Z’tal
0 Baazrag
1/8 Sygra
1/8 Kes’trekel (fly)
1/8 Wezer drone (fly)
1/8 Yallix (fly)
1/8 Zhackal
1/4 Carru Cow
1/4 Kank Producer
1/4 Giant Beetle Bombardier
1/4 Rasclinn
1/4 Wezer soldier
1/2 Erdland
1/2 Kank soldier
1/2 Crodlu
1/2 Gorak
1/2 Hatori, lesser
1/2 Jhakar
1/2 Wezer queen
1 Crodlu War
1 Lirr
2 Carru Bull
2 Inix
2 Giant Beetle, Braxat
2 Razorwing (fly)
3 Baazrag Boneclaw
3 Cilops
3 Flailer
3 Fordorran
3 Kirre
3 Pterrax (fly)
4 Cha’thrang
4 Klar
5 Hatori Greater
6 Mekilliot

 

 

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Circle of the Shepherd

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wil— derness are with them.

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addi‘ tion, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it. represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of.the spirit’s aura depends on the type of spirit you summon from the options below.

Klar Spirit. The klar spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Kes-trekel Spirit. The Kes-trekel Spirit spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition. if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:


  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.

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Fighter

Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Description

Elite slave soldiers, champions of the arena,tribal warlords, and professionally trained noble swordsmen may come from diverse backgrounds but they are all fighters. As on other worlds, Athasian fighters are masters of weaponry and warfare.

Class Features

As a fighter, you gain the following class features.

Hit Points


  • Hit Dice: 1d 10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Endurance, Gambling, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • • (a) chain mail or (b) leather, longbow, and 20 arrows
  • • (a) a martial weapon and a shield or (b) two martial weapons
  • • (a) a light crossbow and 20 bolts or (b) two handaxes

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Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged w eapons.

Blind Fighting

You have blindsight 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.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Exotic Weaponry

You gain proficiency with all exotic weapons.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee w eapon 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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by ldlO + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two- Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to ld6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d 10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Arcane Archer, Cavalier, Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

 

 

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Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC= 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:


  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

 Starting at 15th level, when you roll initiative and   have no superiority dice remaining, you regain 1   superiority die.

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Maneuvers

The maneuvers are presented in alphabetical order.

Brace. When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork.When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack.When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. If you hit, add the superiority die to the weapon’s damage roll.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

 

 

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  Cavalier

The archetypal cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

     While it is within 5 feet of you, a creature     marked by you has disadvantage on any attack     roll that doesn’t target you.

    In addition, if a creature marked by you deals     damage to anyone other than you, you can make     a special melee weapon attack against the     marked creature as a bonus action on your next     turn. You have advantage on the attack roll, and     if it hits, the attack’s weapon deals extra     damage to the target equal to half your fighter     level.

  Regardless of the number of creatures you mark,  you can make this special attack a number of times  equal to your Strength modifier (a minimum of once),  and you regain all expended uses of it when you finish  a long rest.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Warlord Archetype

Warlords are military commanders who rule through , guile, charisma, or intimidation (or a mix of all three). Their abilities are the same whether they lead a village militia, the armies of a city-state, or a slave rebellion.

Leadership

At 3rd level you gain proficiency in one of the following skills: Deception, Intimidation, or Persuasion (your choice).

Rallying Cry

Also starting at 3rd level, you learn how to inspire
your allies to fight on past their injuries. When you
use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied
with you. Each one regains hit points equal to your fighter level, provided that the creature can see or
hear you.

Military Envoy

As the leader of a military band you have become a master of deception, diplomacy, or intimidation. At 7th level choose one of the following skills you arealready proficient in: Deception, Intimidation, or Persuasion.Your proficiency bonus is doubled for any ability checks you make using the chosen skill.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. Starting at 17th level, you can choose two allies within 60 feet of you, rather than one.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its
saving throw and must use the new roll.

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Mystic

Description

Athas is a world full of those adept in the power of Psionics, but the true masters of the art are known as mystics. The power these men possess is considered dangerous to the sorcerer kings rule which in turn causes mystics to be hunted by those that serve the kings. Many Mystics are forced to live in isolation as hermits or hide among some of the free villages as seerers.

Level Proficiency Bonus Psi Points Features Talents Known Disciplines Known — Discipline Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Psionics, Mystic Focus 4 2 2
2nd +2 2 Font of Psionic Power 4 3 3
3rd +2 3 Metapsionics 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 Psionic Guidance 5 6 4 3 2
6th +3 6 Mystic Focus Feature 5 7 4 3 3
7th +3 7 6 8 4 3 3 1
8th +3 8 Ability Score Improvement 6 9 4 3 3 2
9th +4 9 6 10 4 3 3 3 1
10th +4 10 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Mystic Focus Feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Mystic Focus Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Mystic Restoration 6 15 4 3 3 3 3 2 2 1 1

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Class Features

As a mystic, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Endurance, Gambling, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a light crossbow and 20 bolts or (b) any simple weapon

Psionics

As a student of psionics, you can master and use psionic talents and disciplines. Psionics are spell like abilities that stem directly from your mind.

Psionic Talents

At 1st level, you have 4 talents of your choice from the Psionic Talent list. You learn additional psionic talents of your choice at higher levels, as shown in the Talents Known column of the mystic table.

Psionic Disciplines

The mystic table shows how many discipline slots you have to cast your psionic abilities of 1st level and higher. To cast one of these abilities , you must expend a slot of the discipline’s level or higher. You regain all expended discipline slots when you finish a long rest.

You know two 1st-level spells of your choice from the psionic discipline list.

The disciplines Known column of the Mystic table shows when you learn more psionic disciplines of your choice. Each of these disciplines must be of a level for which you have discipline slots. For instance, when you reach 3rd level in this class, you can learn one new discipline of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the psionic disciplines you know and replace it with another discipline from the psionic discipline list, which also must be of a level for which you have discipline slots.

Psionic Ability

Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier

Discipline attack modifier = your proficiency bonus + your Intelligence modifier

Font of Psionic Power

At 2nd level, you tap into a deep wellspring of Psionic power within yourself. This wellspring is represented by Psi points, which allow you to create a variety of magical effects.

Psi Points.

You have 2 psi points, and you gain more as you reach higher levels, as shown in the Psi Points column of the Mystic table. You can never have more psi points than shown on the table for your level. You regain all spent psi points when you finish a long rest.

Flexible Casting.

You can use your psi points to gain additional discipline slots, or sacrifice discipline slots to gain additional psi points. You learn other ways to use your psi points as you reach higher levels.

Creating Discipline Slots. You can transform unexpended psi points into one discipline slot as a bonus action on your turn. The Creating discipline Slots table shows the cost of creating a discipline slot of a given level. You can create discipline slots no higher in level than 5th. The created slots vanish at the end of a long rest.

Converting a discipline Slot to Psi Points. As a bonus action on your turn, you can expend one discipline slot and gain a number of psi points equal to the slot’s level.

Creating Discipline Slots
Discipline Slot Level Psi Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Mystic Focus

At 1st level you choose the focus of you psionic powers. You may choose between Psi Knight, Telepathy Focus or Telekinesis Focus.

 

 

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Metapsionics

At 3rd level, you gain the ability to twist your disciplines to suit your needs. You gain the following Metapsionics options.

You can use only one Metapsionics option on a discipline when you cast it, unless otherwise noted.

Careful discipline.

When you cast a discipline that forces other creatures to make a saving throw, you can protect some of those creatures from the discipline’s full force. To do so, you spend 1 psi point and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant discipline.

When you cast a discipline that has a range of 5 feet or greater, you can spend 1 psi point to double the range of the discipline.

When you cast a discipline that has a range of touch, you can spend 1 psi point to make the range of the discipline 30 feet.

Empowered discipline.

When you roll damage for a discipline, you can spend 1 psi point to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

You can use Empowered discipline even if you have already used a different Potent Psionic option during the casting of the spell.

Extended discipline.

When you cast a discipline that has a duration of 1 minute or longer, you can spend 1 psi point to double its duration, to a maximum duration of 24 hours.

Heightened discipline.

When you cast a discipline that forces a creature to make a saving throw to resist its effects, you can spend 3 psi points to give one target of the discipline disadvantage on its first saving throw made against the discipline.

Quickened discipline.

When you cast a discipline that has a casting time of 1 action, you can spend 2 psi points to change the casting time to 1 bonus action for this casting.

Seeking discipline.

If you make an attack roll for a discipline and miss, you can spend 2 psi points to reroll the d20, and you must use the new roll.

You can use Seeking discipline even if you have already used a different Potent Psionic option during the casting of the discipline.

Twinned discipline.

When you cast a discipline that targets only one creature and doesn’t have a range of self, you can spend a number of psi points equal to the discipline’s level to target a second creature in range with the same discipline. To be eligible for Twinned discipline, a discipline must be incapable of targeting more than one creature at the discipline’s current level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Psionic Guidance

When you reach 5th level, you can tap into your inner wellspring of psionic power to try and conjure success from failure. When you make an ability check that fails, you can spend 1 psi point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Mystic Restoration

At 20th level, you regain 4 expended psi points whenever you finish a short rest.

 

 

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Mystic Focus

Mystics chose to master one of three paths of focus for psionics, a Psi Knight, Telepathy or Telekensis.

Psi Knight

Choosing to wave some focus on psionics these powerful mystics put time into mastering a martial weapon of their choice, amplifying it with thier psionics to create a deadly combination.

Psionic Weapon

Starting at 1st level you may choose any martial or simple weapon type as your Psionic weapon. You gain proficiency with this weapon and while using this weapon it has the following properties:

  • Ranged attacks with this weapon have advantage.

  • If its a melee weapon it gains the thrown property (20/60), if it already has the thorwn property its range is doubled.

  • You may teleport the weapon to your hand as a bonus action.

Psychic Infusion

Starting at 6th level you gain the ability to infuse your weapon with psionic energy. Once on each of your turns when you hit a creature with an attack from your psionic weapon, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Psychic Shield

Starting at 6th level you materialize a shield of psionic energy around your body. As long as you wear no armor and are wielding your psionic weapon your AC becomes 13 + your Intelligence modifier.

War Psionics

Starting at 14th level when you use your action to cast a psionic discipline or make an attack with your psionic weapon, you may expend a psi point to make an attack with your psionic weapon.

Psionic Whirlwind

Starting at 18th level you may expend 4 psi points as an action and make 4 attacks with your psionic weapon.

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Telekinetic Focus

Kineticist mystics deal with with moving and manipulating the enviorment around them using telekinetic powers. They can hurl objects at dangerous speeds, form the earth around them, and even throw their enemies at higher levels.

Telekinetic Disciplines

Starting at 1st level, you learn additional disciplines when you reach certain levels in this class, as shown on the Telekinetic disciplines table. Each of these spells counts as a psionic discipline for you, but it doesn’t count against the number of disciplines you know.

Telekinetic Disciplines
Mystic Level Discipline
1st Telekinetic Catapult, Telekinetic Platform
3rd Telekinetic Missles, Telekinetic Lift
5th Telekinetic Freeze, Telekinetic Wave
7th Telekinetic Crush
9th Greater Telekinesis, Telekinetic Wall

Minor Telekinesis

You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds per mystic level, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.

The object falls to the ground at the end of your turn if you leave it suspended in midair.

Additionally as a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your intelligence modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Telekinetic Prowess

Beginning at 6th level, when you cast any discipline of 1st level or higher from your Telekinetic Disciplines feature, you can cast it by expending a discipline slot as normal or by spending a number of psi points equal to the discipline’s level.

Reflect Missle

Beginning at 6th level you can use your Reaction to slow or reflect 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 intelligence modifier + your mystic level.

If you reduce the damage to 0, your telekinetic power catches the missile in mid air. If you catch a missile in this way, you can spend 1 psi point to make a ranged Attack (range 20 feet/60 feet) with 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.

Bulwark of Force

When you reach 14th level You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by three-quarters cover for 1 minute or until you’re incapacitated.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend 4 psi points to use this feature again.

Psionic Implosion

At 18th level as an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn’t pulled. Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 5 psi points to use it again.

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Telepathy Focus

Telepath mystics use their psionic powers to manipulate the minds of others. True telepathic masters can can even change memories of others with their powers.

Telepathic Disciplines

Starting at 1st level, you learn additional disciplines when you reach certain levels in this class, as shown on the telepathic disciplines table. Each of these spells counts as a psionic discipline for you, but it doesn’t count against the number of disciplines you know.

Telepathic Disciplines
Mystic Level Discipline
1st Beast Telepathy, Telepathic Order
3rd Telepathic Spike, Telepathic Suggestion
5th Telepathic Hypnosis, Telepathic Message
7th Telepathic Compulsion
9th Telepathic Bond, Telepathic Sentience

Telepathic Speech

At first level you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Intelligence modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your Mystic level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

Telepathic Prowess

Beginning at 6th level, when you cast any discipline
of 1st level or higher from your Telepathic
Disciplines feature, you can cast it by expending a discipline slot as normal or by spending a number
of psi points equal to the discipline’s level.

Psychic Defenses

When you reach 6th level you gain resistance to
psychic damage, and you have advantage on saving throws against being charmed or frightened.

Psionic Neuralizer

Beginning at 14th level you may manipulate the minds of those around you. By using 1 psi point you eminate a wave of telepathic energy in a 60 foot cone orginating from you. Any creature within range must make an intelligence saving throw. On a failed save the creature forgets any events that have transpired in the last hour of their lives. On a succesful save they do not suffer any memory loss.

Master of Telepathy

Beginning at 18th level you may cast the telepathy spell as if it was a cantrip.

 

 

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Ranger

Description

Though Athas is a land different from other D&D campaign worlds, the role of the ranger is largely unchanged. The wilderness is harsh and unforgiving, calling for skilled and capable men and women to master its ways - the ranger answers that challenge. A ranger’s motivations can vary greatly. For instance, human rangers are very often former slaves forced into the desert wilderness for simple survival. Halfling rangers, on the other hand, are an integral part of their aboriginal society,serving as advisors and trackers.

Level Proficiency Bonus Features Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Ranger Archetype 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Favored Enemy and Natural Explorer improvements 4 4 2
7th +3 Ranger Archetype feature 5 4 3
8th +3 Ability Score Improvement, Land’s Stride 5 4 3
9th +4 6 4 3 2
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2
11th +4 Ranger Archetype feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1
15th +5 Ranger Archetype feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

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Class Features

As a ranger, you gain the following class features.

Hit Points


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

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Endurance, Gambling, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • A longbow and a quiver of 20 arrows

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency 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.

Roving (6th Level)

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

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

 

 

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Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery.

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting.

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.

Defense.

While you are wearing armor, you gain a +1 bonus to AC.

Druidic Warrior.

You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

Dueling.

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.

Exotic Weaponry

You gain proficiency with all exotic weapons.

Thrown Weapon Fighting.

When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land’s Stride

Starting at 8th level, 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.

Hide in Plain Sight

Starting at 10th level you may 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.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, 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.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

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Ranger Conclaves

At 3rd level, you choose an archetype that you strive to emulate.

Beast Master Conclave

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Primal Companion

This 3rd-level feature replaces the Ranger’s Companion feature.

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes 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. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

Exceptional Training

Beginning at 7th level, on any of your turns when your primal companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 11th level, when you command your primal companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your primal companion with the spell if the beast is within 30 feet of you.


Beast of the Land

Medium beast


Armor Class 13 + PB (natural armor)
Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
Speed 40 ft., climb 40ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus (PB) equals your bonus


Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Primal Bond. You can add you r proficiency bonus to any abilitycheck or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: ld8+2+PB slashing damage.

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Beast of the Sky

Medium beast


Armor Class 13 + PB (natural armor)
Hit Points 4 + four times your ranger level (the beast has a number of H it Dice [d6s] equal to your ranger level)
Speed 10 ft., fly 60 ft.


STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Proficiency Bonus (PB) equals your bonus


Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Primal Bond. You can add you r proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: l d4 + 3 + PB slashing damage.

Hunter Conclave

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. 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.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. 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.

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Monster Slayer Conclave

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Monster Slayer Spells
Ranger Level Spells
3rd Protection from Evil and Good
5th Zone of Truth
9th Magic Circle
13th Banishment
17th Hold Monster

Hunter’s Sense

At 3rd level, 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.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Slayer’s Prey

Starting at 3rd level, 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.

Supernatural Defense

At 7th level, 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, add 1d6 to your roll.

Magic-User’s Nemesis

At 11th level, 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 Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Slayer’s Counter

At 15th level, 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.

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Stalker Conclave

You are a shadow, an unseen hunter who stalks the cool desert nights and lightless chasms beneath Athas. The rangers of the Stalker Conclave hunt down the threats that plague the night.

Night Scout

At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.

You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attemptingto detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

Shadow Magic

At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.

You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

Stalker Spells
Ranger Level Spells
3rd Sleep
5th Blur
9th glyph of warding
13th greater invisibility
17th dream

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

Stalker’s Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.

Stalker’s Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

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Rogue

Level Proficiency Bonus Sneak attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype, Steady Aim
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Description

 Athas is a world of intrigue and treachery, of shady  deals and secretive organizations - it’s a rogue’s  paradise. Within the secure walls of the city states,   many typically roguish occupations have become   institutions unto themselves. Assassins, bards, and   thieves alike have become pawns of the wealthy,   deployed in deadly games of deceit between noble   families.

 Class Features

 As a rogue, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per rogue level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves’ tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Endurance, Gambling, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • Leather armor, two daggers, and thieves’ tools

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Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Steady Aim

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, 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.

Evasion

Beginning at 7th level, 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 instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, 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.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

 

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Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

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Athasian Bard

Some rogues follow the path of the bard, an entertainer to the wealthy and powerful elite of Athas. You strive for flashy performances and exquisite works of art. Your poetics stir the hearts of your listeners. Your music raises their spirits or captures their sorrows. And your dances captivate them.

Few however can see that you are more than you seem;behind the veil of artistic ability, you lead a life of infiltration and assassination. You master the art of poison making, espionage, and blackmailing.

Bonus Proficiencies

Upon taking this archetype at 3rd level, you gain proficiency with the Performance skill as well as the poisoner’s kit and one musical instrument of your choice.

Sorcerous Words

When you reach 3rd level, you gain the ability to cast spellscalled “Sorcerous Words”. These words are a form of magic unique to bards and are more closely related to psionics than arcane or elemental magic. A list of all sorcerous word spells appears on the next page.

Spell Slots. The Athasian Bard Sorcerous Words table shows how many spells slots to have to cast your sorcerous words. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known. You know two 1st level spells of your choice. The Spells Known column of the Athasian Bard Sorcerous Words table shows when you learn more spells of your choice. Each of these spells must be for a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerous words. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the DC for a sorcerous word you cast.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier.

Verbal Casting. Despite what a spell’s description says, spells you cast using your Sorcerous Words feature only require verbal components, never somatic or material. On the other hand a creature needs to be able to hear your speech to be affected by your spells.

Athasian Bard Sorcerous Words
Level Spells Known 1st 2nd 3rd 4th 5th
3rd 2 2
4th 3 3
5th 3 3
6th 4 4 2
7th 4 4 2
8th 5 4 3
9th 5 4 3
10th 6 4 3 2
11th 6 4 3 2
12th 7 4 3 3
13th 7 4 3 3
14th 8 4 3 3 1
15th 8 4 3 3 1
16th 9 4 3 3 2
17th 9 4 3 3 2
18th 10 4 3 3 3 1
19th 10 4 3 3 3 1
20th 11 4 3 3 3 2

Beguiling Words

Starting at 9th level you can interweave sorcerous words into your speeches, making them far more powerful. If you spend at least a full minute speaking or singing as part of casting a sorcerous word spell all targets have disadvantage on any saving throw to resist the spell.

Countercharm

At 9th level, you gain the ability to use music or words of power to disrupt mind-influencing effects. As an action, you can start a performance or speech 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 counter charm effect ends early if you are incapacitated or silenced

Expert Poisoner

At 13th level, your mastery at poisonmaking has induced you with strong resilience against poisons. You have resistance to poison damage and you’re not affected by the poisoned condition.

Split Enchantment

Starting at 17th level, when you cast a sorcerous word spell of 1st level or higher that targets only one creature, you can have it target a second creature.

 

 

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Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

Ear for Deceit

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

 

 

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Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.

Skirmisher

Starting at 3rd level, 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.

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master

Starting at 13th level, 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 and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

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Templar

  Description

 Templars are the greatly feared disciples of the sorcerer-kings. Their organization is steeped in ancient tradition and treacherous politics, and the work they perform for the sorcerer-kings is governed by endless bureaucracy.

To city dwellers, the templars are the enforcers of the sorcerer-king’s will, allowed to run rampant, enforcing the local edicts with painstaking indifference, doling out punishment or even execution with the sorcererking’s blessing. An organization of wicked men looking out for their own wealth and power, the templars are overrun with corruption to the highest level—the sorcerer-kings generally turn a blind eye to bribery and scandal among the templars, provided terror is maintained among their subject populations.

Level Proficiency Bonus Features — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Templar’s Authority
2nd +2 Spellcasting, Arcane Defilement 2
3rd +2 Templar’s Post, Defiling Hands 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Ranked Authority 4 2
7th +3 Templar’s Post Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Improved Templar’s Authority 4 3 2
11th +4 Defiling Strike 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 High Ranked Authority 4 3 3 1
15th +5 Templar’s Post Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Templar’s Post Feature 4 3 3 3 2

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Class Features

As a Templar, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Templar level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per templar level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Intelligence, Charisma
  • Skills: Choose two from Arcana, Deception, Endurance, Gambling, History, Insight, Intimidation, Investigation, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • Bronze Chain mail

Fighting Style

At 1st level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged w eapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee w eapon 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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by ldlO + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two- Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to ld6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you.

Templar’s Authority

At 1st level a templar picks a sorcerer king to serve. While within this sorcerer’s city state they are granted the following powers:

You can call upon a slave to do whatever he wants. Slaves who do not do as ordered by a templar face immediate death.

You can pass judgement upon a slave at any time. In any matter involving disobedience or the actions of a slave, a templar may judge, sentence, or pardon a slave as he sees fit, regardless of who owns the slave.

You can legally enter the house of a freeman. The freeman has no right to refuse the templar admission, under punishment of imprisonment and possible execution.

At 10th level these powers can be used in any city state across the world of Athas.

 

 

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Spellcasting

Begining at 2nd level you gain access to your city state’s templar libraries. Using these records you may record spells into your personal spell book.

Preparing and Casting Spells

The Templar table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of templar spells that are available for you to cast. To do so, choose a number of templar spells from your spellbook equal to your Intelligence modifier + your templar level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 5th-level templar, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include eight spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of templar spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellbook

At 2nd level, you have a spellbook containing six 1st-level templar spells of your choice. (see Spellbook under wizard class for more info).

Spellcasting Ability

Intelligence is your spellcasting ability for your templar spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a templar spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a templar spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your templar spells.

Learning Spells of 1st Level and Higher

Each time you gain a templar level, you can add two templar spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the templar table. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Defilement

Starting at 2nd level, a templar can choose to defile as part of casting a templar spell of 1st level or higher. Defiling strips the surrounding land of its life energy, turning plant life in the area to lifeless ash. It also empowers the spell being cast greatly, providing one of the benefits from the Empowered Spell Effects list of the caster’s choice.

Empowered Spell Effects

  • +1 to Spell Slot Level
  • +2 to Spell Attack roll
  • +2 to Spell Save DC
  • Double spell duration

(see defilement under wizard class for more info on defilement effects).

Templar’s Postition

At 3rd level you choose a postition that you hold in service to the sorcerer king. The different postition choices are City Watch, Undertaker, and Fanatic

Position’s Authority

Your position allows you to excercise special abilities. Each position’s authority option provided by your position explains how to use it.

When you use your position’s authority, you choose which option to use. You must then finish a short or long rest to use your position’s authority again.

Some position’s authority effects require saving throws. When you use such an effect from this class, the DC equals your templars spell save DC.

Defiling Hands

At 3rd level you can siphon the energy from a living creature to heal yourself. You have a pool of siphoning power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your templar level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to yourself and deal necrotic damage to the creature, up to the maximum amount remaining in your pool.

This feature has no effect on undead and constructs.

 

 

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ranked Authority

At 6th level the authority you have increases, and you gain the following powers within the your chosen city state:

You gain access to all areas in palaces and temples. Before that time the templar is restricted from areas such as libraries and council chambers unless ordered to go there by a high-ranked templar.

You can draw upon the city treasury for official investigations. The number of gold pieces you can draw from the treasury is equal to the roll of 5 (1d10) per Templar level, multiplied by his level, per month. For example, a 7th level templar would roll 7d10 then multiply the result by 10. Few questions are asked when gold is requisitioned, provided no attempt is made to withdraw funds more often than once per month.

You can accuse and pass judgement on a freeman. Judgement can be in the form of a fine, a stretch of time in the dungeons, enslavement, execution, or anything else the templar wishes. Failure to comply makes the judged freeman an outlaw who, if caught, will be executed.

Defiling Strike

At 11th level, whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage.

High Ranked Authority

At 14th level the authority you have increases, and you gain the following powers within the your chosen city state:

You can accuse and pass judgement on a noble. Judgement can be in the form of a fine, a stretch of time in the dungeons, enslavement, execution, or anything else the templar wishes. Failure to comply makes the judged freeman an outlaw who, if caught, will be executed.

You can grant a pardon to any condemned man. Only the sorcerer king themself can nullify the pardons granted by such a character.

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Templar’s Postitions

Within their city states templars fill many roles essential to the city’s survival. These posititons garner different skills and abilities from undertakers to the city guards.

City Watch

Templars of the city watch are by far the most abundant and hated. They use their authority to enforce the laws and take advantage of the citizens of their city state.

Position’s Authority

When you take this Position at 3rd level, you gain the following two position’s authority options:

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Abjure Enemy. As an action you may choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Relentless Pursuit

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Unyielding Judge

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Templar

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • Your allies have advantage on death saving throws while within 30 feet of you.

  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

Fanatic

Whether they believe what they preach or not, fanatic templars are tasked with promoting the sorcerer king of their city and ensuring the citizens belive in their king’s rightous rule.

Position’s Authority

When you take this Position at 3rd level, you gain the following two position’s authority options:

Inspiring Defilement. Immediately after you cast a spell and use your arcane defilement, you can use your position’s authority as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.

Turn the Unfaithful. As an action, you present your sorcerer king’s symbol and speak of their power. Each humanoid that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes 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.

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

 

 

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Fanatic Defense

When you reach 15th level, you can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Legend of the Sorcerers At 20th level, you can empower yourself with the legends — whether true or exaggerated — of the sorcerer kings. As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.

  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.

  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Undertaker

Undertakers are the most feared templars, even being feared by other templars. They clear the city of the dead and dieing, often taking the bodies out into the desert to be eaten or worse.

Position’s Authority

When you take this Position at 3rd level, you gain the following two position’s authority options:

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Position’s Authority option again. An undead whose challenge rating is equal to or greater than your Templar level is immune to this effect.

Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of death

Starting at 7th level you, as well as any undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one templar at a time.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord

At 20th level, you can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can’t do so again until you finish a long rest.

 

 

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Wizard

   Description

  Athasian wizards drain energy from the   surrounding soil. The method used labels the   wizard as a defiler or a preserver. Preservers have  the self–control to gather energy without destroying plants. Those who do not, or who feel no remorse about the damage caused, become Defilers. Defilers leave behind sterile soil and infertile ash when they cast spells.

Because of this, most wastelanders blame wizards for the desert landscape that dominates the Tablelands today, and their hatred extends to defilers and preservers alike. In the seven cities, arcane magic is outlawed and feared. Writing is illegal in the Tablelands, thus wizards have to go to great lengths to conceal their spellbooks, and they have refined this art to the point where even fellow wizards can be hard pressed to identify a spell book.

Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery, Arcane Defilement 3 2
2nd +2 Arcane Tradition 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Arcane Tradition feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Arcane Tradition feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

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Class Features

As a wizard, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Endurance, Gambling, History, Insight, Investigation, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

 

 

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Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Arcane Defilement

Starting a 1st level, a wizard can choose to defile as part of casting a wizard spell of 1st level or higher. Defiling strips the surrounding land of its life energy, turning plant life in the area to lifeless ash. It also empowers the spell being cast greatly, providing one of the benefits from the Empowered Spell Effects list of the caster’s choice.

Empowered Spell Effects

  • +1 to Spell Slot Level
  • +2 to Spell Attack roll
  • +2 to Spell Save DC
  • Double spell duration

Destructive Spell Effects

Defiling creates an area of ecological devastation around the caster dependant on the level of the spell slot expended and the abundance of vegetation in the area (see Area of Defilement table below).

All non-creature plant life in the area is turned to ash while plant creatures that are caught in the area of effect suffer 1d10 necrotic damage per level of the spell slot used, turning to ash if reduced to 0 hit points by this damage.

If a wizard casts more than one defiled spell from the same location, the radius of destruction expands even further with each defiled spell expanded the radius of defiled land by the distance indicated.

Defiled Terrain

The ash created by defiling magic is black and gray, completely devoid of life-giving elements. The ash itself is very light and usually blows away, leaving behind a lifeless, circular scar on the ground. Even with the ash gone, the defiling magic has leeched all life-giving nutrients from the soil, so that an area defiled may take many years to recover life, if it ever does.

Casting arcane spells in defiled terrain can be difficult as the wizard must draw energy from further away. If a wizard attempts to cast a spell while standing in an area of defiled terrain they must succeed on an Intelligence (Arcana) check or the spell fails. The DC for this check is equal to 10 plus the spell’s level.

Area of Defilement
Terrain 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Desolate 20ft. 30ft. 40ft. 50ft. 60ft. 70ft. 80ft. 90ft. 100ft.
Barren 10ft. 15ft. 20ft. 25ft. 30ft. 35ft. 40ft. 45ft. 50ft.
Verdant 5ft. 10ft. 10ft. 15ft. 15ft. 20ft. 20ft. 25ft. 25ft.
Forest 5ft. 5ft. 5ft. 10ft. 10ft. 10ft. 15ft. 15ft. 15ft.

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Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Cantrip Formulas

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Terrain Types

Below are some guidelines on which terrain type to use when determining area of defilement. Note that these guidelines may be adjusted for specific situations. For example, in a city, the mud pitsmight have no more vegetation than the stonybarrens, while the gardens of the sorcerer-king will be equal to a teeming forest.


Desolate: Includes boulder field, dust basin, salt flat,sandy wastes, and silt sea terrains.


Barren: Includes mountain, rocky badland, andstony barren terrains.


Verdant: Includes mud flat, salt marsh, savannah,scrub plain, and verdant belt terrains.


Forest: Includes the forest ridge and other areaswith abundant vegetation.

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  Arcane Traditions

  Within the world of Athas the only arcane traditions   available to wizards are the Path of the Defiler and   the Path of the Preserver.

Path of the Defiler

Defilers wield magic with no concern for their dying world: Indeed, defilers are much to blame for Athas’s current state. With each spell they cast, defilers draw magical energy from the life force of plants in the vicinity and channel it to their own selfish ends. Defilers absorb every bit of life energy they can hold, with the result that the land they tap into is leeched and left barren of nutrients, incapable of supporting plant life. Plants in the defiled area die and turn to ash when the lifespark is removed.

Defilers make ready use of the Arcane Defilement ability, and many of the special features if this arcane tradition rely on augmenting the effects of defiling magic. Defiling is a vile and destructive act - meaning most followers of this path are evil, or selfishly neutral at best. Good defiliers are completely unheard of.

Soul Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if you used Arcane Defilement to empower the spell. You don’t gain this benefit for killing constructs orundead.

Agonizing Defilement

Starting at 6th level, you can choose to inflict pain or even death on living creatures with your defiling. Whenever you use Arcane Defilement to cast a spell, you can choose to deal necrotic damage to all creatures occupying a space within the area you defile. The amount of damage dealt is equal to your Intelligence modifier (minimum of 1 point). This ability has no effect on constructs or the undead.

Unnerving Presence

At 10th level, your reliance on defiling magic has tainted your mind and spirit. Your spiritual aura exudes a palpable air of death and doom which grants you advantage on all Charisma (Intimidation) checks.

Master Defiler

Starting at 14th level, your ability to defile the land to empower your magic increases dramatically – as does the toll such casting takes on the land. When you use Arcane Defilement to power a spell, you can choose to select two different options from the Empowered Spell Effects list to apply to your spell. In turn, the area of land you defile is doubled. Once you use this feature, you can’t use it again until you finish a short or long rest.

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Path of the Preserver

Preservers have learned a more subtle approach to magic, one which allows them to return to the land what they take from it. Preservers focus their wills upon tapping the energy of the land and its plant life without destroying the actual life force which imbues it. Their magic is slower and more careful than that of the defilers. They gently tap the source forthe minimum amount of energy needed to power their spells, filter it into the form they wish to use, then release the energy back to its original source.

Preservers accept a less powerful method of gathering energy as the price they must pay to maintain the fragile ecology of Athas. A preserver is capable of enhancing their power through defiling but will only do so in the most dire of circumstances - and perhaps not even then. To these wizards, saving what little part of this dying world they can is more important than the allure of power.

Ecomancer

Preservers gain access to an expanded list of spells startingat 2nd level. These spells represent your connection to theland and mastery of life energy. At the levels indicated youautomatically add the below listed cleric and druid spells toyour spellbook. For you, these spells count as wizard spellsbut can never be cast using Arcane Defilement.

Wizard Level Bonus Spells
3rd cure wounds, entangle
5th barkskin
7th plant growth, lesser restoration
9th grasping vine, death ward
11th raise dead, rejuvenate
13th wall of thorns

Enhance Vitality

Starting at 6th level, you learn how to use some of the life-energy you draw to cast your spells to invigorate your allies. When you cast a wizard spell of 1st level or higher, choose anumber of allies you can see within 60 feet of you equal to your Intelligence modifier (minimum of one). Those allies gain temporary hit points equal to the level of the spell you cast. This ability has no effect on constructs or undead, nor can it be used in conjunction with arcane defilement.

Shield of Athas

At 10th level, you gain the ability to protect the land from the ravaging effects of defiling magic. Whenever a spellcaster you can see casts a spell using arcane defilement, you can use your reaction to attempt to interrupt the spell. You and the spellcaster make opposed Intelligence ability checks. If your roll is lower than the caster’s, their spell goes off as normal. If your roll is equal to or higher than the caster’s roll, their spell fails and has no effect.

Master Preserver

Starting at 14th level, your mastery over the arcane allowsyou to empower your spells without resorting to defilement. When you cast a wizard spell of 1st level or higher, you can choose to apply one of the effects from the Empowered Spell Effects listed under the Arcane Defilement ability without causing any destructive effects. You can use this ability anumber of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. You cannot use this ability in conjunction with Arcane Defilement.

Preservers and Arcane Defilement

Preservers make a vow that you will not resort to defiling magic except as an absolute last resort (if ever). Failing to keep to this vow can result in apreserver falling from their chosen path and embracing the twisted Path of the Defiler. To reflect this, each time a preserver uses Arcane Defilement they must make a Wisdom saving throw. The DC for this check starts at 5 and increases by an additional 5 for each further use of Arcane Defilement. Whenever the preserver advances in level, the DC is reset back to 5.

On a successful Wisdom saving throw the PC retains their status as a preserver. A failed savingthrow, however, indicates that the wizard has chosen to embrace the defiler’s path. The wizard has demonstrated a willingness to resort to defiling magic to gain more power. This has the following effect:

  • The wizard’s Arcane Tradition changes to Path of the Defiler. They lose all Path of the Preserver abilities and gain those from the Path of the Defiler.

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Chapter 3 | Player Character Personalities and Backgrounds

Chapter 3 : Player Character Personalities and Backgrounds

CHARACTERS ARE DEFINED BY MUCH MORE THAN their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics o f name and physical description, the rules of backgrounds and languages, and the finer points o f personality and alignment.

Character Details

Your character’s name and physical description might be the first things that the other players at the table learn about you. It’s worth thinking about how these characteristics reflect the character you have in mind.

Name

Your character’s race description includes sample names for members o f that race. Put some thought into your name even if you’re just picking one from a list.

Sex

You can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture’s expectations o f sex, gender, and sexual behavior. For example, a male drow cleric defies the traditional gender divisions o f drow society, which could be a reason for your character to leave that society and come to the surface.

Height and Weight

You can decide your character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character’s ability scores might say about his or her height and weight. A weak but agile character might be thin. A strong and tough character might be tall or just heavy.

Other Physical Characteristics

You choose your character’s age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a tattoo.

Alignment

A typical creature in the worlds of Dungeons & Dragons has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination o f two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior o f a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts o f their alignment.

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some w izards are lawful neutral.

Neutral (N) is the alignment o f those w ho prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.

Lawful evil (LE) creatures methodically take what they want, within the limits o f a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

Neutral evil (NE) is the alignment o f those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil.

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orc s are chaotic evil.

 

 

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Languages

Athas is a world where the intelligent races come from a wide variety of species - humans and humanoids are very different than the instectoids and reptilians. Each intelligent race -with the exception of half-elves, half-giants, and muls - has its own language, sometimes even its own approach to language and communication. The three exceptions don’t have their own societies or cultures to draw upon, so they speak the language of the society they live in. For example, a mul raised in the gladiator pits of Urik would converse in the language variety of that city. Thri-kreen, on the other hand, use a combination of clicks and whines that come naturally to their pincer mouths, a speech humans find impossible to imitate. Language barriers, therefore, present a major obstacle for adventures set in Athas. Characters must rely heavily on magic, psionics, or interpreters for communication. Because knowledge is power, and the most efficient way of passing on knowledge is through literature, the sorcerer-kings have decreed that
literacy is outlawed and punishable by death.
No one but templars and nobles are permitted to
read and write. Other people who gain access to
that knowledge are considered threats to the
stability of the system, and are hunted down. Most sorcerer-kings have authorized their templars to execute on spot anyone demonstrating any reading
or writing skills. Merchants are educated enough to keep basic accounts, although some are
fully literate.

Standard Languages
Language Typical Speakers
Common Humans, Traders
Dwarvish Dwarves
Elvish Elves
Giant Giants, Giant Kin
Gith Gith
Halfling Halflings
Sign Language Any
Exotic Languages
Language Typical Speakers
Aarakocra Aarakocra
Anakore Anacore
Belgoi Belgoi
Braxat Braxat
Dark Speech Fiends
Kreen Thri-Kreen
Primordial (Auran) Air Creatures
Primordial (Aquan) Water Creatures
Primordial (Ignan) Fire Creatures
Primordial (Terran) Earth Creatures
Ssuran Reptillian Creatures
Tarek Tarek

The Common Tongue

There is a standard language, known simply as common, common tongue, or trade tongue, that all dwarves, elves, half-elves, half-giants, humans, and muls speak. It is important to note that halflings and thri-kreen do not necessarily start speaking Common.

Player Character Literacy

Like the general populace, most player characters have no ability to read or write. Unless your PC meets one or more of the following criteria, they will start the campaign illiterate.

Nobles: Characters who possess the Highbornbackground are automatically literate.

Scribes: Characters who possess proficiency in scribe’s supplies are considered literate.

Wizards: Wizards need to be able to read to learnand memorize spells so they are automatically literate.

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Character Background

Background and social standing are an important part of every character’s backstory, especially on a world like Athas, where a strictly enforced caste system enables the continued tyranny of the Sorcerer Kings. Choosing a background for your Dark Sun character not only determines their skills and proficiencies - it also determines where exactly they fit in to the social hierarchy that defineslife in the Athasian city-states. Characters from the same race and class can have vastly different roles in society dependant on their background.

For example, a human fighter with the highborn back-ground may be a professionally trained swordsman who leads his family’s hired soldiers and slave warriors into battle at the behest of the city’s ruling Sorcerer-King. On the other hand, a human fighter with the slave hero background may bean escaped gladiator who leads a band of other ex-slaves in armed revolt against his noble-born counterpart.

Background Features & Characteristics

Unlike the backgrounds listed in the Player’s Handbook, Dark Sun backgrounds do not provide any special features or recommended characteristics. Players are encouraged to come up with their own ideals, flaws, and bonds for their character and DMs should work to identify situations in which a player’s background might serve as a benefit or hindrance.

Artisan

You are a skilled craftsman or artist who learned their trade at the feet of a master artisan. Artisans come from a wide range of backgrounds - slaves, freemen, villagers, nomads, and hunter-gatherers all count artisans amongst their ranks.

Skill Proficiencies: Insight, Persuasion

Tool Proficiencies: One type of artisan’s tools

Languages: One of your choice

Equipment A set of artisan’s tools (one of your choice), a set of traveler’s clothes, and a belt pouch containing 15 cp

Feat: Choose one from Chef, Skilled, or SKill Expert

Farmer / Shepherd

You grew up close to the land. Years tending animals and crops in the harsh lands of Athas has rewarded you with with patience and a hardened spirit. You have a keen appreciation for nature’s bounty alongside a healthy respect for nature’s wrath.

Skill Proficiencies: Animal Handling, Nature

Tool Proficiencies: Carpenter’s Tools

Languages: Any one of your choice

Equipment: A set of carpenter’s tools, a set of traveler’s clothes, and a belt pouch containing 15 cp.

Feat: Choose one from Healer, or Resilient

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Gambler

All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a bet.

Skill Proficiencies: Deception, Gambling

Tool Proficiencies: One gaming set

Languages: Any one of your choice

Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 cp.

Feat: Choose one from Bountiful Luck or Lucky

Hermit

You have lived hidden away in seclusion and contemplation -perhaps by your own choice or perhaps because you were outcast from wider society. In your time apart from the clamor of civilization, you found quiet and solitude. Whether that isolation has resulted in enlightenment or madness is is open for debate. As a hermit you exist outside of the caste system, how the templars and other civil authorities treat you is dependant in part on your behavior and in part on your own power.

Skill Proficiencies: Medicine, Religion

Tool Proficiencies: Herbalism Kit

Languages: One of your choice

Equipment: A Winter Blanket, 5cp, a Set of common clothes, a herbalism kit.

Feat: Choose one from Magic Initiate, or Psionic Initiate

Highborn

As a member of the nobility, you were born into a life ofwealth, power, and privelage. You carry a noble title and yourfamily owns land and water rights as well as
a sizeable force of slave laborers, soldiers, and gladiators. Your power andinfluence are rivaled only by the highest ranking templars andheads of merchant dynasties. You are also one of theprivelaged few who are legally permitted to read and write.Work with your DM to come up with an appropriate title andto determine how much authority that title carries. Race Restriction: Only humans can select this background

Skill Proficiencies: Persuasion, plus one of your choice from among Deception, History, and Intimidation

Languages: One of your choice

Literacy: You can read and write any language you can speak

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 1 gp

Feat: Choose one from Linguist or Skilled

Initiate

As a member of a cult, temple, psionic academy, or arcane cabal you have been initiated into the esoteric mysteries of your order. You possess extraordinary insight into the arcane and as such are held in fear or awe by the general populace. The nature of your order determines how openly you are able to flaunt your affiliation. While psionic orders and temples dedicated to locally accepted religions are able to operate openly, members of underground cults or sorcerous cabals can face execution if their alligence is uncovered.

Skill Proficiencies: Arcana, plus one from among History, Insight, Nature, or Religion, as appropriate for your order.

Languages: Two of your choice

Equipment: Vestments, a set of common clothes, a belt pouch which is containing 15 cp.

Feat: Choose one from Fighting Initiate, Magic Initiate, or Psionic Initiate

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Merchant

Individuals capable of providing the basic necessities of life wield enormous influence in a world where everything is in short supply. Merchants specialize in finding the impossibleand getting it to market for the maximum profit. Because of their ability to provide goods otherwise unattainable,merchants and traders are tolerated everywhere, from thecities of the sorcerer-kings to the slave tribe villages in thedistant wastes.

Skill Proficiencies: Insight, Persuasion

Languages: Two of your choice

Equipment: A set of artisan’s tools (one of your choice), a set of traveler’s clothes, and a belt pouch containing 15 cp

Feat: Choose one from Linguist, or Observant

Variant: Caravan Trader

While many merchants belong to organized trade companiesor familial dynasties, some are independant entrepreneurs that operate their own small caravans. These traders can replace one of the bonus languages provided by the merchant background for proficiency in vehicles (land).

Variant: Elven Trader

Some elves enrich themselves and their tribe by becoming merchants. Most tribes are not wealthy enough to establish trading emporiums, instead erecting tents or renting stalls or dilapidated buildings on the outskirts of a city-state’s trading quarter. In most cities, the elven market is a disreputable place. Unlike other merchants, elves abide by no code of ethics. People who buy there usually assume they are purchasing stolen property or goods of inferior quality. The elven market is also the primary source of banned goods, such as spell components, drugs, and poisons.

Elven traders can substitute proficiency in the Deception and/or Sleight of Hand skills in place of the skill Insight or Persuasion skill proficiencies normally granted to merchants.

Outlaw

You are a career criminal - a specialist in theft, assassination, extortion, smuggling, banditry or some other under handed craft. You have spent a lot of time with other criminals and likely have contacts within the criminal underworld of the city-states or among the raiding tribes that plague the wastes. You must always stay one step ahead of the city watch, the templars, and other civil authorities. One wrong step could cost your life or your freedom (or at least a hand).

Skill Proficiencies: Deception, plus one of your choice from among Intimidation, Sleight of Hand, and Stealth

Tool Proficiencies: One gaming set or musical instrument, plus one of your choice from among disguise kit, forgery kit,poisoner’s kit, and thieves’ tools.

Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 cp

Feat: Choose one from Poisoner, or Skilled

Performer

You make your living through music, dance, or other forms of entertainment. Depending on skill and circumstance your stage may be a street corner in Tyr, the manor of a Balican noble, or the tent of a nomad shiek. Either way, your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.

Skill Proficiencies: Performance, plus your choice from among Acrobatics, Persuasion, or Sleight of Hand.

Tool Proficiencies: Disguise Kit and one musical instrument of your choice.

Equipment A musical instrument (Any one from your choice), the belt pouch which is containing 15 cp, a costume.

Feat: Choose one from Actor, Magic Initiate or Muscian

Slave Hero

Whether through birth, punishment, or capture you were en-slaved to serve another. Slavery is practiced throughout the city-states of Athas and the task master’s whip is a brutal fact of life for many. Slaves serve a myriad of roles - from lowly farmers and laborers to gladiators, soldiers, artisans, and concubines. You are one of the fortunate ones who managed to gain their freedom through force, cunning, or pure blindluck.

Skill Proficiencies: Any two of your choice

Tool Proficiencies: Any two from among your choice of artisan’s tools, gaming sets, or musical instruments.

Equipment: a set of commoners clothes, and a pouch containing 1 cp.

Feat: Choose one from Durable or Tough

Anakore

 

 

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Warrior

You are a professional soldier, trained to fight in the armies of a noble house, merchant clan, or mercenary band. War has been your !ife for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay a!ive on the battlefield.

Skill Proficiencies: Athletics, Intimidation

Tool Proficiencies: One gaming set of your choice

Weapon Proficiencies: One martial or exotic weapon of your choice.

Equipment : traveler’s clothes, an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)

Feat: Choose one from Fighting Initiate, Tough, or Weapon Master

Wastelander

You grew up in the desert wastelands far from the confines of the city-states and villages of Athas. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction.
The wilds are in your blood, whether you were a nomad, an explorer, a hunter-gatherer, or even a marauder.

Skill Proficiencies: Survival, plus one of your choice from among Animal Handling, Nature, and Perception

Tool Proficiencies: One artisan’s tools or musical instrument of your choice

Languages: One of your choice.

Equipment: a trophy from an animal you killed, belt pouch containing 10 gp, a hunting trap and a set of traveler’s clothes.

Feat: Choose one from Chef, Durable, or Healer

Urchin

You have grown up on the streets alone, poor and orphaned, you never had any one to watch over you or to provide anything for you, so automatically, you have learned some techniques to provide for yourself. With dreadfully energy you fought over the food also you had kept a constant watch out for other desperate souls those who might have steal from you. You have slept on the rooftops and also in alleyways, exposed to the elements and also endured sickness without getting the advantage of the medicine or a place to recuperate. You have survived by despite all odds and also did so through speed, strength, cunning or it might be some combination of each.

Skill Proficiencies: Sleight of Hand, Stealth

Tool Proficiencies: Disguise kit, thieves’ tools

Languages: None

Equipment: a belt pouch containing 10 gp, a set of common clothes, a map of the city you grew up in and also a small knife.

Feat: Choose one from Alert, Lucky, or Poisoner

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Chapter 4 | Equipment

Chapter 4 Money and Equipment

IN A WORLD WHERE SURVIVAL ALWAYS HANGS in the balance, gear can be crucial. As you make your way across the Athasian wilds, your items help to keep thirst, starvation, sand, salt, and the blazing sun at bay. You need a good weapon and effective armor to fight off predators. A hardy mount can shorten your trip or, if you’re desperate, serve as extra provisions. And your traveling gear will make sure you won’t get lost, get eaten, or fall prey to the multitude of raiders that roam the deserts.

To understand commerce and the availability of equipment on Athas, one must understand that Athas is a metal-poor world. Nearly bereft of metals like steel, gold, silver and platnium, many items - including armor and weapons - are made from substitute materials, such as bone, obsidian, or wood. The scarcity of metal has forced the people to rely on barter and different materials. It has also hampered industrial and economic development as well; farms, mills, and workshops rarely have quality tools to produce everyday products. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the world of Athas presents.

Starting Equipment

When you create your character, you receive equipment based on a combination of your class and background.

You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part o f military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.

Wealth

Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.

Coinage

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for a day, a flask of lamp oil, or a night’s rest in a poor inn.

One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.

A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Standard Exchange Rates
Coin cp sp ep gp pp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Silver (sp) 10 1 1/5 1/10 1/100
Electrum (ep) 50 5 1 1/2 1/20
Gold (gp) 100 10 2 1 1/10
Platinum (pp) 1,000 100 20 10 1

 

 

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Chapter 4 | Equipment

Barter

Barter is the exchange of goods for other goods - no coins change hands. By its very nature, barter is an age-old ceremony of negotiation. Characters who often venture out in the deserts encounter tribes and nomads who usually deal in this type of trade - a herdsman or a hunter would rather own a few waterskins than a handful of coins. Thri-kreen always resort to bartering, since they have little use of coins. When your character enters a barter, you compare the costs of the items to be exchanged and then match the quantities until they are approximately even.

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in your adventures. Normally, you can sell your treasures and trinkets when you return to a city or other settlement, provided that you can find buyers, and merchants interested in your loot.

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by people and monsters are rarely in good enough condition to sell.

Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer, per the rules for selling a magic item.

Trade Goods. Outside the city-states, many people conduct transactions through barter. Like gems and art objects, trade goods - bars of iron, bags of rice, livestock and so on - retain their full value in the market and can be used as currency.

Metals of Athas

Athas is a metal- poor world but not metal deprived. It is nearly unheard of for people of lower status to have weapons and armor made of metal. However, those of higher status often have metal jewelery, weapons and armor gifted to them from sorcerer kings. The rarer the metal the higher the status.

Bronze / Copper- The most common metals found across Athas are bronze and copper. The lower quality metal, copper, is the most common currency in the world. These metals are commonly used to create regular, albeit expensive tools such as farm equiment, mining tools, ect… Lower rank templars also commonly wield weapons and armor made of bronze.

Steel- Quality steel is a rare commodity in the world of Athas. Steel is almost entirely reserved for use of high ranking templar’s armor and weapons. Lower quality steel is used entirely for extremely expensive tools that can’t be made out of lower quality metals such smithing tools for steel.

Silver/ Gold- The rare metals of silver and gold are used primarily by those of high rank and status among the templars and noblemen to showcase their wealth and power. They use the metals for jewelery and as currency to trade amongst the rich. Those of lower status who aquire such metals often do so through ill gotten ways or as adventurers that explored ancient unknown dungeons.

Platnium- Platnium is one of the rarest metals found in Athas. Almost all known sources of this metal lies in the keeps of sorcerer kings. Due to its rarity trade of platinum is strictly banned by Sorcerer kings within the cities and it only sees value within the black markets of Athas.

Rare Metals- Metals of the old world such as Adamantine and Mithril are unknown in current Athas, exsisting only as legends and stories of the old world.

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Armor and Shields

On Athas, a lower class armorer might spend an entire career without accumulating a sufficient quantity of metal to create a suit of armor. Even if a windfall of metal were to be found, the techniques and tools for forging such armor are largely held by the upperclass smiths. Were these challenges overcome and the armor constructed, Athas’s intense heat would leave the crafter with few interested buyers. For these reasons, lower class Athasian crafters turn to more light weight materials, such as bone, chitin, leather, and wood, when assembling protective gear, leaving metal forged armors to the upper class and master smiths.

The Armor table shows the cost, weight, and other properties of the common types of armor worn in the world of Athas.

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. Your class gives you proficiency 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.

Armor Properties

  Armor Class (AC). Armor protects its wearer from  attacks. The armor (and shield) you wear determines  your base Armor Class.

 Damage Reduction (DR) Certain armors are  particularly proficient at protecting the wearer from  physical attack damage. The armor you wear  determines your base damage reduction.

 Exhaustion If the Armor table shows  “Disadvantage” in the Exhaustion column, the wearer has disadvantage on Constitution saving throws made to resist exhaustion due to extreme heat.

Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” 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.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class. You can benefit from only one shield at a time.

Getting Into and Out of Armor

The time it takes to don or doff armor depends on the armor’s category.

Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor
Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

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Armor and Shields
Armor Class (AC) Damage
Armor Reduction (DR) Strength Weight Stealth Exhaustion Cost
Light Armor
Padded 11 + Dex modifier 1 8 lb. Disadvantage 50 CP
Gambeson 11 + Dex modifier 0 8 lb. 50 CP
Leather 11 + Dex modifier 1 10 lb. 100 CP
Leather Jerkin 12 + Dex modifier 0 13 lb. 100 CP
Studded Leather 12 + Dex modifier 2 13 lb. Disadvantage 450 CP
Medium Armor
Hide 12 + Dex modifier (max 2) 2 12 lb. 100 CP
Scale Shirt 13 + Dex modifier (max 2) 0 20 lb. 400 CP
Scale armor 14 + Dex modifier (max 2) 0 35 lb. Disadvantage 500 CP
Chitin Breastplate 14 + Dex modifier (max 2) 1 15 lb. 4000 CP
Breastplate* 15 + Dex modifier (max 2) 1 20 lb. Disadvantage 250 GP
Chitin Plate Armor 15 + Dex modifier (max 2) 3 30 lb. Disadvantage 7500 CP
Halfplate* 15 + Dex modifier (max 2) 3 40 lb. Disadvantage Disadvantage 450 GP
Heavy Armor
Lamellar Armor 15 2 Str 13 55 lb. Disadvantage 300 CP
Chain Mail* 16 4 Str 13 55 lb. Disadvantage Disadvantage 90 GP
Wood Armor 16 0 Str 15 60 lb. Disadvantage 750 CP
Splint Armor* 16 4 Str 15 60 lb. Disadvantage Disadvantage 450 GP
Bone Armor 17 2 Str 15 60 lb. Disadvantage 2000 CP
Brigandine* 17 2 Str 15 60 lb. Disadvantage 450 GP
Carapace Armor 17 2 Str 15 60 lb. Disadvantage 150 GP
Plate* 18 4 Str 15 65 lb. Disadvantage Disadvantage 900 GP
Shields
Buckler +1 0 3 lb. 100 CP
Medium Shield +2 0 Str 13 8 lb. 200 CP
Large Shield† +3 0 Str 15 15 lb. 750 CP

† You can’t make opportunity attacks while holding this shield.

*These armors are made of metal and prices are in GP rather than CP due to their extreme prices

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Padded. Padded armor consists of quilted layers of clothand batting. Many Athasian warriors don padded armor woven from giant hair.

Gambeson. A gambeson is a padded defensive jacket, either worn separately or as an underlay for heavier types of armor. It can also double as a winter coat.

Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Leather Jerkin. A leather jerkin is a vest made from tough but flexible leather and is often worn over gambeson.

Studded leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes made of bone or chitin.

 

 

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Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Hide. This crude armor is usually fashioned from the dense hides of mekillots or braxats.

Scale Shirt. Similar in construction to full scale armor, this lightweight version dispenses with the extra protection (and weight) of the leggings and heavy sleeves in favor of greater mobility.

Scale Armor. This armor is crafted by affixing the hide of a scaled creature like an erdlu or inix over a sturdy leather backing to form a heavy coat and leggings or greeves.

Chitin Breastplate. This breastplate is made from pieces of shell taken from large beasts such as from ankhegs or braxats. The pieces of shell are then carved to shape and affixed to a sturdy leather cuirass.

Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

Chitin Plate Armor. Chitin plate expands upon theprotection provided by the breastplate by adding forearm-length gauntlets as well as greaves to cover the lower legs.

Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity m odifier is negative.

Lamellar Armor. Small plates of leather, horn, shell, or wood are laced together to form a protective coat. Leather bracers and greaves provide some measure of defense for the limbs.

Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric w orn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Wood Armor. Extremely popular among warriors from Gulg, this armor consists of resin-treated wooden strips and plates that are either affixed to a softer backing or sandwiched between layers of leather.

Splint. This armor is made of narrow vertical strips of metal riveted to a backing o f leather that is worn over cloth padding. Flexible chain mail protects the joints.

Bone Armor. Bone armor provides excellent protection with the added benefit of looking exceptionally intimidating. The armor is crafted by attaching bones and skulls to thick leather chestplates, vambraces, and greaves.

Brigandine. Brigandine is a sturdy coat of layered linen or leather lined with small steel plates riveted to the fabric.

Carapace Armor. The pinnacle of non metallic Athasian armor consists of a suit of inter locking chitin plates that cover the entire body. The plates are expertly carved and fitted together over a padded undersuit.

Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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                     1. Dragon’s Paw 2. Trikal 3. Carrikal 4. Chatkcha 5. Wrist Razor 6. Cahulaks 7. Alhulak 8. Gouge                                                        9. Dejada 10. Tortoise Blade 11. Lotulis 12. Gythka

 

 

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Weapons

Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, where as a ranged weapon is used to attack a target at a distance.

Weapon Proficiency

Your race, class, and feats can grant you proficiency with certain w eapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.

Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. 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 (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Concealed You have advantage on Dexterity (Sleight of Hand) checks you make to keep this weapon hidden.

Defensive. Wielding a defensive weapon provides a +1 bonus to your AC. You can only benefit from one defensive weapon at a time. If you wield a weapon with the defensive property in addition to a shield, only the highest AC bonus applies.

Double. Wielding a double weapon is like fighting with two weapons. When you take an Attack action with a doubleweapon, you may use a bonus action to make an attack with the other end of the weapon. As with two-weapon fighting, you do not add your ability modifier to the damage of the bonus attack, unless that modifier is negative. Any abilities or feats that affect two-weapon fighting also apply to double weapons.

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. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

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.

Reach. This weapon adds 5 feet to your reach when you attack with it.

Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

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 w eapon. 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.

Two-Handed. This weapon requires two hands to use.

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.

 

 

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Melee Weapons
Weapon Cost Damage Weight Properties
Simple Melee Weapons
   Club 5 cp 1d4 bludgeoning 2 lb. Light
   Dagger 20 cp 1d4 piercing 1 lb. Concealed, Finesse, Light, Thrown (20/60)
   Greatclub 20 cp 1d8 bludgeoning 10 lb. Heavy, Two-Handed
   Handaxe 50 cp 1d6 slashing 2 lb. Light, Thrown (range 20/60)
   Javelin 50 cp 1d6 piercing 2 lb. Thrown (range 30/120)
   Light Hammer 20 cp 1d4 bludgeoning 2 lb. Light, Thrown (range 20/60)
   Mace 50 cp 1d6 bludgeoning 4 lb.
   Parrying Dagger 40 cp 1d4 piercing 1 lb. Defensive, Finesse, Light
   Puchik 6 cp 1d4 piercing 2 lb. finesse, light
   Quabone” 1 cp 1d4 slashing 3 lb. finesse
   Quaterstaff 20 cp 1d6 bludgeoning 4 lb. Double , Two-Handed
   Sickle 10 cp 1d4 slashing 2 lb. Light
   Singing stick” 5 bits 1d4 bludgeoning 1 lb. finesse, light
   Spear 10 cp 1d6 piercing 3 lb. Thrown (range 20/60), Versatile (1d8+Reach)
   Unarmed Strike 1 bludgeoning
   Widow’s knife 2 cp 1d4 slashing 1 lb. finesse, light
Martial Melee Weapons
   Battleaxe 100 cp 1d8 slashing 4 lb. Versatile (1d10)
   Flail 100 cp 1d8 bludgeoning 2 lb.
   Forearm Axe 10 cp 1d6 slashing 4 lb. finesse, light
   Glaive 200 cp 1d10 slashing 6 lb. Heavy, reach, two-handed
   Gouge 60 cp 1d10 slashing 12 lb. two-handed
   Greataxe 300 cp 1d12 slashing 7 lb. Heavy, two-handed
   Greatsword 500 cp 2d6 slashing 6 lb. Heavy, two-handed
   Halberd 200 cp 1d10 slashing 6 lb. Heavy, reach, two-handed
   Impaler 8 cp 1d8 piercing 5 lb. versatile (1d10)
   Lance 100 cp 1d12 piercing 6 lb. Reach, special
   Longsword 150 cp 1d10 slashing 3 lb. Defensive, two-handed
   Lotulis 10 cp 1d6 slashing 7 lb. Double, finesse, two-handed
   Maul 100 cp 2d6 bludgeoning 10 lb. Heavy, two-handed
   Morningstar 150 cp 1d8 bludgeoning 4 lb.
   Pike 50 cp 1d10 piercing 18 lb. Heavy, reach, two-handed
   Rapier 250 cp 1d8 piercing 2 lb. Finesse
   Scimitar 250 cp 1d6 slashing 3 lb. Finesse, light
   Shortsword 100 cp 1d8 slashing 2 lb.
   Trident 50 cp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
   Trikal 15 cp 1d12 slashing 10 lb. heavy, two-handed
   War pick 50 cp 1d8 piercing 2 lb.
   Warhammer 150 cp 1d8 bludgeoning 2 lb. Versatile (1d10)
   Whip 20 cp 1d4 slashing 3 lb. Finesse, reach, Special
   Wrist Razor 80 cp 1d6 slashing 2 lb. finesse, light
Exotic Melee Weapons
   Alhulak 90 cp 1d6 piercing 5 lb. finesse, reach
   Cahulaks 200 cp 1d6 piercing 10 lb. double, finesse, reach, two-handed
   Carrikal 150 cp 1d10 slashing 6 lb. versatile (1d12)
   Dragon’s Paw 150 cp 1d8 piercing 9 lb. defensive, double, two-handed
   Gythka 200 cp 1d8 slashing 12 lb. double, finesse, two-handed
   Khopesh 200 cp 1d10 slashing 5 lb. finesse
   Macuahuitl 300 cp 1d10 slashing 6 lb. versatile (2d6)
   Tortoise Blade 100 cp 1d6 piercing 5 lb. defensive, light

 

 

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Range Weapons
Weapon Cost Damage Weight Properties
Simple Ranged Weapons
   Atlatl 1 cp 1d6 piercing 1 lb. ammunition (60/180), loading
   Crossbow, Light 250 cp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
   Dart 5 cp 1d4 piercing 1/4 lb. concealed, finesse, thrown (range 20/60)
   Shortbow 250 cp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
   Sling 10 cp 1d4 bludgeoning Ammunition (range 30/120), concealed
Martial Ranged Weapons
   Blowgun 100 cp 1 piercing 1 lb. Ammunition (range 25/100), concealed, loading
   Crossbow, hand 750 cp 1d6 piercing 3 lb. Ammunition (range 30/120), concealed, light, loading
   Crossbow, heavy 500 cp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
   Longbow 500 cp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
   Net 10 cp 3 lb. Special, Thrown (range 5/15)
Exotic Ranged Weapons
  Bolas 20 cp 1d4 bludgeoning 3 lb. thrown (20/60), special
  Chatkcha 50 cp 1d6 slashing ½ lb. finesse, thrown (30/90), special
  Dejada 60 cp 1d6 bludgeoning 2 lb. ammunition (30/120), special

Simple Weapons

These weapons require little training and are often found inthe hands of commoners and others with little-to-no combattraining.

Atlatl. Also known as a dart thrower, the atlatl is made from a bone or wood shaft with a cup or spur at the endwhich that support and propels darts. The atlatl increases the force at which a dart is hurled, increasing range and damage.

Puchik. This punching and parrying weapon is designed for close-quarter fighting. It’s a long dagger with hand guards and a grip positioned perpendicularly to the length of the blade.

Quabone. This weapon is constructed from four identical shanks of bone which are lashed together to form a radially symmetrical, sword-length rod. With its lightness and crudely sharpened end, the quabone is a fairly ineffective weapon.

Singing Stick. Singing sticks are used in pairs, one in each hand. The ends are slightly wider than the center. They are very light, relying more on agility and ability than on brute force. When twirled, the sticks produce whistling and moan-ing sounds, thus giving them their name.

Widow’s Knife. A farmer’s tool used in the verdant belts, this weapon has a flat, semi-circular blade on one end of a wooden handle. The grip can be modified to hold poison, making it a favorite weapon of bards and assassins

Martial Weapons

Martial weapons require specialized training and as such are generally found in the hands of warriors.

Gouge. The shoulder-strapped gouge was developed by the army of Nibenay for use by its infantry. A wide bone, obsidian, or chitin blade is mounted on a 3-foot-long wood shaft. The weapon requires a two-handed grip: a small handle bar that protrudes from the shaft, just behind the blade, and a grip at the rear of the shaft.

Impaler. An impaler is a weapon developed for arena combat. It has a single shaft about 4 feet long with a pair of long pointed blades, splitting to each side and forming a deadly “T”. The weapon can be swung horizontally or vertically over the head.

Lotulis. Crescent blades with barbed spikes near the points and mounted at either end of a long shaft make this a particularly nasty melee weapon.

Trikal. This small polearm is a 6-foot-long, mostly woodshaft. The upper most 12 inches consist of three blades projecting from a central shaft. Beneath the blades is a series of sermtions, generally extremely sharp. The other end of the shaft is weighted to increase the momentum of the weapon.

Wrist Razor. Wrist razors consist of a pair or trio of blades that protrude from a heavy arm band. The razors project outover the back of the hand, are extremely sharp, and can be up to 6 inches long. Wrist razors can be worn on one or both forearms.

 

 

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Exotic Weapons

Exotic weapons are highly specialized armaments that are as difficult to master as they are deadly. Arena champions and master warriors are often equipped with these types of weapons. The exotic weapons listed here are unique to Athas and not found in other settings

Alhulak. This weapon consists of a 5-foot length of rope with a four-bladed grappling hook on one end. The other end is secured to a short handle. The bladed head is commonly carved from mekillot or inix bone, while the handle is wood or bone.

Bolas. This is a length of cord with weighted ends, used to trip foes from a distance. A Large or smaller bipedal or quadruped creature hit with bolas must make a DC 10 Strength (Athletics) check or be knocked prone.

Cahulaks. Paired alhulak heads connected by a long rope, cahulaks are swung about the body in dizzying patterns that are difficult to defend against.

Carrikal. This is a variation on the battleaxe with two axe heads affixed side by side to a heavy handle. These weapons are most commonly constructed from two jawbones lashed to a handle so that the teeth run halfway down the length of the handle.

Chatkcha. This thri-kreen throwing weapon is used primarily for hunting small game. It is a lightweight, three-bladed weapon that, due to its spin, will return to a proficient thrower on a missed attack roll.

Dejada. This obscure weapon is difficult to master and is mostly used in arena games. The dejada consists of a long, scooped basket worn on the arm like a gauntlet. The curved basket allows the wielder to hurl spherical projectiles called pelota at very high speeds.

A proficient dejada user can use the weapon to catch pelota, sling stones, and similar small, round projectiles. As a reaction the dejada wielder makes an attack roll and compares it to the attacker’s roll. If the defender’s roll is higher they manage to catch the pelota or other missile in the dejada’s basket.

Dragon’s Paw. This weapon, made popular in the arenas of Tyr and Urik, has two spear blades, one attached to eitherend of a 5- to 6-foot-long wood shaft. A centrally located curved bar or shield protects the wielder’s hand and features a protruding blade that juts perpendicularly to the shaft.

Gythka. This thri-kreen polearm has wicked, curved blades at either end. The weapon’s thick shaft allows it to be wielded similarly to a quarterstaff.

Khopesh. The khopesh is a heavy bladed weapon with crescent moon-shaped, curved blade about two and a half feet long and a thick handle almost the same length, making it half-sword and half-scythe.

 Macuahuitl. A macauhuitl is a sword pain stakingly crafted using a core of solid wood, with small, sharp shards of obsidian or sharpened teeth embedded in the wood to form an edge on two opposite sides of the weapon. The weapon is especially popular among warriors from Draj, who seem to be the only ones who can easily pronounce this weapon’s Draji name (“ma‐kah‐wheet‐luh”). Non‐Draji simply refer to it as the “obsidian sword” or the “Draji sword.”

Special Weapons

Weapons with special rules are described here

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 formless, 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.

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.

Improvised Weapons

Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.

In many cases, an improvised w eapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

 

 

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Adventuring Gear
Item Cost Weight
Abacus 2 cp 2 lb.
Alchemical Items
   Acid 25 cp 1 lb.
   Alchemist fire 50 cp 1 lb.
   Antitoxin 50 cp ½ lb.
   Healing salve 50 cp ½ lb.
   Shade elixir 75 cp ½ lb.
   Thunderstone 50 cp ½ lb.
Ammunition
   Arrows (20) 1 cp 1 lb.
   Blowgun needles (50) 1 cp 1 lb.
   Crossbow bolts (20) 1 cp 2 lb.
   Dejada pelota (20) 1 cp 2 lb.
   Sling stones (20) 1 cp 2 lb.
Arcane Focus
   Crystal 10 cp 1 lb.
   Orb 20 cp 2 lb.
   Rod 10 cp 3 lb.
   Staff 5 cp 4 lb.
   Wand 10 cp 1 lb.
Backpack 2 cp 5 lb.
Basket 1 cp 2 lb.
Bedroll 1 cp 7 lb.
Bell 1 cp
Blanket 1 cp 3 lb.
Block and tackle 1 cp 5 lb.
Book 25 cp 5 lb.
Bottle, glass 10 cp 2 lb.
Caltrops (bag of 20) 1 cp 2 lb.
Candles (6) 1 bit
Case, map or scroll 1 cp 1 lb.
Chain (1 foot) 50 cp 1 lb.
Chest 5 cp 25 lb.
Climber’s kit 25 cp 12 lb.
Clothes
   Common 5 bits 3 lb.
   Desert 2 cp 4 lb.
   Fine 20 cp 4 lb.
   Rich 60 cp 6 lb.
   Slave 1 cp 1 lb.
Item Cost Weight
Component pouch 25 cp 2 lb.
Druidic Focus
   Totem 1 cp
   Staff 5 cp 4 lb.
Fire kit 1 cp 1 lb.
Flask or tankard 2 cp 1 lb.
Grappling hook 2 cp 1 lb.
Hammer 1 cp 3 lb.
Hammer, sledge 2 cp 10 lb.
Healer’s kit 5 cp 3 lb.
Holy Element 5 cp 1 lb.
Hourglass 25 cp 1 lb.
Ladder (10-foot) 2 cp 25 lb.
Lantern, bullseye 10 cp 2 lb.
Lantern, hooded 5 cp 2 lb.
Lock 100 cp 1 lb.
Manacles, leather 2 cp 4 lb.
Mess kit 1 cp 1 lb.
Mirror, obsidian 5 cp ½ lb.
Oil (flask) 1 cp 1 lb.
Papyrus (1 sheet) 8 bits
Parchment (1 sheet) 1 cp
Pick, miner’s 2 cp 10 lb.
Pouch 1 cp 1 lb.
Quiver 1 cp 1 lb.
Rations (1 day) 1 cp 2 lb.
Rope, hempen (50 feet) 1 cp 10 lb.
Rope, giant hair (50 feet) 10 cp 2 lb.
Sack 1 cp ½ lb.
Scale, merchant’s 5 cp 3 lb.
Shovel 2 cp 5 lb.
Signal whistle 1 cp
Signet ring 5 cp
Spellbook 50 cp 3 lb.
Spikes, wooden (10) 1 cp 5 lb.
Tent (2 person) 2 cp 20 lb.
Tent (pavillion) 50 cp 50 lb.
Torch 1 cp 1 lb.
Vial, ceramic 1 cp
Waterskin 1 cp 8 lb. (full)

 

 

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Adventuring Gear

This section describes items that have special rules or require further explanation.

Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Alchemist Fire.This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Arcane Focus. An arcane focus is a special item designed to channel the power of arcane spells. A wizard can use suchan item as a spellcasting focus, as described in chapter 10 of the Player’s Handbook.

Block and Tackle. A set of pulleys with a rope threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you cannormally lift.

Caltrops. As an action, you can spread a single bag ofcaltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.

Candles. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.

Component Pouch. A component pouch is a small,water tight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specitic cost (as indicated in a spell’s description).

Druidic Focus. A druidic focus is a special item designedto channel the power of arcane spells. A druid can use such an item as a spellcasting focus, as described in chapter 10 of the Player’s Handbook.

Fire Kit. The standard fire-starting kit therefore uses a bow and sticks. Using it to light a fire takes 1 minute.

Healer’s Kit. This kit is a leather pouch containingbandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has O hit points, without needing to make a Wisdom (Medicine) check.

Healing Salve. A character who rubs this ointment onto their wounds regains 2d4 + 2 hit points 1 minute later.

Holy Element. A cleric’s element serves as a spellcasting focus. A cleric can use such an item as a spellcasting focus, as described in chapter 10 of the Player’s Handbook. Earth clerics use small chunks of granite, quartz, silver, gold, or anyother kind of rare earth. Clerics of water always have a vial of pure water, worn about the neck or mounted on a staff. Fire clerics use obsidian, often carved or melted into the shape of raging flames. The priests of air are the most fortunate of the elemental clerics, since they are not tied down by material possessions. The holy symbol of air is the cleric’s own breath so these clerics are always considered to have their holy element on hand.

Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-footradius.

Lock. A key is provided with the lock. Without the key, acreature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

Manacles, Leather. These restraints can bind a Small orMedium creature. Escaping the manacles requires asuccessful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. The restraints are secured with a complex series of tight knots, which take 1d4 rounds to cut through with a knife or other sharp object.

Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. Once lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area, A creature can take this damage only once per turn.

 

 

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Shade Elixir. A creature who drinks this alchemical mixture gains advantage on saving throws made to resist exhaustion caused by extreme heat for 8 hours.

Thunderstone. This small, sparkling stone emits a bright light and loud bang when shattered. As an action, you can throw this stone up to 20 feet, shattering it on impact. Each creature within a 10-foot radius of where the stone lands must make a DC 12 Constitution saving throw or be deafened for 1 hour.

Torch. A torch burns for 1 hour, providing bright light in a 20 foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1fire damage.

Waterskin. A waterskin holds 1 gallon of water, which is the minimum a Small or Medium size creature needs each day to stave off dehydration.

Potion Fruits

On Athas, potions come in the form of magical fruits or berries. The juices of the fruit hold the magical properties of the potion and the fruit must be eaten to release the magical effect.

In Dark Sun, potions are rarely found as fluids in a flask or vial. Any juicy berry or fruit may be enchanted with a potion. Since the juice itself holds the potion, drier fruits such as dates cannot be so enchanted.

Whereas normal fruits may only remain ripe for a few days or weeks before they begin to rot, potion fruits have their period of ripeness greatly extended. Once enchanted with a potion, a fruit will remain ripe for 99 years. After that time, the enchantment fades and the fruit will rot normally.

Different types of fruits hold different potion effects so they can be identified on sight with a successful Intelligence (Arcana) or (Nature) check, with the rarity of the potion determining the DC.

Potion Rarity Identify DC
Common 10
Uncommon 10
Rare 15
Very Rare 20
Legendary 25

Potion Fruit Creation

Spellcasters can create potion fruits in one of two ways. Magical Enchanment follows the same rules for magic item creation found in the Dungeon Master’s Guide, while botanical enchantment allows a magic user to
use one enchanted fruit to possibly grow more.

Botanical Enchantment

The original potion fruit must be planted unused. From this seed a magical tree grows very quickly, producing a full-sized fruit tree grows in 1d6 weeks. Once the magical tree is grown, a d6 is rolled to determine how many potion fruits appear.

Roll Potion Fruits
1 no fruits
2-4 1 fruit
5-6 2 fruits

Regardless of how many nonmagical fruits the tree bears, there will be, at most, two potion fruits on it. These fruits are different in size, color, or texture than the non-magical fruits and are easily identified. Once a potion fruit is plucked from a tree another one will grow in its place in another 1d6 weeks. Such a tree will live at least 99 years unless it is destroyed.

Botanical enchantment is somewhat risky. The tree must be tended, watered, and pruned every day while it is growing. Any severe change in the weather, such as a drought or freeze, will ruin the tree and no fruit will be borne. Any use of defiler magic near the tree will kill it and render any potion fruits on it useless. Even if all goes well, the tree may not bear potion fruits, anyway.

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Tools

A tool helps you to do something you couldn’t other wise do, such as craft or repair an item, forge a document, or pick a lock. Your race, c1ass, background, or feats 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.

Tools
Items Cost Weight
Artisan’s Tools
   Alchemist’s supplies 50 cp 8 lb.
   Boneworker’s tools 5 cp 5 lb.
   Brewer’s supplies 20 cp 9 lb.
   Carpenter’s tools 8 cp 6 lb.
   Cartographer’s tools 15 cp 6 lb.
   Cook’s utensils 1 cp 8 lb.
   Glassblower’s tools 30 cp 5 lb.
   Jeweler’s tools 25 cp 2 lb.
   Leatherworker’s tools 5 cp 5 lb.
   Mason’s tools 10 cp 8 lb.
   Painter’s supplies 10 cp 5 lb.
   Potter’s tools 10 cp 3 lb.
   Scribe’s supplies 10 cp 5 lb.
   Smith’s tools 200 cp 8 lb.
   Weaver’s tools 1 cp 5 lb.
   Woodcarver’s tools 1 cp 5 lb.
Disguise kit 25 cp 3 lb.
Gaming Sets
   Dice set 1 bit
   Mancala set 1 cp 1 lb.
   Game of Urik set 1 cp 1 lb.
   Senet set 1 cp 1 lb.
Herbalism kit 5 cp 3 lb.
Musical Instruments
   Drum 6 cp 3 lb.
   Flute 2 cp 1 lb.
   Harp 50 cp 2 lb.
   Horn 3 cp 2 lb.
   Lute 35 cp 2 lb.
   Lyre 30 cp 2 lb.
   Pipes 12 cp 2 lb.
Poisoner’s kit 50 cp 2 lb.
Thieves’ tools 25 cp 1 lb.

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examplesof 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.

Gaming Set. This item encompasses a wide range of gaming sets including dice and board games. 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 instrumentssuch 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.

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 obsidian mirror mounted on a 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.

 

 

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Mounts and Vehicles

Athasians have domesticated a wide variety of mounts. The most common are presented below. More unusual typical mounts listed in Player’s Handbook are not available on Athas. The harsh conditions and the devastating effects of defiling magic have lead horses, mules, dogs and other mammals into extinction. Instead, people on Athas rely on reptilian or insectoid mounts for their needs. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

Likewise, due to the absence of large bodies of water in the Tablelands, waterborne vehicles do not exist. While one might unearth the remains of an ancient sailing ship, half-buried on the shores of the Sea of Silt, such vehicles are more often the subject of myths and legends. The only means of transportation between the inhabited lands of Athas is through mount-drawn wagons and chariots.

Mounts
Item Cost Speed Carrying Capacity
Crodlu, riding 50 cp 50 ft. 480 lb.
Crodlu, war 200 cp 60 ft. 540 lb.
Inix 400 cp 40 ft. 2,000 lb.
Kank, soldier 120 cp 40 ft. 400 lb.
Kank, producer 50 cp 40 ft. 400 lb.
Mekillot 800 cp 20 ft. 8,000 lb.
Tack, Harness, and Drawn Vehicles
Item Cost Weight
Barding
   Crodlu 250 cp 80 lb.
   Inix 500 cp 80 lb.
   Kank 250 cp 80 lb.
   Mekillot 1,000 cp 80 lb.
Bit and bridle 2 cp 1 lb.
Chariot 250 cp 100 lb.
Howdah
   Inix, normal 10 cp 50 lb.
   Inix, war 100 cp 150 lb.
   Mekillot, normal 50 cp 250 lb.
   Mekillot, war 500 cp 1,000 lb.
Saddle, pack 5 cp 15 lb.
Saddle, riding 10 cp 25 lb.
Saddlebags 4 cp 8 lb.
Wagons
   Armored 1,000 cp 5,000 lb.
   Enclosed 50 cp 500 lb.
   Open 25 cp 400 lb.

Mounts

The most common types of Athasian mounts are the crodlu, inix, kank, and mekillot. Each is detailed further in the Animals of Athas sourcebook.

Crodlu. crodlu is a large reptilian animal used for transportation or as a beast of burden. It resembles an enormous scaled ostrich with clawed forearms. Crodlus canbe trained for combat.

Inix. An inix is a huge lizard that grows to more than 15 feet long. Though herbivorous by nature, inix are vicious combatants, able to attack with both their bite and tail. Inix trained for riding are also trained not to use their tail attack while mounted, for no rider would manage to remain seated while the inix lashed its mighty tail. These creatures can befitted with a howdah, though half-giants often use them as individual mounts.

Kank. Kanks serve as both herd animals and beasts of burden. They are large insects, durable and easily tended. Their meat becomes foul-smelling as soon as they die, so they are raised for the nutritious honey globules produced on their bellies. As riding animals, they require harnesses and saddles. They can also be hitched to wagons individually or inteams.

Food producer kanks generate 1d4+1 pounds of nectar each week as long as they are fed or able to forage. Soldier kanks lack the ability to produce nectar but compensate by being larger and possessing a venomous bite.

Mekillot. Mekillots are mighty lizards weighing up to six-tons, with huge, mound-shaped bodies as long as 30 feet. Their backs and heads are covered with a thick shell that serves as both a sun shade and protection from attacks by other large creatures. Often used as beast of burden, pulling massive caravan wagons, they are hard to control and sometimes turn on their handlers.

Crodlu

 

 

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Barding and Vehicles

If you have proficiency with a certain kind of vehic1e, you can add your proficiency bonus to any check you make to control that kind of vehic1e in difficult circumstances.

Barding. A mount’s defense can be reinforced by covering it with barding. Made of leather pads with bone, chitin, or wood plates, barding increases a mount’s Armor Class by 2.

Chariot. A chariot is a lightly armored vehicle constructed of wood, chitin and hardened leather, designed for riding and combat. Two people can ride a chariot, one being the rider, the other attacking. A creature riding a chariot has half cover against attacks from the front or the sides. Crodlu and kankscan be used to pull a chariot.

Howdah. A howdah is a frame with seats designed to be mounted on the back of an inix or mekillot. A normal howdah is made of a light wooden frame while a war howdah is constructed of much sturdier materials and offering halfcover against any attacks from outside.

An inix howdah can hold up to four people. A mekillot howdah can be constructed in a more elaborate affair; it often contains two levels and can accommodate up to sixteen people. Anyone riding in a howdah is considered to be at restand shaded.

Wagon. A wagon is the simplest form of transportation. Crodlus or kanks can be used as beasts of burden for the normal versions. An open wagon is a little more than a wooden box on four wooden wheels while an enclosed wagon ensures its riders are unaffected by weather. Some merchants and nomads convert enclosed wagons into living quarters.

An armored caravan wagon requires two mekillots to pull. The exact design of any particular armored caravan wagon can change from trip to trip but in general, the enclosures can carry a cargo of 15,000 pounds of goods, up to 50 fully armed warriors, 25 slaves in transit, and a handful of merchants, nobles, or other travelers. The defense balconies in an armored caravan wagon provide half cover against any attacks from outside.

Anyone riding an enclosed or armored caravan wagon is considered to be at rest and shaded.

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Upgrading Equipment

When you create your character, you receive equipment based on a combination of your class and background. You decide how you character came by this starting equipment. A sword might be a family heirloom, passed from father to eldest child for generations—but what happens when you find something better in just a few short sessions?

Perhaps during your adventures you find a longsword and use it to slay your first goblin. Out of sentiment for the sword you name it Goblin slayer. Perhaps when you return to town you wish to make this weapon match the power of the +1 longsword you found at the end of the dungeon.

The Basics

The process of upgrading a piece of equipment always has a number of basic requirements regardless of its type. The following general rules apply when upgrading equipment:


  • Upgrades take the form of tags. Tags add new properties to equipment.
  • Each tag is unique and can only be applied to a piece of equipment once.
  • Upgrading a piece of equipment with a new tag can only be performed by a dedicated NPC craftsman of the appropriate discipline in a workshop environment.
  • Upgrading a piece of equipment with a new tag is a skilled endeavour, taking anywhere from an hour to more than a week depending on the task.
  • On your adventures, you may come across equipment already possessing tags; either for sale, offered as rewards, or available through other means.
  • Only metal Armor and Weapons may be upgraded

Upgrading Magic Items

Due to their extraordinary artisanship and magical reinforcement, magic items can’t be modified using normal artisanal methods. As such, the upgrades presented in this chapter normally can’t be applied to magic items.

Furthermore, none of the upgrades presented in this supplement confer “magic item” status to a piece of equipment, though certain upgrades may result in a piece of equipment being considered magical under certain circumstances.

 

 

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Upgrading Armor

There are a number of options available to a character to upgrade their armor, from high-cost armor proofing, to useful additions like insulation suitable for cold weather environments. A complete list of these options, as well as cost and any additional requirements, are shown in the Armor Upgrades table on the following page. In addition to the basic rules for upgrading, the following rules apply when upgrading a suit of armor or a shield with a new tag:


  • Any prerequisite conditions must be satisfied to apply a new tag, as shown in the Armor Upgrades table.
  • Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a suit of armor or a shield with a new tag.
  • Armor Proofing. The proofing process normally requires a full workweek (5 days) and can only be undertaken by a master artisan. Once added, armor proofing tags can’t be removed from a suit of armor.

Armor Proofing

The primary method of upgrading armor, proofing is the process of testing and improving a suit of armor’s ability to withstand blows of various types below a certain threshold, being certified as proof against swords, arrows, and warhammers.

Armor Upgrades
Tag Cost Prerequisite Properties
Armor proofing: 1st tier 1,000 cp Light, medium, or heavy armor The Damage reduction of this armor is increased by 2
Armor proofing: 2nd tier 2,000 cp Medium or heavy armor with the 1st tier armor proofing tag The Damage reduction of this armor is increased by an additional 1, bringing the total increased DT to 3.
Armor proofing: 3rd tier 3,000 cp Heavy armor with the 2nd tier armor proofing tag The Damage reduction of this armor is increased by an additional 1, bringing the total increased DT to 4.
Breathable 1,000 cp Light or medium armor. Incompatible with insulated tag. While wearing this armor, you have advantage on saving throws you make against exhaustion effects due to extreme heat, as described in chapter 5 of the Dungeon Master’s Guide.
Burnished 10 cp Heavy armor This armor has been polished to a mirror finish. While wearing it, you may have advantage on Charisma-based skill checks when interacting with certain humanoids, as determined by the DM. This tag is automatically removed after 24 hours of wear or at the end of a combat.
Climbing harness 100 cp Light, medium, or heavy armor This armor has been modified with a climbing harness around the midriff, comprising leather straps and quickdraws. While wearing it, you make Strength (Athletics) checks to scale vertical surfaces with advantage when using a rope or similar aid.
Insulated 100 cp Incompatible with breathable tag This armor counts as cold weather gear in conditions of extreme cold, as described in chapter 5 of the Dungeon Master’s Guide.
Locking joints 150 cp Half plate or plate armor This armor is made with hinged joints that can be locked by a quick motion from the wearer. While wearing it, you make Strength (Athletics) checks to oppose attempts to shove you with advantage.
Quick-release clasps 200 cp Light, medium, or heavy armor You can doff this armor as an action.
Reinforced 300 cp Heavy armor This armor has been reinforced at the joints and other weak points. While wearing it, critical damage you take from nonmagical attacks is reduced by 3.
Spiked 250 cp Medium or heavy armor This armor has been modified with spikes, barbs, or other similar feature, and deals 1d4 piercing damage to creatures attacking with unarmed strikes or natural weapons that aren’t magical.

 

 

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Upgrading Weapons

Upgading weapons follows a branching path system, with available options split into multiple tiers. At first, a weapon can only be upgraded with a limited selection of 1st tier tags depending on its type, each of which “unlocks” one or more options from the next tier. The following additional rules apply when upgrading a weapon with a new tag:


  • All prerequisite conditions must be satisfied to apply a new tag, as shown in the Weapon Upgrades table.
  • 2nd tier upgrades can only be applied by a trained craftsman, with 3rd tier upgrades requiring the skills of a master artisan.
  • Typically, it takes an artisan a full day of work (minimum 8 hours) to upgrade a weapon with a new tag.
  • Once added, a tag can’t be removed from a weapon.

Weapon Upgrade Cost Structure

Upgrading a weapon has a base cost associated with each tier, with subsequent upgrades of that tier costing twice the previous amount for that tier. For example, Erik decides to pay a visit to a local blacksmith in order to have a customized pommel attached to his dagger—adding the balanced tag—for the tier 1 base cost of 100 gp. Later, he returns to have the blade honed—adding the sharpened tag—this time costing 200 gp, with the next 1st tier upgrade costing 400 gp, and so on.

Upgrades are grouped by tier for the purposes of this cost scaling: continuing with the above example, if Erik then wishes to have the blade of his dagger partially serrated in order to improve its effectiveness when slicing and cutting—adding the saw-toothed tag—it would cost 1,000 gp (the 2nd tier base cost) provided that the dagger doesn’t already possess any other 2nd tier tags.

Weapon Upgrades
Tag Prerequisite Properties
1st Tier (base cost: 100 cp)
   Balanced Any weapon You gain a +1 bonus to attack rolls made with this weapon.
    Sharpened Melee weapons that deal piercing or slashing damage only Attacks with this weapon score a critical hit on a roll one lower than normal
    Sight pin Bows and crossbows only Attacks with this weapon score a critical hit on a roll one lower than normal
    Spiked Melee weapons that deal bludgeoning damage only Attacks with this weapon score a critical hit on a roll one lower than normal
   Keen Melee weapons only You gain a +1 bonus to damage rolls made with this weapon.
   Oiled string Bows and crossbows only You gain a +1 bonus to damage rolls made with this weapon.
2nd Tier (base cost: 1,000 cp)
   Brutal Sharpened or spiked tag When you attack with this weapon and roll the maximum result for the weapon’s damage dice, you can roll those dice again and add the new roll to the damage of the attack.
   Enchanted Any 1st tier tag. Quarterstaffs only. You gain a +1 bonus to spell attack rolls while using this weapon as a spellcasting focus.
   Flanged Spiked tag. Can only be applied to maces and mauls. When you hit a creature wearing armor with this weapon you sunder its armor, inflicting a noncumulative −1 penalty to its Armor Class until the armor is repaired.
   Magical Silvered tag. Attacks with this weapon count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
   Saw-toothed Sharpened tag. Can only be applied to daggers. Attacks with this weapon deal an extra 1d4 slashing damage. No effect against constructs or undead.
   Superior Balanced, keen, or oiled string tag. Can only be applied to weapons with one damage die. The damage die of this weapon is increased by one size (for example, 1d6 becomes 1d8) to a maximum of 1d12.
3rd Tier (base cost: 10,000 cp)
   Arcane Enchanted tag. You gain a +1 bonus to your spell save DC while using this weapon as a spellcasting focus.
   Masterwork Brutal or superior tag You gain an additional +1 bonus to attack and damage rolls made with this weapon.

 

 

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Chapter 5 Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength o f 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse— you can’t benefit from the Grappler feat until your Strength is restored.

Aberrant Psionics

You have manifested an aberrant psionic power. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.

  • You learn a psionic talent of your choice. In addition, choose a 1st-level psionic discipline. You learn that discipline and can cast it at will. Once you use cast the discipline, you must finish a short or long rest before you can use it again. Intelligence is your casting ability for these psionics.

  • When you cast the 1st-level discipline, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech o f another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum o f 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Bountiful Luck

You have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

 

 

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Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Chef

Time spent mastering the culinary arts has paid off, granting you the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Clairsentience

Due to psionic ability your awareness of the enviorment around you has been heightened, allowing you to sense things others may not. Each time you take this feat you choose one of the following spells and can cast it at will:

  • Detect Good and Evil
  • Detect Magic
  • Detect Poison and Disease

Once you cast the chosen spell, you must finish a short or long rest before you can cast it again.

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Defensive Duelist

Prerequisite: Dexterity 13 or higher

When you are w ielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on W isdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead o f only at a slow pace.

 

 

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Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum o f 2).

Dwarven Fortitude

Prerequisite: Dwarf or Mul

You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Elemental Adept

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Elven Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, IntelJigence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Fade Away

Prerequisite: Thri-Kreen

Your natural carapace armor has the ability to change colors to blend into your environment. You have learned a quick trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.

Grappler

Prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

 

 

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Half-Giant’s Fury

Prerequisite: Half-Giant

Your inner fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 22 .
  • When you hit with an attack using a simple, martial, or Exotic weapon , you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Immediately after you use your Powerful Build trait, you can use your reaction to make one weapon attack.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum o f 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.

Inspiring Leader

Prerequisite: Charisma 13 or higher

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number o f hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum o f 20.
  • You gain proficiency with light armor.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages o f your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

 

 

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Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 extra luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points w hen you finish a long rest.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Initiate

Choose a class: cleric, druid, or wizard. You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the class you chose: Wisdom for cleric or druid: or Intelligence for wizard.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority d ice when you finish a short or long rest.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher

Minor Psionic Teleportation

Your study of psionics has unlocked power that few others possess. You gain the following benefits:

  • Increase your Intelligence by 1, to a maximum of 20.

  • As a bonus action you may teleport to an unoccupied space that you can see within 30 feet of you. Once you use this feature twice, you must finish a short or long rest before you can use it again.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

 

 

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Moderately Armored

Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Muscian

You are a practiced musician, granting you the following benefits:

  • You gain Tool Proficiency with three Musical Instruments of your choice.

  • As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration* to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum o f 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1 , to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the poisoner’s kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 cp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn .

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are w ielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

 

 

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Protector of the Forrest

Prerequisite: Halfling

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid can trip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell s lot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells .

Psionic Initiate

You learn two psionic talents of your choice from that Mystic’s talent list.

In addition, choose one 1st-level discipline from the mystic discipline list. You learn that dicipline and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your psionic discipline ability is based on your intelligence.

Ranger Initiate

You learn the magic of the primeval woods, which are revered and protected by rangers and druids of Athas.

  • You learn one druid cantrip of your choice.

  • You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Ritual Caster

Prerequisite: Intelligence or Wisdom 13 or higher

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: cleric, druid, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a w izard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 cp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Second Chance

Prerequisite: Haffling

Fortune favors you when someone tries to strike you. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Charisma score by l , to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

 

 

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Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn’t impose disadvantage on your ranged w eapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged w eapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source o f the effect.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1 , to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency . You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Skulker

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Slasher

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Speedster

You possess exceptional speed and stamina, granting you the following benefits:

  • Your Speed increases by 10 feet while you aren’t wearing Heavy Armor.

  • When you take the Dash Action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

 

 

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Spell Sniper

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.

  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the cleric, druid or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Wisdom for cleric or druid; or Intelligence for wizard.

Squat Nimbleness

Prerequisite: Dwarf

You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by l , to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice). You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum o f 20.
  • You are proficient with improvised w eapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
  • You can cast the read minds discipline, requiring no Discipline slots, and you must finish a long rest before you can cast it this way again. Your casting ability for the discipline is Intelligence. If you have discipline slots of 2nd level or higher, you can cast this discipline with them.

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mystic hand talent. If you already know this talent, its range increases by 30 feet when you cast it.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Telekinetic Reprisal

You’ve manifested the psionic ability to strike back with telekinetic force agains those who hurt you. You gain the following abilities:

  • Increase your Intelligence by 1, to a maximum of 20.

  • When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + your intelligence modifier). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

 

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Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

War Caster

Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice.

Stain

 

 

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Chapter 6 | Using Ability Scores

Chapter 6: Using Ability Scores

Seven Abilities Provide a quick description of every characters physical and mental characteristics:

  Strength, measuring physical power

  Dexterity, measuring agility

  Constitution, measuring endurance

  Intelligence, measuring reasoning and               memory

       Wisdom, measuring perception and             insight

       Charisma, measuring force of personality

       Luck, measureing good fortune

The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the seven ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the seven ability scores, and compare the total to a target number.

Ability Scores and Modifiers

Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.

A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from 5 (for an ability score of 1) to +10 (for a score o f 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.

Ability Scores and Modifiers
Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
Score Modifier
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).

Because ability m odifiers affect almost every attack roll, ability check, and saving throw, ability m odifiers come up in play more often than their associated scores.

Advantage and 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.

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 Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage on checks related to the character’s personality, ideals, or bonds. 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.

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Proficiency Bonus

Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.

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 six 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. The Typical Difficulty Classes table shows the most common DCs.

Typical Difficulty Classes
Task Difficulty DC
Very easy 5
Easy 10
Medium 15
Hard 20
Very hard 25
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 succes s—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.

Contests

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. In situations like these, the outcome is determined by a special form of ability check, called a contest.

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.

If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut.

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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 chapter for examples of how to use a skill associated with an ability.

Strength           Wisdom

Athletics           Animal Handling

Dexterity          Insight

Acrobatics          Medicine

Sleight of Hand      Perception

Stealth           Survival

Constitution;        Charisma

Endurance         Deception

Intelligence        Intimidation

Arcana           Performance

History           Persuasion

Investigation         Luck

Nature            Gambling

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.

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—or the one with the highest ability modifier—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 Wisdom (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.

 

 

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Using Each Ability

Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game.

Strength

Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.

Strength Checks

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 Strength (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

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 o f 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 o f 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.

 

 

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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 Dexterity (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 Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (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 Dexterity (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 o f bonds
  • Play a stringed instrument
  • Craft a small or detailed object

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 w eapon that has the finesse property, such as a dagger or a rapier.

Armor Class

Depending on the armor you wear, you might add some or all of your Dexterity m odifier 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,

Constitution

Constitution measures health, stamina, and vital force.

Constitution Checks

Constitution checks are uncommon, it reflects the ability of pushing ones body beyond the normal limits.

Endurance Whenever you attempt a exhaustive feat such as a forced march or days without sleep make a Constitution (Endurance) check.

Other Constitution Checks The DM might call for a Constitution check when you try to accomplish tasks like the following:

  • Hold your breath

  • Quaff an entire stein of ale in one go

  • Ward off sea sickness

  • Concentration check

  • System Shocks

Hitpoints

Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.

If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.

 

 

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Intelligence

Intelligence measures mental acuity, accuracy of recall, and the ability to reason.

Intelligence Checks

An Intelligence 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.

Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

History. Your Intelligence (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 w eakest 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 Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

Other Intelligence 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 o f 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 o f skill

Spellcasting Ability

Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

Psionic Ability

Mystics, and other psionic users use Intelligence as their Psionic ability, which helps determine the saving throw DCs of psionics they cast.

Wisdom

Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.

Wisdom Checks

A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.

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 W isdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

Insight. Your Wisdom (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.

Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

Perception. Your Wisdom (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.

Survival. The DM might ask you to make a Wisdom (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.

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

Spellcasting Ability

Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

 

 

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Charisma

Charisma 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.

Charisma Checks

A Charisma 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 o f Charisma checks.

Deception. Your Charisma (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.

Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (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.

Performance. Your Charisma (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

Luck

Luck measures your inherent good fortune or lack of it in some cases.

Luck Checks

Luck checks are very rare instead you may use your luck to influence the rolls of other ability checks. As is Gsmbling is the only skill dirrectly affiliated with luck.

Gambling. Your Luck (Gambling) check determines just how good you are with games rooted in luck without cheating. Games such as dice games, card games like blackjack or poker, are considered games rooted in luck.

Luck Points

Luck points are a reflection of your overall luck and can be used to change the outcome of a attack roll, an ability check, or a saving throw,

You have luck points equal to you luck ability modifier. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

You can never have less than 0 luck points meaning even if your ability score modifer for luck is negative you will still only have 0 luck points.

 

 

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Saving Throws

A saving throw—also called 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 saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity m odifier for a Dexterity saving throw.

A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.

Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.

The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw 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.

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Chapter 7: Adventuring

This chapter covers the basics o f the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm:

  1. The DM describes the environment.
  2. The players describe what they want to do.
  3. The DM narrates the results of their actions.

Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.

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.

In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.

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 described in chapter 8.

Movement

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope all sorts of movement play a key role in D&D adventures.

Speed

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst o f a lifethreatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day.

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 carefully (see the “Activity While Traveling” section later in this chapter for more information).

Forced March. The Travel Pace table assumes that characters travel for 8 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 Constitution saving throw at the end o f the hour. The DC is 10 + 1 for each hour past 8 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 large 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.

 

 

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Travel Pace

    Distance Traveled per…

Pace Minute     Hour     Day        Effect
Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles Able to use stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.

You move at half speed in difficult terrain—moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

Special Types of Movement

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air a number o f feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height o f the jump plus 1 1/2 times your height.

Activity While Traveling

As adventurers travel through a dungeon or the wilderness, they n eed to remain alert for danger, and some characters might perform other tasks to help the group’s journey.

Marching Order

The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.

A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by m oving characters to a middle rank.

Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there’s only one rank, it’s considered a front rank.

Stealth

While traveling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter.

 

 

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Noticing Threats

Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot. While traveling at a fast pace, characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.

Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does.

Surprising Foes. If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be surprised when combat erupts.

Other Activities

Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM’s permission.

Navigate. The character can try to prevent the group from becoming lost, making a W isdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.)

Draw a Map. The character can draw a map that records the group’s p rogress and helps the characters get back on course if they get lost. No ability check is required.

Track. A character can follow the tracks of another creature, making a W isdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules for tracking.)

Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules for foraging.)

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. The Dungeon Master’s Guide has rules covering more unusual situations.

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 o f 30 seconds). When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.

For example, a creature with a Constitution o f 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 Wisdom (Perception) checks that rely on sight.

A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).

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.

 

 

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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 the worlds of D&D, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness w ere 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. 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 w eather 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 DM that his or her character is doing something, such a moving a lever, and the DM 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 DM might call for a Strength check to see whether the character can wrench the lever into place. The DM 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 DM determines an object’s A rmor 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 DM sets the DC for any such check.

 

 

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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 w ill spare your life. The DM assumes the roles of any characters w ho 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.

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.

Between Adventures

Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the DM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

Lifestyle Expenses

Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle, as described in chapter 5.

Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.

Downtime Activities

Between adventures, the DM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your DM.

 

 

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Crafting

You can craft nonmagical objects, including adventuring equipment and w orks o f art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor.

For every day of downtime you spend crafting, you can craft one or m ore items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value o f the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself.

Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost o f 750 gp.

While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses).

Practicing a Profession

You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day (see chapter 5 for more information on lifestyle expenses). This benefit lasts as long you continue to practice your profession.

If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead.

If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.

Recuperating

You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results:

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.

Researching

The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.

When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.

For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).

Training

You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options.

First, you must find an instructor w illing to teach you. The DM determines how long it takes, and whether one or more ability checks are required.

The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.

 

 

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Resting

Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Short Rest

A short rest is any period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Long Rest: Safe location

A long rest while in a safe place with a bed such as a tavern, a persons home, ect… is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity— the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Long Rest: Dangerous location

A long rest while in a dangerous place such as in a dungeon, a camp out in the wilderness, ect… is a period of extended downtime, at least 24 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 12 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity— the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them. For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

Stain

 

 

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Chapter 8: Combat

This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field o f battle. Throughout this chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.

The Order of Combat

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

Surprise

The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.

If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first.

Your Turn

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed—sometimes called your walking speed—is noted on your character sheet.

The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action.

The “Movement and Position” section later in this chapter gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”

Bonus Actions

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take. You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

 

 

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Other Activity on Your Turn

Your turn can include a variety of flourishes that require neither your action nor your move.

You can communicate however you are able, through brief utterances and gestures, as you take your turn.

You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

Reactions

Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction.

When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

Movement and Position

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

Breaking Up Your Move

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

Moving between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

Using Different Speeds

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.

For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then w alk 10 feet, and then leap into the air to fly 30 feet more.

Difficult Terrain

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briarchoked forests, treacherous staircases—the setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

Being Prone

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A.

You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.

To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

 

 

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Moving Around Other Creatures

You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter.

Flying Movement

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

Creature Size

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

Size Categories
Size Space
Tiny 2 1/2 by 2 1/2 ft
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger

Space

A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them.

A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

Squeezing into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space.

Actions in Combat

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

Cast a Spell

Spellcasters such as wizards and clerics, as w ell as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See chapter 10 for the rules on spellcasting.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

 

 

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Disengage

If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest o f the turn.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start o f your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.

Help

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Hide

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.

Ready

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration (explained in chapter 10). If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.

When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

Use an Object

You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

 

 

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Making an Attack

Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location.

2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.

3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.

Attack Rolls

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s A rmor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Modifiers to the Roll

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a w eapon with which you have proficiency, as well as when you attack with a spell.

Rolling 1 or 20

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.

Unseen Attackers and Targets

Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness.

When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target’s location correctly.

When a creature can’t see you, you have advantage on attack rolls against it.

If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses.

Ranged Attacks

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.

 

 

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Melee Attacks

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

When you are unarmed, you can fight in melee by making an unarmed strike.

Opportunity Attacks

In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature’s movement, occurring right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Grappling

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Shoving a Creature

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

 

 

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Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives threequarters cover, the target has three-quarters cover.

A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has threequarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Damage and Healing

Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.

Hit Points

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.

Damage Rolls

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.

When attacking with a weapon, you add your ability modifier— the same modifier used for the attack roll— to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in the blast.

Critical Hits

When you score a critical hit, double the damage from the damage roll, then add the relevent modifiers.

Damage Resistance and Vulnerability

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.

 

 

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Healing

Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

A creature that has died can’t regain hit points until magic such as the revivify spell has restored it to life.

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.

Monsters and Death

Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

Temporary Hit Points

Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

 

 

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  Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you.

Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.

Mounted Combat

A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

Mounting and Dismounting

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.

If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

Controlling a Mount

While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

Underwater Combat

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

Creatures and objects that are fully immersed in water have resistance to fire damage.

 

 

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Chapter 9 Psionics

To one extent or another, nearly every human and humanoid on Athas are capable of learning psionic powers. Most people have not recieved proper training and spent the time it takes to learn how to harness these powers. But anyone can harness their psionic powers through careful practice and study, and every city has at least one academy dedicated to teaching “the way of the mind.” Many warriors, templars, and mystics have attended these academies and developed powerful psionic abilities in addition to their normal talents.

Psionic abilities are like spells that stem from the mind. Psionic talents are like cantrips and disciplines are like spells in everyway except they do not require verbal, somatic or material components to cast. Instead psionic abilites require extreme focus of the mind to cast.

Psionic Talents

A Psionic Talent is a psionic ability that can be cast at will, without using a discipline slot or having to make a focus check. Repeated practice has cemented the ability in the mind of the caster making it a trivial task that can be repeated with precision and accuracy. A psionics talents casting level is 0.

Psionic Disciplines

A psionic discipline is the effect of ones mental energy being built up, focused into form and finally cast into the world to create a desired magical effect. Psionic disciplines function and act like spells in every regard except for the components that create them. Unlike spells Psionic disciplines do not require verbal, somatic or material components to manifest, instead a psionist requires extreme mental focus and fortitude to control the energy formed within their mind. When done correctly they can easily and safely release this energy to form a desired effect. When done incorrectly this energy will still release but will hurt the psionist in the process.

Focus Checks

Psionic disciplines require mental focus to cast properly. When a focus check is listed in a psionic discipline’s description, the psionist must make an Intelligence saving throw to cast the discipline. The saving throw DC is equal to the number listed for the discipline. On a failed saving throw the discipline is cast but the psionist takes damage equal to the level the discipline was cast at. On a successful save the discipline is cast with no harm to the psionist.

 

 

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Talents (0 Level)
  • Beacon
  • Blind Spot
  • Delusion
  • Light Step
  • Mental Sliver
  • Mold Enviroment
  • Mind Meld
  • Mind Slam
  • Mind Thrust
  • Mystic Charm
  • Mystic Hand
  • Psychic Burst
  • Psychic Hammer
1st Level
  • Beast Telepathy
  • Befriend Beast
  • Mystic Alacrity
  • Mystic Confusion
  • Mystic Fear
  • Mystic Slumber
  • Psionic Uncertainty
  • Psionic Whispers
  • Psionist Armor
  • Psychic Weight
  • Puppet
  • Sudden Awakening
  • Telekinetic Catapult
  • Telekinetic Descent
  • Telekinetic Leap
  • Telekinetic Platform
  • Telekinetic Stride
  • Telepathic Charm (person)
  • Telepathic Order
  • Telepathic Read
2nd Level
  • Hypnotize
  • Mental Barrier
  • Mystic Calm
  • Mystic Phantom
  • Psionic Blur
  • Psychic Thrust
  • Read Minds
  • Reshape memory
  • Sense Minds
  • Telekinetic Grasp
  • Telekinetic Jaunt
  • Telekinetic Lift
  • Telekinetic Missles
  • Telekinetic Rope
  • Telepathic Hold (Person)
  • Telepathic insanity
  • Telepathic Spike
  • Telepathic Suggestion
  • Thought Shield
  • Warg
3rd Level
  • Antagonize
  • Commune With The Dead
  • Focus Break
  • Mystic Desire
  • Mystic Friendship
  • Paranoia
  • Psionic Fortress
  • Telekinetic Eruption
  • Telekinetic Flight
  • Telekinetic Freeze
  • Telekinetic Wave
  • Telepathic Hypnosis
  • Telepathic Message
  • Telepathic Terror
4th Level
  • Ego Whip
  • Psionic Mold
  • Psychic Lance
  • Telekinetic Creation
  • Telekinetic Crush
  • Telekinetic Field
  • Telepathic Bewilderment
  • Telepathic Charm (Monster)
  • Telepathic Compulsion
  • Telepathic Domination (Beast)
  • Telepathic Nightmare
5th Level
  • Greater Telekinesis
  • Mystic Scry
  • Psionic Enslavement
  • Psionic Hand
  • Psionic Mind Meld
  • Psychic Explosion
  • Telekinetic Animation
  • Telekinetic Hole
  • Telekinetic Wall
  • Telekinetic Wave
  • Telepathic Bond
  • Telepathic Domination (Person)
  • Telepathic Hold (Monster)
  • Telepathic Sentience
  • True Hypnosis
6th Level
  • Psychic Crush
  • Psionic Dance
  • Telekinetic Dig
  • Telekinetic Fissure
  • Telekinetic Globe
  • Telepathic Mass Suggestion
  • Telepathic Prison
7th Level
  • Greater Telekinetic Lift
  • Mystic Teleportation
  • Telekinetic Cage
  • Telepathic Malediction: pain
8th Level
  • Greater Telepathy
  • Improved Psionic Fortress
  • Intellectual Destruction
  • Telepathic Antipathy/Sympathy
  • Telepathic Domination (monster)
  • Telepathic Malediction: Stun
9th Level
  • Future Vision
  • Psionic Death
  • Psionic Paralysis
  • Psionic Time
  • Psychic Illusions
  • Telepathic Malediction: Heal
  • Telepathic Malediction: Kill

 

 

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Discipline Descriptions

Psionics are listed in alphabetical and level order.

Psionic Talents

Beacon

Psionic Talent

Casting Time:
1 Bonus action
Range:
Self
Duration:
Up to 1 Hour

You cause bright light to radiate from your body in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it earlier as a bonus action.

Blind Spot

Psionic Talent

Casting Time:
1 Action
Range:
120 feet
Duration:
1 round

You erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Intelligence saving throw, or you are invisible to it until the end of your next turn.

Delusion

Psionic Talent

Casting Time:
1 Action
Range:
60 feet
Duration:
1 minute

You plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.

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 creature’s roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.

If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can’t create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

Light Step

Psionic Talent

Casting Time:
1 Bonus Action
Range:
Self
Duration:
1 round

you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Mental Sliver

Psionic Talent

Casting Time:
1 action
Range:
60 feet
Duration:
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 an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This talents’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

 

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Mold Enviroment

Psionic Talent

Casting Time:
1 action
Range:
30 feet
Duration:
Instantaneous or 1 hour

You choose a nonmagical flame, portion of dirt or stone, or area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously extinguish the flames within the cube.
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

If you cast this talent multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Mind Meld

Psionic Talent

Casting Time:
1 Bonus Action
Range:
120 feet
Duration:
1 round

you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.

This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.

Mind Slam

Psionic Talent

Casting Time:
1 Action
Range:
60 feet
Duration:
Instantaneous

You target one creature you can see within 60 feet of you. The target must succeed on a Intelligence saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.

At Higher Levels. This talents’s damage increases by 1d6 when you reach certain levels: when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mind Thrust

Psionic Talent

Casting Time:
1 Action
Range:
120 feet
Duration:
Instantaneous

You target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.

At Higher Levels. This talents’s damage increases by 1d10 when you reach certain levels: when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mystic Charm

Psionic Talent

Casting Time:
1 Action
Range:
120 feet
Duration:
1 round

You beguile one humanoid you can see within 120 feet of you. The target must succeed on a Intelligence saving throw or be charmed by you until the end of your next turn.

 

 

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Mystic Hand

Psionic Talent

Casting Time:
1 Action
Range:
30 feet
Duration:
Instantaneous

You can use your action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction.

The object falls to the ground at the end of your turn if you leave it suspended in midair.

Psychic Burst

Psionic Talent

Casting Time:
1 action
Range:
Self (5-foot radius)
Duration:
Instantaneous

You create a momentary burst of psychic energy that eminates in a cirlce around you. All other creatures within 5 feet of you must succeed on a Intelligence saving throw or take 1d6 force damage.

At Higher Levels. This talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Psychic Hammer

Psionic Talent

Casting Time:
1 Action
Range:
120 feet
Duration:
Instantaneous

You try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can’t lift the target off the ground unless it is already airborne or underwater.

At Higher Levels. This talents’s damage increases by 1d6 when you reach certain levels: when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st Level Disciplines

Beast Telepathy

1st level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
4
Duration:
Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The discipline fails if the beast’s Intelligence is 4 or higher. Until the discipline ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Befriend Beast

1st level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
4
Duration:
24 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 Intelligence is 4 or higher, the discipline fails. Otherwise, the beast must succeed on a Intelligence 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.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Mystic Alacrity

1st level Psionic Discipline

Casting Time:
1 minute
Range:
Touch
Focus Check:
3
Duration:
8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

 

 

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Mystic Confusion

1st level Psionic Discipline

Casting Time:
1 minute
Range:
60 feet
Focus Check:
3
Duration:
Concentration, up to 1 minute

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Intelligence saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Intelligence saving throw. On a success, the discipline ends on the target.

Mystic Fear

1st level Psionic Discipline

Casting Time:
1 minute
Range:
60 feet
Focus Check:
2
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 Intelligence 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.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Mystic Slumber

1st level Psionic Discipline

Casting Time:
1 minute
Range:
90 feet
Focus Check:
4
Duration:
1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this discipline 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 discipline falls unconscious until the discipline 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.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Psionic Uncertainty

1st level Psionic Discipline

Casting Time:
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range:
90 feet
Focus Check:
2
Duration:
Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this discipline at a time.

Psionic Whispers

1st level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
2
Duration:
Instantaneous

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 Intelligence 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.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Psionist Armor

1st level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
4
Duration:
8 hours

You touch a willing creature who isn’t wearing armor, and a protective psionic force surrounds it until the discipline ends. The target’s base AC becomes 13 + its Dexterity modifier. The discipline ends if the target dons armor or if you dismiss the discipline as an action.

 

 

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Psychic Weight

1st level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
3
Duration:
1 round

Psionic force amplifies the gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the discipline must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Puppet

1st level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
2
Duration:
Instantaneous

Your psionic power forces one humanoid you can see within range to make a Constitution 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 discipline has no effect on a humanoid that is immune to being charmed.

Sudden Awakening

1st level Psionic Discipline

Casting Time:
1 bonus action
Range:
10 feet
Focus Check:
2
Duration:
Instantaneous

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

Telekinetic Catapult

1st level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
2
Duration:
Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, the maximum weight of objects that you can target with this discipline increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Telekinetic Descent

1st level Psionic Discipline

Casting Time:
1 reaction, which you take when you or a creature within 60 feet of you falls
Range:
60 feet
Focus Check:
3
Duration:
1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the discipline ends. If the creature lands before the discipline ends, it takes no falling damage and can land on its feet, and the discipline ends for that creature.

Telekinetic Leap

1st level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
4
Duration:
1 minute

You touch a creature. The creature’s jump distance is tripled until the discipline ends.

 

 

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Telekinetic Platform

1st level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
4
Duration:
1 hour

This discipline creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the discipline ends.

Telekinetic Stride

1st level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
4
Duration:
1 hour

You touch a creature. The target’s speed increases by 10 feet until the discipline ends.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Telepathic Charm (person)

1st level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
3
Duration:
1 hour

You attempt to charm a humanoid you can see within range. It must make a Intelligence 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 discipline ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the discipline ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Telepathic Order

1st level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
2
Duration:
1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Intelligence saving throw or follow the command on its next turn. The discipline 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 discipline 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.

At Higher Levels. When you cast this discipline using a discipline slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

 

 

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Telepathic Read

1st level Psionic Discipline

Casting Time:
1 action
Range:
Self
Focus Check:
3
Duration:
Concentration, up to 1 minute

You attune your senses to pick up the emotions of others for the duration. When you cast the discipline, and as your action on each turn until the discipline ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

2nd Level Disciplines

Hypnotize

2nd level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
4
Duration:
1 minute

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 Intelligence 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 Wisdom (Perception) checks made to perceive any creature other than you until the discipline ends or until the target can no longer hear you. The discipline ends if you are incapacitated or can no longer speak.

Mental Barrier

2nd level Psionic Discipline

Casting Time:
1 reaction, which you take when you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw
Range:
Self
Focus Check:
3
Duration:
1 round

You protect your mind with a wall of looping, repetitive thought. Until the start of your next turn, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Mystic Calm

2nd level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
4
Duration:
Concentration, up to 1 minute

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 an Intelligence 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 discipline 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 discipline ends, the creature becomes hostile again, unless the DM rules otherwise.

 

 

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Mystic Phantom

2nd level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
5
Duration:
Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence 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 discipline 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 Intelligence (Investigation) check against your Psionic save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the discipline ends.

While a target is affected by the discipline, 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 1d6 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.

Psionic Blur

2nd level Psionic Discipline

Casting Time:
1 action
Range:
Self
Focus Check:
3
Duration:
Concentration, up to 1 minute

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.

Psychic Thrust

2nd level Psionic Discipline

Casting Time:
1 bonus action
Range:
60 feet
Focus Check:
4
Duration:
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 3d6 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 discipline’s other effects.

At Higher Levels. When you cast this discipline using a discipline slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

 

 

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Read Minds

2nd level Psionic Discipline

Casting Time:
1 bonus action
Range:
Self
Focus Check:
5
Duration:
Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the discipline and as your action on each turn until the discipline ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the discipline ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Reshape memory

2nd level Psionic Discipline

Casting Time:
1 reaction, which you take when you speak to another creature
Range:
Self
Focus Check:
5
Duration:
Instantaneous

When you cast this discipline, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the discipline.

Reshape memory

2nd level Psionic Discipline

Casting Time:
1 action
Range:
Self
Focus Check:
5
Duration:
1 hour

For the duration, you can see invisible creatures as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Telekinetic Grasp

2nd level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
5
Duration:
Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the discipline’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your psionic save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

 

 

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Telekinetic Jaunt

2nd level Psionic Discipline

Casting Time:
1 bonus action
Range:
Self
Focus Check:
3
Duration:
Concentration, up to 1 minute

You psionically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

  • Your walking speed increases by 10 feet.
  • You don’t provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Telekinetic Lift

2nd level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
5
Duration:
Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The discipline can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the discipline’s range.

When the discipline ends, the target floats gently to the ground if it is still aloft.

Telekinetic Missles

2nd level Psionic Discipline

Casting Time:
1 action
Range:
5 feet
Focus Check:
5
Duration:
8 hours

You plant four pieces of ammunition – arrows or crossbow bolts – in the ground within range and lay psionic energy upon them to protect an area. Until the discipline ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The discipline ends when no ammunition remains.

When you cast this discipline, you can designate any creatures you choose, and the discipline ignores them.

At Higher Levels. When you cast this discipline using a discipline slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Telekinetic Rope

2nd level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
5
Duration:
1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground.

For the duration of the discipline you can give the rope commands as a bonus action. The rope can be given a move action, Grapple a creature (DC equal to your psionic ability save DC), or make a melee attack as if it were a whip adding your proficiency bonus to the attack roll.

Telepathic Hold (Person)

2nd level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
5
Duration:
Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the discipline ends on the target.

At Higher Levels. When you cast this discipline using a discipline slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

 

 

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Telepathic Insanity

2nd level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
4
Duration:
Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Intelligence 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 action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the discipline ends.

Telepathic Spike

2nd level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
3
Duration:
Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Intelligence saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the discipline ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this discipline using a discipline slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Telepathic Suggestion

2nd level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
4
Duration:
Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and telepathically 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 an Intelligence 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 discipline 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 discipline expires, the activity isn’t preformed.

If you or any of your companions damage the target, the discipline ends.

Thought Shield

2nd level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
4
Duration:
8 hours

You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.

Warg

2nd level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
3
Duration:
Concentration, up to 1 hour

You touch a willing beast. For the duration of the discipline, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

 

 

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3rd Level Disciplines

Antagonize

3rd level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
6
Duration:
Instantaneous

You whisper magical words that antagonize one creature of your choice within range. The target must make a Intelligence saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn.

At Higher Levels. When you cast this discipline using a discipline slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

Commune With The Dead

3rd level Psionic Discipline

Casting Time:
1 action
Range:
10 feet
Focus Check:
6
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 discipline 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 discipline 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.

Focus Break

3rd level Psionic Discipline

Casting Time:
1 reaction, which you take when you see a creature within 60 feet of you casting a Psionic discipline
Range:
60 feet
Focus Check:
4
Duration:
Instantaneous

You attempt to interrupt a creature in the process of casting a discipline. If the creature is casting a discipline of 3rd level or lower, its discipline fails and has no effect. If it is casting a discipline of 4th level or higher, make an ability check using your psionic ability. The DC equals 10 + the discipline’s level. On a success, the creature’s discipline fails and has no effect.

At Higher Levels. When you cast this discipline using a discipline slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Mystic Desire

3rd level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
6
Duration:
Concentration, up to 1 minute

When you cast this discipline, you choose any number of creatures within range that can see you. Each target must succeed on an Intelligence saving throw or be charmed by you until the discipline 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 feel 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 an Intelligence saving throw. If it succeeds, this effect ends for that target.

 

 

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Mystic Friendship

3rd level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
4
Duration:
Concentration, up to 1 hour

When you cast this discipline, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on an Intelligence 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 Wisdom 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 discipline ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this discipline using a discipline slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Paranoia

3rd level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
5
Duration:
Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence 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.

Psionic Fortress

3rd level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
4
Duration:
Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels. When you cast this discipline using a discipline slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Telekinetic Eruption

3rd level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
6
Duration:
Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. 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.

At Higher Levels. When you cast this discipline using a discipline slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Telekinetic Flight

3rd level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
6
Duration:
Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the discipline ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this discipline using a discipline slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

 

 

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Telekinetic Freeze

3rd level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
6
Duration:
Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on an Intelligence saving throw or be affected by this discipline for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a discipline or spell with a casting time of 1 action, roll a d20. On an 11 or higher, the discipline or spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the discipline or spell is wasted.

A creature affected by this spell makes another Intelligence saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Telekinetic Wave

3rd level Psionic Discipline

Casting Time:
1 action
Range:
Self (30-foot cone)
Focus Check:
5
Duration:
Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this discipline using a discipline slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Telepathic Hypnosis

3rd level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
5
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 discipline’s duration. The discipline 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 discipline again until it finishes a long rest.

Telepathic Message

3rd level Psionic Discipline

Casting Time:
1 action
Range:
Unlimited
Focus Check:
6
Duration:
1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The discipline enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Telepathic Terror

3rd level Psionic Discipline

Casting Time:
1 action
Range:
Self (30-foot cone)
Focus Check:
6
Duration:
Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on an Intelligence saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you 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 you, the creature can make an Intelligence saving throw. On a successful save, the discipline ends for that creature.

 

 

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4th Level Disciplines

Ego Whip

4th level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
5
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 an Intelligence 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 Intelligence saving throw. On a success, the spell ends on the target.

Psionic Mold

4th level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
7
Duration:
Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Psychic Lance

4th level Psionic Discipline

Casting Time:
1 action
Range:
120ft
Focus Check:
5
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 a creature’s name. If the named target is within range, it becomes the discipline’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

At Higher Levels. When you cast this discipline using a discipline slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Telekinetic Creation

4th level Psionic Discipline

Casting Time:
10 minutes
Range:
120ft
Focus Check:
6
Duration:
Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Telekinetic Crush

4th level Psionic Discipline

Casting Time:
1 action
Range:
120ft
Focus Check:
7
Duration:
Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.

At Higher Levels. When you cast this discipline using a discipline slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

 

 

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Telekinetic Field

4th level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
7
Duration:
Concentration, up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing – not physical objects, energy, or other spell effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

Telepathic Bewilderment

4th level Psionic Discipline

Casting Time:
1 action
Range:
90 feet
Focus Check:
7
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 an Intelligence 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 an Intelligence saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you cast this discipline using a discipline slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Telepathic Charm (Monster)

4th level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
6
Duration:
1 hour

You attempt to charm a creature you can see within range. It must make an Intelligence 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 discipline ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this discipline using a discipline slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

 

 

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Telepathic Compulsion

4th level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
6
Duration:
Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make an Intelligence 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 discipline. 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 Intelligence 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.

Telepathic Domination (Beast)

4th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
6
Duration:
Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on an Intelligence 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 Intelligence saving throw against the discipline. If the saving throw succeeds, the discipline ends.

At Higher Levels. When you cast this discipline with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level discipline slot, the duration is concentration, up to 1 hour. When you use a discipline slot of 7th level or higher, the duration is concentration, up to 8 hours

Telepathic Nightmare

4th level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
6
Duration:
Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

The target must make an Intelligence saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on an Intelligence saving throw or take 4d10 psychic damage. On a successful save, the discipline ends.

At Higher Levels. When you cast this discipline using a discipline slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

 

 

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5th Level Discipline

Greater Telekinesis

5th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
7
Duration:
Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the discipline, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the discipline.

Creature.

  • You can try to move a Huge or smaller creature. Make an ability check with your psionic ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
  • On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object.

  • You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
  • If the object is worn or carried by a creature, you must make an ability check with your psionic ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
  • You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Mystic Scry

5th level Psionic Discipline

Casting Time:
10 minutes
Range:
Self
Focus Check:
8
Duration:
Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make an Intelligence saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this discipline, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Knowledge Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn’t affected, and you can’t use this discipline against it again for 24 hours.

On a failed save, the discipline creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this discipline. When you do, the sensor appears at that location and doesn’t move.

 

 

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Psionic Enslavement

5th level Psionic Discipline

Casting Time:
1 minute
Range:
60 feet
Focus Check:
6
Duration:
30 days

You place a psionic 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 an Intelligence saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the discipline.

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.

At Higher Levels. When you cast this discipline using a discipline slot of 7th or 8th level, the duration is 1 year. When you cast this discipline using a discipline slot of 9th level, the discipline lasts until it is ended by one of the disciplines mentioned above.

Psionic Hand

5th level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
8
Duration:
Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the discipline’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the discipline and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

  • Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

  • Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

  • Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

  • Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this discipline using a discipline slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

 

 

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Psionic Mind Meld

5th level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
7
Duration:
Concentration, up to 1 minute

You attempt to reshape another creature’s memories. One creature that you can see must make an Intelligence 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 or discipline, this discipline 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 discipline 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.

At Higher Levels. If you cast this discipline using a discipline slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Psychic Explosion

5th level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
7
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 an Intelligence saving throw. A creature with an Intelligence 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 Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

 

 

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Telekinetic Animation

5th level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
7
Duration:
Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this discipline if the creature is within 500 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.

Animated Object Statistics
Size HP AC Attack Ability Scores
Tiny 20 18 +8 to hit, 1d4 + 4 damage Str: 4, Dex: 18
Small 25 16 +6 to hit, 1d8 + 2 damage Str: 6, Dex: 14
Medium 40 13 +5 to hit, 2d6 + 1 damage Str: 10, Dex: 12
Large 50 10 +6 to hit, 2d10 + 2 damage Str: 14, Dex: 10
Huge 80 10 +8 to hit, 2d12 + 4 damage Str: 18, Dex: 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this discipline using a discipline slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Telekinetic Hole

5th level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
8
Duration:
1 hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the discipline are safely ejected to an unoccupied space nearest to the surface on which you cast the discipline.

Telekinetic Wall

5th level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
8
Duration:
Concentration, up to 10 minutes

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

 

 

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Telekinetic Wave

5th level Psionic Discipline

Casting Time:
1 action
Range:
Self (30-foot radius)
Focus Check:
6
Duration:
Instantaneous

You strike the ground, creating a burst of psionic energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 psychic damage, as well as 5d6 force damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Telepathic Bond

5th level Psionic Discipline

Casting Time:
1 action
Range:
30 feet
Focus Check:
8
Duration:
1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this discipline.

Until the discipline ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Telepathic Domination (Person)

5th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
7
Duration:
Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on an Intelligence 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 Intelligence saving throw against the discipline. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this discipline using a 6th-level discipline slot, the duration is concentration, up to 10 minutes. When you use a 7th-level discipline slot, the duration is concentration, up to 1 hour. When you use a discipline slot of 8th level or higher, the duration is concentration, up to 8 hours.

Telepathic Hold (Monster)

5th level Psionic Discipline

Casting Time:
1 action
Range:
90 feet
Focus Check:
8
Duration:
Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for the duration. This discipline has no effect on undead. At the end of each of its turns, the target can make another Intelligencesaving throw. On a success, the discipline ends on the target.

At Higher Levels. When you cast this discipline using a discipline slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

 

 

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Telepathic Sentience

5th level Psionic Discipline

Casting Time:
8 hours
Range:
Touch
Focus Check:
8
Duration:
Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less.

The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

True Hypnosis

5th level Psionic Discipline

Casting Time:
1 minute
Range:
Special
Focus Check:
8
Duration:
8 hours

This discipline shapes a creature’s dreams. Choose a creature known to you as the target of this discipline. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this discipline. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the discipline. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the discipline, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make an Intelligence saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

 

 

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6th Level Disciplines

Psychic Crush

6th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
8
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 an Intelligence saving throw. On a failed save, the target takes 12d6 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 an Intelligence saving throw at the end of each of its turns. On a successful save, the discipline ends on the target.

Psionic Dance

6th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
7
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.

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 discipline, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes an Intelligence saving throw to regain control of itself. On a successful save, the discipline ends.

Telekinetic Dig

6th level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
9
Duration:
Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the discipline, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This discipline can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this discipline doesn’t directly affect plant growth. The moved earth carries any plants along with it.

Telekinetic Fissure

6th level Psionic Discipline

Casting Time:
1 action
Range:
Self (100-foot line)
Focus Check:
9
Duration:
Instantaneous

You manifest a ravine of Psionic energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

At Higher Levels. When you cast this discipline using a discipline slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

 

 

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Telekinetic Globe

6th level Psionic Discipline

Casting Time:
1 action
Range:
Self (10-foot radius)
Focus Check:
9
Duration:
Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell or discipline of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels. When you cast this discipline using a discipline slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Telepathic Mass Suggestion

6th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
9
Duration:
24 hours

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice 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 discipline.

Each target must make an Intelligence 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 discipline 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 discipline ends, the activity isn’t performed.

If you or any of your companions damage a creature affected by this discipline, the discipline ends for that creature.

At Higher Levels. When you cast this discipline using a 7th-level discipline slot, the duration is 10 days. When you use an 8th-level discipline slot, the duration is 30 days. When you use a 9th-level discipline slot, the duration is a year and a day.

Telepathic Prison

6th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
7
Duration:
Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the discipline ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the discipline ends.

7th Level Disciplines

Greater Telekinetic Lift

7th level Psionic Discipline

Casting Time:
1 action
Range:
100 feet
Focus Check:
10
Duration:
Concentration, up to 1 minute

This discipline reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

 

 

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Mystic Teleportation

7th level Psionic Discipline

Casting Time:
1 action
Range:
10 feet
Focus Check:
8
Duration:
Instantaneous

This discipline instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Familiarity Mishap Similar Area Off Target On Target
Permanent circle 01-100
Associated object 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100

“Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the discipline.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

  • On Target. You and your group (or the target object) appear where you want to.
  • Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
  • Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
  • Mishap. The discipline’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

 

 

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Telekinetic Cage

7th level Psionic Discipline

Casting Time:
1 action
Range:
100 feet
Focus Check:
10
Duration:
1 hour

An immobile, invisible, cube-shaped prison composed of telekinetic force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.

When you cast the discipline, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

Telepathic Malediction: pain

7th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
8
Duration:
Instantaneous

You telepathically 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 discipline 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 attack rolls, ability checks, and saving throws, other than Constitution saving throws. 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 this pain can make an Intelligence saving throw at the end of each of its turns. On a successful save, the pain ends.

8th Level Disciplines

Greater Telepathy

8th level Psionic Discipline

Casting Time:
1 action
Range:
Unlimited
Focus Check:
11
Duration:
24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The discipline ends if you or the target are no longer on the same plane.

Until the discipline ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The discipline enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Improved Psionic Fortress

8th level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
10
Duration:
24 hours

Until the discipline ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The discipline even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

Improved Psionic Fortress

8th level Psionic Discipline

Casting Time:
1 action
Range:
150 feet
Focus Check:
11
Duration:
Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, 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 discipline. If it succeeds on its saving throw, the discipline ends. The discipline can also be ended by Greater Restoration, Heal, or Wish.

 

 

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Telepathic Antipathy/Sympathy

8th level Psionic Discipline

Casting Time:
1 hour
Range:
60 feet
Focus Check:
11
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 an Intelligence 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 an Intelligence 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 Wisdom 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 an Intelligence 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 Wisdom 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.

Telepathic Domination (monster)

8th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
10
Duration:
Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on an Intelligence 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 creature 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 Intelligence saving throw against the spell. If the saving throw succeeds, the discipline ends.

At Higher Levels. When you cast this discipline with a 9th-level discipline slot, the duration is concentration, up to 8 hours.

Telepathic Malediction: Stun

8th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
10
Duration:
Instantaneous

You telepathically 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 discipline has no effect. The stunned target must make an Intelligence saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

 

 

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Chapter 9 | Psionics

9th Level Disciplines

Future Vision

9th level Psionic Discipline

Casting Time:
1 minute
Range:
Touch
Focus Check:
12
Duration:
8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This discipline immediately ends if you cast it again before its duration ends.

Psionic Death

9th level Psionic Discipline

Casting Time:
1 action
Range:
90 feet
Focus Check:
10
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 an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence 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 an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Psionic Paralysis

9th level Psionic Discipline

Casting Time:
1 minute
Range:
30 feet
Focus Check:
12
Duration:
Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this discipline, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

During the casting of the discipline, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A Dispel Magic spell can end the discipline only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

When you cast the discipline, you choose one of the following forms of imprisonment.

  • Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.

  • Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.

  • Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.

  • Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.

  • Slumber. The target falls asleep and can’t be awoken.

Psionic Time

9th level Psionic Discipline

Casting Time:
1 action
Range:
Self
Focus Check:
10
Duration:
Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This discipline ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the discipline ends if you move to a place more than 1,000 feet from the location where you cast it.

 

 

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Chapter 9 | Psionics

Psychic Illusions

9th level Psionic Discipline

Casting Time:
1 action
Range:
120 feet
Focus Check:
11
Duration:
Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.

Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make an Intelligence saving throw. On a failed save, a creature becomes frightened for the duration.

The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on an Intelligence saving throw or take 4d10 psychic damage. On a successful save, the discipline ends for that creature.

Telepathic Malediction: Heal

9th level Psionic Discipline

Casting Time:
1 action
Range:
Touch
Focus Check:
11
Duration:
Instantaneous

A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This discipline has no effect on undead or constructs.

Telepathic Malediction: Kill

9th level Psionic Discipline

Casting Time:
1 action
Range:
60 feet
Focus Check:
10
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 discipline has no effect.

 

 

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Chapter 10: Spellcasting

MAGIC PERMEATES THE WORLDS OF D&D AND most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.

What Is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw m agic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Spell Level

Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips—simple but powerful spells that characters can cast almost by rote— are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell.

Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

Knownand Prepared Spells

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.

 In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.

Spell Slots

Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric o f magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. Thus, each spellcasting class’s description (except that o f the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.

When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.

Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting).

Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.

Casting a Spell at a Higher Level

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into.

Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.

Cantrips

A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0.

 

 

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Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version o f a spell can’t be cast at a higher level.

To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list o f spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless o f the character’s class or the spell’s effects.

Each spell description in chapter 11 begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Reactions

Some spells can be cast as reactions. These spells take a fraction o f a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

Longer Casting Times

Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.

Range

The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.

Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.

Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you.

Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.

Components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or m ore of a spell’s components, you are unable to cast the spell.

Verbal (V )

Most spells require the chanting of mystic w ords. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M )

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.

 

 

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Duration

A spell’s duration is the length o f time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.

Concentration

Some spells require you to maintain concentration in order to keep their m agic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

  • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.

  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

  • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Targets

A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a spell has a perceptible effect, a creature might not know it w as targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can’t be behind total cover.

If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.

Areas of Effect

Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.

A spell’s description specifies its area of effect, which typically has one o f five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area o f effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover.

Cone

A cone extends in a direction you choose from its point of origin. A cone ’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length.

A cone’s point of origin is not included in the cone ’s area of effect, unless you decide otherwise.

Cube

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.

A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

 

 

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Cylinder

A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder’s point of origin is included in the cylinder’s area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

Sphere

You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.

A sphere’s point of origin is included in the sphere’s area of effect.

Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

Combining Magical Effects

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap.

For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

 

 

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Chapter 11: Spells

THIS CHAPTER DESCRIBES THE MOST COMMON spells in the world of Athas. The chapter begins with the spell lists of the spellcasting classes.

Cleric

Cantrips (0 Level)
  • Guidance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • Word of Radiance
1st Level
  • Bane
  • Bless
  • Ceremony
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Hellish Cage of Mucus
  • Borrowed Knowledge
  • Calm Emotions
  • Continual Flame
  • Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Protection from Poison
  • Silence
  • Spiritual Weapon
  • Warding Bond
  • Zone of Truth
3rd Level
  • Animate Dead
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Fast Friends
  • Feign Death
  • Glyph of Warding
  • Incite Greed
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • Motivational Speech
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud
  • Tongues
  • Water Walk
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Control Water
  • Death Ward
  • Invoke Complaining
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Stone Shape
5th Level
  • Commune
  • Contagion
  • Dawn
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Summon Celestial
6th Level
  • Blade Barrier
  • Create Undead
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • Heroes’ Feast
  • Planar Ally
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura
  • Sunburst
9th Level
  • Astral Projection
  • Gate
  • Mass Heal
  • Power Word: Heal
  • True Resurrection

 

 

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Druid

Cantrips (0 Level)
  • Control Flames
  • Create Bonfire
  • Decompose
  • Druidcraft
  • Frostbite
  • Guidance
  • Gust
  • Infestation
  • Magic Stone
  • Mending
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance
  • Shape Water
  • Shillelagh
  • Thorn Whip
  • Thunderclap
1st Level
  • Absorb Elements
  • Animal Friendship
  • Beast Bond
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Entangle
  • Faerie Fire
  • Fog Cloud
  • Goodberry
  • Healing Word
  • Ice Knife
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Purify Food and Drink
  • Snare
  • Speak with Animals
  • Thunderwave
2nd Level
  • Air Bubble
  • Animal Messenger
  • Augury
  • Barkskin
  • Beast Sense
  • Continual Flame
  • Darkvision
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Moonbeam
  • Pass Without Trace
  • Protection from Poison
  • Skywrite
  • Spike Growth
  • Summon Beast
  • Warding Wind
  • Wither and Bloom
3rd Level
  • Aura of Vitality
  • Call Lightning
  • Conjure Animals
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Feign Death
  • Flame Arrows
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Speak with Plants
  • Summon Fey
  • Tidal Wave
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Divination
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Guardian of Nature
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Summon Elemental
  • Wall of Fire
  • Watery Sphere
5th Level
  • Antilife Shell
  • Awaken
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Control Winds
  • Geas
  • Insect Plague
  • Maelstrom
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying
  • Summon Draconic Spirit
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wrath Of Nature
6th Level
  • Bones of the Earth
  • Conjure Fey
  • Druid Grove
  • Find the Path
  • Flesh to Stone
  • Heal
  • Heroes’ Feast
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
  • Primordial Ward
  • Sunbeam
  • Transport via Plants
  • Wall of Thorns
  • Wind Walk
7th Level
  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Regenerate
  • Reverse Gravity
  • Symbol
  • Whirlwind
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Incendiary Cloudv
  • Sunburst
  • Tsunami
9th Level
  • Foresight
  • Shapechange
  • Mass Heal
  • Storm of Vengeance
  • True Resurrection

 

 

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Ranger

1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Beast Bond
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Entangle
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Hunter’s Mark
  • Jump
  • Longstrider
  • Searing Smite
  • Snare
  • Speak with Animals
  • Zephyr Strike
2nd Level
  • Aid
  • Air Bubble
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Cordon of Arrows
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Gust of Wind
  • Healing Spirit
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Weapon
  • Pass Without Trace
  • Protection from Poison
  • Silence
  • Spike Growth
  • Summon Beast

3rd Level
  • Ashardalon’s Stride
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Elemental Weapon
  • Flame Arrows
  • Lightning Arrow
  • Meld into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Speak with Plants
  • Summon Fey
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Conjure Woodland Beings
  • Dominate Beast
  • Freedom of Movement
  • Grasping Vine
  • Guardian of Nature
  • Locate Creature
  • Stoneskin
  • Summon Elemental
5th Level
  • Commune with Nature
  • Conjure Volley
  • Greater Restoration
  • Steel Wind Strike
  • Swift Quiver
  • Tree Stride
  • Wrath Of Nature

Rogue - Athasian Bard

1st Level
  • Animal Friendship
  • Charm Person
  • Command
  • Dissonant Whispers
  • Healing Word
  • Heroism
  • Sleep
  • Speak with Animals
2nd Level
  • Aid
  • Calm Emotions
  • Enthrall
  • Hold Person
  • Suggestion
3rd Level
  • Bestow Curse
  • Fear
  • Mass Healing Word
  • Sending
  • Speak With Dead
  • Speak With Plants
  • Tongues
4th Level
  • Banishment
  • Compulsion
  • Dominate Beast
  • Confusion
5th Level
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Modify Memory

 

 

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Templar

1st Level
  • Absorb Elements
  • Alarm
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Distort Value
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Gift of Alacrity
  • Grease
  • Ice Knife
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Magnify Gravity
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Snare
  • Tasha’s Caustic Brew
  • Tasha’s Hideous Laughter
  • Tenser’s Floating Disk
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aganazzar’s Scorcher
  • Air Bubble
  • Alter Self
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon’s Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Flock of Familiars
  • Fortune’s Favor
  • Gentle Repose
  • Gift of Gab
  • Gust of Wind
  • Hold Person
  • Immovable Object
  • Invisibility
  • Jim’s Glowing Coin
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Maximillian’s Earthen Grasp
  • Melf’s Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nathair’s Mischief
  • Nystul’s Magic Aura
  • Phantasmal Force
  • Pyrotechnics
  • Ray of Enfeeblement
  • Rime’s Binding Ice
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Skywrite
  • Snilloc’s Snowball Storm
  • Spider Climb
  • Suggestion
  • Tasha’s Mind Whip
  • Vortex Warp
  • Warding Wind
  • Web
  • Wither and Bloom
  • Wristpocket
3rd Level
  • Animate Dead
  • Ashardalon’s Stride
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fast Friends
  • Fear
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Galder’s Tower
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Leomund’s Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf’s Minute Meteors
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Pulse Wave
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud
  • Summon Fey
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step
  • Tidal Wave
  • Tiny Servant
  • Tongues
  • Vampiric Touch
  • Wall of Sand
  • Wall of Water
  • Water Breathing

 

 

176

Chapter 11 | Spellcasting
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Divination
  • Elemental Bane
  • Evard’s Black Tentacles
  • Fabricate
  • Fire Shield
  • Galder’s Speedy Courier
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund’s Secret Chest
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Raulothim’s Psychic Lance
  • Sickening Radiance
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere

5th Level
  • Animate Objects
  • Bigby’s Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Control Winds
  • Create Spelljamming Helm
  • Creation
  • Danse Macabre
  • Dawn
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Passwall
  • Planar Binding
  • Rary’s Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Summon Draconic Spirit
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Temporal Shunt
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone

Wizard

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Encode Thoughts
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Sapping Sting
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Distort Value
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Find Familiar
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Gift of Alacrity
  • Grease
  • Ice Knife
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Magnify Gravity
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Snare
  • Tasha’s Caustic Brew
  • Tasha’s Hideous Laughter
  • Tenser’s Floating Disk
  • Thunderwave
  • Unseen Servant
  • Witch Bolt

 

 

177

Chapter 11 | Spellcasting
2nd Level
  • Aganazzar’s Scorcher
  • Air Bubble
  • Alter Self
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon’s Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Flock of Familiars
  • Fortune’s Favor
  • Gentle Repose
  • Gift of Gab
  • Gust of Wind
  • Hold Person
  • Immovable Object
  • Invisibility
  • Jim’s Glowing Coin
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Maximillian’s Earthen Grasp
  • Melf’s Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nathair’s Mischief
  • Nystul’s Magic Aura
  • Phantasmal Force
  • Pyrotechnics
  • Ray of Enfeeblement
  • Rime’s Binding Ice
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Skywrite
  • Snilloc’s Snowball Storm
  • Spider Climb
  • Suggestion
  • Tasha’s Mind Whip
  • Vortex Warp
  • Warding Wind
  • Web
  • Wither and Bloom
  • Wristpocket
3rd Level
  • Animate Dead
  • Ashardalon’s Stride
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fast Friends
  • Fear
  • Feign Death
  • Fireball
  • Flame Arrows
  • Fly
  • Galder’s Tower
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Leomund’s Tiny Hut
  • Life Transference
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf’s Minute Meteors
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Pulse Wave
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud
  • Summon Fey
  • Summon Lesser Demons
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step
  • Tidal Wave
  • Tiny Servant
  • Tongues
  • Vampiric Touch
  • Wall of Sand
  • Wall of Water
  • Water Breathing
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Divination
  • Elemental Bane
  • Evard’s Black Tentacles
  • Fabricate
  • Fire Shield
  • Galder’s Speedy Courier
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund’s Secret Chest
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Raulothim’s Psychic Lance
  • Sickening Radiance
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere

5th Level
  • Animate Objects
  • Bigby’s Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Control Winds
  • Create Spelljamming Helm
  • Creation
  • Danse Macabre
  • Dawn
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Hold Monster
  • Immolation
  • Infernal Calling
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Passwall
  • Planar Binding
  • Rary’s Telepathic Bond
  • Scrying
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Summon Draconic Spirit
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Temporal Shunt
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone

 

 

178

Chapter 11 | Spellcasting
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Create Homunculus
  • Create Undead
  • Disintegrate
  • Drawmij’s Instant Summons
  • Eyebite
  • Fizban’s Platinum Shield
  • Flesh to Stone
  • Globe of Invulnerability
  • Gravity Fissure
  • Guards and Wards
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otiluke’s Freezing Sphere
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • Summon Fiend
  • Sunbeam
  • Tasha’s Otherworldly Guise
  • Tenser’s Transformation
  • True Seeing
  • Wall of Ice
7th Level
  • Create Magen
  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Mordenkainen’s Magnificent Mansion
  • Mordenkainen’s Sword
  • Plane Shift
  • Power Word: Pain
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
  • Tether Essence
  • Whirlwind
8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Dark Star
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word: Stun
  • Reality Break
  • Sunburst
  • Telepathy
9th Level
  • Astral Projection
  • Blade of Disaster
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Polymorph
  • Meteor Swarm
  • Power Word: Kill
  • Prismatic Wall
  • Psychic Scream
  • Ravenous Void
  • Shapechange
  • Time Ravage
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

 

 

179

Chapter 11 | Cantrips

Cantrips

Acid Splash

Conjuration cantrip

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

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Blade Ward

Abjuration cantrip

Casting Time:
1 action
Range:
Self
Components:
V, S
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.

Booming Blade

Evocation cantrip

Casting Time:
1 action
Range:
Self (5-foot radius)
Components:
S, M (a melee weapon worth at least 1 sp)
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 then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Chill Touch

Necromancy cantrip

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell 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.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Control Flames

Transmutation cantrip

Casting Time:
1 action
Range:
60 feet
Components:
S
Duration:
Instantaneous or 1 hour

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

 

180

Chapter 11 | Cantrips

Create Bonfire

Conjuration cantrip

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Dancing Lights

Evocation cantrip

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration:
Concentration, up to 1 minute

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.

Druidcraft

Transmutation cantrip

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

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

  • You instantly light or snuff out a candle, a torch, or a small campfire.

Encode Thoughts

Enchantment cantrip

Casting Time:
1 action
Range:
Self
Components:
S
Duration:
8 hours

Whispering to the spirits of nature, you create one of the following effects within range:

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

 

 

181

Chapter 11 | Cantrips

Fire Bolt

Evocation cantrip

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

You hurl a mote of fire at a creature or object within range. Make a ranged spell 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.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Friends

Enchantment cantrip

Casting Time:
1 action
Range:
Self
Components:
S, M (a small amount of makeup applied to the face as this spell is cast)
Duration:
Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

Frostbite

Evocation cantrip

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

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution 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.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Green-Flame Blade

Evocation cantrip

Casting Time:
1 action
Range:
Self (5-foot radius)
Components:
S, M (a melee weapon worth at least 1 sp)
Duration:
Instantaneous

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 you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Guidance

Divination cantrip

Casting Time:
1 action
Range:
Touch
Components:
V, S
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 ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Gust

Transmutation cantrip

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

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

 

 

182

Chapter 11 | Cantrips

Infestation

Conjuration cantrip

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

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Light

Evocation cantrip

Casting Time:
1 action
Range:
Touch
Components:
V, M (phosphorescent moss)
Duration:
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 Lure

Evocation cantrip

Casting Time:
1 action
Range:
Self (15-foot radius)
Components:
V
Duration:
Instantaneous

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.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mage Hand

Conjuration cantrip

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

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.

Magic Stone

Transmutation cantrip

Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.

Mending

Transmutation cantrip

Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (two stones)
Duration:
Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

 

 

183

Chapter 11 | Cantrips

Message

Transmutation cantrip

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a short piece of copper wire)
Duration:
1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Mind Sliver

Enchantment cantrip

Casting Time:
1 action
Range:
60 feet
Components:
V
Duration:
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 an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Minor Illusion

Illusion cantrip

Casting Time:
1 action
Range:
30 feet
Components:
S, M (a bit of fleece)
Duration:
1 minute

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.

Mold Earth

Transmutation cantrip

Casting Time:
1 action
Range:
30 feet
Components:
S
Duration:
Instantaneous or 1 hour

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

 

184

Chapter 11 | Cantrips

Poison Spray

Conjuration cantrip

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

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At Higher Levels. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Prestidigitation

Transmutation cantrip

Casting Time:
1 action
Range:
10 feet
Components:
V, S
Duration:
Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

  • You instantaneously light or snuff out a candle, a torch, or a small campfire.

  • You instantaneously clean or soil an object no larger than 1 cubic foot.

  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Primal Savagery

Transmutation cantrip

Casting Time:
1 action
Range:
Self
Components:
S
Duration:
Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Produce Flame

Conjuration cantrip

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Ray of Frost

Evocation cantrip

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

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.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

 

185

Chapter 11 | Cantrips

Resistance

Abjuration cantrip

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a miniature cloak)
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.

Sacred Flame

Evocation cantrip

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

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sapping Sting

Necromancy cantrip

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

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Shape Water

Transmutation cantrip

Casting Time:
1 action
Range:
30 feet
Components:
S
Duration:
Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shillelagh

Transmutation cantrip

Casting Time:
1 bonus action
Range:
Touch
Components:
V, S, M (a club or quarterstaff)
Duration:
1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

 

 

186

Chapter 11 | Cantrips

Shocking Grasp

Evocation cantrip

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell 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.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spare the Dying

Necromancy cantrip

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.

Sword Burst

Conjuration cantrip

Casting Time:
1 action
Range:
Self (5-foot radius)
Components:
V
Duration:
Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thaumaturgy

Transmutation cantrip

Casting Time:
1 action
Range:
30 feet
Components:
V
Duration:
Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.

  • You cause flames to flicker, brighten, dim, or change color for 1 minute.

  • You cause harmless tremors in the ground for 1 minute.

  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

  • You instantaneously cause an unlocked door or window to fly open or slam shut.

  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Thorn Whip

Transmutation cantrip

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (the stem of a plant with thorns)
Duration:
Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

 

187

Chapter 11 | Cantrips

Thunderclap

Evocation cantrip

Casting Time:
1 action
Range:
Self (5-foot radius)
Components:
S
Duration:
Instantaneous

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 Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Toll the Dead

Necromancy cantrip

Casting Time:
1 action
Range:
60 feet
Components:
V, S
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 Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

True Strike

Divination cantrip

Casting Time:
1 action
Range:
30 feet
Components:
S
Duration:
Concentration, up to 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.

Vicious Mockery

Enchantment cantrip

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

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 Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Word of Radiance

Evocation cantrip

Casting Time:
1 action
Range:
5 feet
Components:
V, M (a holy symbol)
Duration:
Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

 

 

188

Chapter 11 | 1st Level Spells

First Level Spells

Absorb Elements

1st-level abjuration

Casting Time:
1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range:
Self
Components:
S
Duration:
1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Alarm

1st-level abjuration

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a tiny bell and a piece of fine silver wire)
Duration:
8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Animal Friendship

1st-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a morsel of food)
Duration:
24 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 Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Bane

1st-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a drop of blood)
Duration:
Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma 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 d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Beast Bond

1st-level divination

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a bit of fur wrapped in cloth)
Duration:
Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

 

 

189

Chapter 11 | 1st Level Spells

Bless

1st-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a sprinkling of holy water)
Duration:
Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Burning Hands

1st-level evocation

Casting Time:
1 action
Range:
Self (15-foot cone)
Components:
V, S
Duration:
Instantaneous

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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Catapult

1st-level transmutation

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

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Cause Fear

1st-level necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V
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 Wisdom 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Ceremony

1st-level evocation (ritual)

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (25 gp worth of powdered silver, which the spell consumes)
Duration:
Instantaneous (see below)

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

 

 

190

Chapter 11 | 1st Level Spells

Charm Person

1st-level enchantment

Casting Time:
1 hour
Range:
30 feet
Components:
V, S
Duration:
1 hour

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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chromatic Orb

1st-level evocation

Casting Time:
1 hour
Range:
90 feet
Components:
V, S, M (a diamond worth at least 50 gp)
Duration:
Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Color Spray

1st-level illusion

Casting Time:
1 hour
Range:
Self (15-foot cone)
Components:
V, S, M
Duration:
1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. 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 the creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Command

1st-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V
Duration:
1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

 

 

191

Chapter 11 | 1st Level Spells

Comprehend Languages

1st-level divination (ritual)

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a pinch of soot and salt)
Duration:
1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

Create or Destroy Water

1st-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration:
Instantaneous

You either create or destroy water.

Create Water. You create up to 1 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Cure Wounds

1st-level evocation

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Evil and Good

1st-level divination

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

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.

Detect Magic

1st-level divination (ritual)

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Poison and Disease

1st-level divination

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a yew leaf)
Duration:
Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

 

 

192

Chapter 11 | 1st Level Spells

Disguise Self

1st-level illusion

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
1 hour

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 Intelligence (Investigation) check against your spell save DC.

Dissonant Whispers

1st-level enchantment

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

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 Wisdom 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Distort Value

1st-level Illusion

Casting Time:
1 minute
Range:
Touch
Components:
V
Duration:
8 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.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Earth Tremor

1st-level evocation

Casting Time:
1 action
Range:
Self (10-foot radius)
Components:
V, S
Duration:
Instantaneous

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 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Ensnaring Strike

1st-level conjuration

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

 

 

193

Chapter 11 | 1st Level Spells

Entangle

1st-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the 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 conjured plants wilt away.

Expeditious Retreat

1st-level transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Faerie Fire

1st-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V
Duration:
Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

False Life

1st-level necromancy

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a small amount of alcohol or distilled spirits)
Duration:
1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Feather Fall

1st-level transmutation

Casting Time:
1 reaction, which you take when you or a creature within 60 feet of you falls
Range:
60 feet
Components:
V, M (a small feather)
Duration:
1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

 

 

194

Chapter 11 | 1st Level Spells

Find Familiar

1st-level conjuration (ritual)

Casting Time:
1 hour
Range:
10 feet
Components:
V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration:
Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: Agony Beetle, Baazrag, Brain Mole, Critic, Hurrum, Jankx, Kip, Mulworm, Ock’n, Renk, Sygra, or a Z’tal. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Fog Cloud

1st-level conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Frost Fingers

1st-level evocation

Casting Time:
1 action
Range:
Self (15-foot cone)
Components:
V, S
Duration:
Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Gift of Alacrity

1st-level divination

Casting Time:
1 minute
Range:
Touch
Components:
V, S
Duration:
8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Goodberry

1st-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a sprig of mistletoe)
Duration:
Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

 

 

195

Chapter 11 | 1st Level Spells

Grease

1st-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a bit of pork rind or butter)
Duration:
1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Guiding Bolt

1st-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Hail of Thorns

1st-level conjuration

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Healing Word

1st-level evocation

Casting Time:
1 bonus action
Range:
60 feet
Components:
V
Duration:
Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Heroism

1st-level enchantment

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 minute

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 spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Hunter’s Mark

1st-level divination

Casting Time:
1 bonus action
Range:
90 feet
Components:
V
Duration:
Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

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 mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

 

 

196

Chapter 11 | 1st Level Spells

Ice Knife

1st-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
S, M (a drop of water or piece of ice)
Duration:
Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Identify

1st-level divination (ritual)

Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration:
Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Illusory Script

1st-level illusion (ritual)

Casting Time:
1 minute
Range:
Touch
Components:
S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
Duration:
10 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.

Inflict Wounds

1st-level necromancy

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Jim’s Magic Missile

1st-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (1 gold coin, which is consumed as tax for using the spell)
Duration:
Instantaneous

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.

If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st.

 

 

197

Chapter 11 | 1st Level Spells

Jump

1st-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a grasshopper’s hind leg)
Duration:
1 minute

You touch a creature. The creature’s jump distance is tripled until the spell ends.

Longstrider

1st-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a pinch of dirt)
Duration:
1 hour

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Mage Armor

1st-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a piece of cured leather)
Duration:
8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Magic Missile

1st-level evocation

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

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Magnify Gravity

1st-level transmutation

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

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Protection from Evil and Good

1st-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (holy water or powdered silver and iron, which the spell consumes)
Duration:
Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Purify Food and Drink

1st-level transmutation (ritual)

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

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

 

 

198

Chapter 11 | 1st Level Spells

Ray of Sickness

1st-level necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V, S
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 Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Sanctuary

1st-level abjuration

Casting Time:
1 bonus action
Range:
30 feet
Components:
V, S, M (a small silver mirror)
Duration:
1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Searing Smite

1st-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute

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 1d6 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 Constitution 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

Shield

1st-level abjuration

Casting Time:
1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range:
Self
Components:
V, S
Duration:
1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Shield of Faith

1st-level abjuration

Casting Time:
1 bonus action
Range:
60 feet
Components:
V, S, M (a small parchment with a bit of holy text written on it)
Duration:
Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Silent Image

1st-level illusion

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a bit of fleece)
Duration:
Concentration, 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 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

 

 

199

Chapter 11 | 1st Level Spells

Silvery Barbs

1st-level Enchantment

Casting Time:
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range:
60 feet
Components:
V
Duration:
Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Sleep

1st-level Enchantment

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration:
1 minute

This spell sends creatures into a magical slumber. Roll 5d8, 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Snare

1st-level abjuration

Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (30 feet of cord or rope, which is consumed by the spell)
Duration:
Until dispelled or triggered

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

Speak with Animals

1st-level divination (ritual)

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

 

 

200

Chapter 11 | 1st Level Spells

Tasha’s Caustic Brew

1st-level evocation

Casting Time:
1 action
Range:
Self (30-foot line)
Components:
V, S, M (a bit of rotten food)
Duration:
Concentration, up to 1 minute

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 the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Tasha’s Hideous Laughter

1st-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (tiny tarts and a feather that is waved in the air)
Duration:
Concentration, up to 1 minute

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 Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence 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 Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Tenser’s Floating Disk

1st-level conjuration (ritual)

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a drop of mercury)
Duration:
1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Thunderwave

1st-level evocation

Casting Time:
1 action
Range:
Self (15-foot cube)
Components:
V, S
Duration:
Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 

 

201

Chapter 11 | 1st Level Spells

Unseen Servant

1st-level conjuration (ritual)

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a piece of string and a bit of wood)
Duration:
1 hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Witch Bolt

1st-level evocation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a twig from a tree that has been struck by lightning)
Duration:
Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Zephyr Strike

1st-level transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

 

 

202

Chapter 11 | 2nd Level Spells

Second Level Spells

Aganazzar’s Scorcher

2nd-level evocation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a red drake’s scale)
Duration:
Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Aid

2nd-level abjuration

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a tiny strip of white cloth)
Duration:
8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Air Bubble

2nd-Level Conjuration

Casting Time:
1 action
Range:
60 feet
Components:
S
Duration:
24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Alter Self

2nd-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

 

 

203

Chapter 11 | 2nd Level Spells

Animal Messenger

2nd-level enchantment (ritual)

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a morsel of food)
Duration:
24 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.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

Arcane Lock

2nd-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration:
Until dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.

You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Augury

2nd-level divination (ritual)

Casting Time:
1 action
Range:
Self
Components:
V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration:
Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results

  • Woe, for bad results

  • Weal and woe, for both good and bad results

  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Barkskin

2nd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a handful of bramblewood bark)
Duration:
Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

Beast Sense

2nd-level divination (ritual)

Casting Time:
1 action
Range:
Touch
Components:
S
Duration:
Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

 

 

204

Chapter 11 | 2nd Level Spells

Blindness/Deafness

2nd-level necromancy

Casting Time:
1 action
Range:
30 feet
Components:
V
Duration:
1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Blur

2nd-level illusion

Casting Time:
1 action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute

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.

Borrowed Knowledge

2nd-level Divination

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a book worth at least 25 gp)
Duration:
1 hour

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell’s duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Calm Emotions

2nd-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

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 Charisma 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.

Cloud of Daggers

2nd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a sliver of glass)
Duration:
Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Continual Flame

2nd-level evocation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration:
Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

 

 

205

Chapter 11 | 2nd Level Spells

Cordon of Arrows

2nd-level transmutation

Casting Time:
1 action
Range:
5 feet
Components:
V, S, M (four or more arrows or bolts)
Duration:
8 hours

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

Crown of Madness

2nd-level enchantment

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

One humanoid of your choice that you can see within range must succeed on a Wisdom 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 action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Darkness

2nd-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, M (bat fur and a drop of pitch or piece of coal)
Duration:
Concentration, up to 10 minutes

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 can’t 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 2nd level or lower, the spell that created the light is dispelled.

Darkvision

2nd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (either a pinch of dried carrot or an agate)
Duration:
8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

 

 

206

Chapter 11 | 2nd Level Spells

Detect Thoughts

2nd-level divination

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a copper piece)
Duration:
Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Dragon’s Breath

2nd-level transmutation

Casting Time:
1 bonus action
Range:
Touch
Components:
V, S, M (a hot pepper)
Duration:
Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type 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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Dust Devil

2nd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a pinch of dust)
Duration:
Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Earthbind

2nd-level transmutation

Casting Time:
1 action
Range:
300 feet
Components:
V
Duration:
Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

 

 

207

Chapter 11 | 2nd Level Spells

Enhance Ability

2nd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (fur or a feather from a beast)
Duration:
Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.

  • Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

  • Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.

  • Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

  • Eagle’s Splendor. The target has advantage on Charisma checks.

  • Fox’s Cunning. The target has advantage on Intelligence checks.

  • Owl’s Wisdom. The target has advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Enlarge/Reduce

2nd-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a pinch of powdered iron)
Duration:
Concentration, up to 1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

Enthrall

2nd-level enchantment

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

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 Wisdom 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 Wisdom (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.

 

 

208

Chapter 11 | 2nd Level Spells

Find Traps

2nd-level divination

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

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Flame Blade

2nd-level evocation

Casting Time:
1 bonus action
Range:
Self
Components:
V, S, M (a leaf of sumac)
Duration:
Concentration, 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 a melee spell 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Flaming Sphere

2nd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration:
Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

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.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Flock of Familiars

2nd-level conjuration

Casting Time:
1 minute
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 hour

You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

 

 

209

Chapter 11 | 2nd Level Spells

Fortune’s Favor

2nd-level divination

Casting Time:
1 minute
Range:
60 feet
Components:
V, S, M (a white pearl worth at least 100 gp, which the spell consumes)
Duration:
1 hour

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Gentle Repose

2nd-level necromancy (ritual)

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
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.

Gift of Gab

2nd-level enchantment

Casting Time:
1 reaction, which you take when you speak to another creature
Range:
Self
Components:
V, S, M (2 gold coins, which is consumed as tax for using the spell)
Duration:
Instantaneous

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Gust of Wind

2nd-level evocation

Casting Time:
1 action
Range:
Self (60-foot line)
Components:
V, S, M (a legume seed)
Duration:
Concentration, up to 1 minute

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 2 feet of movement for every 1 foot 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.

Healing Spirit

2nd-level conjuration

Casting Time:
1 bonus action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

 

 

210

Chapter 11 | 2nd Level Spells

Heat Metal

2nd-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a piece of iron and a flame)
Duration:
Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Hold Person

2nd-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a small, straight piece of iron)
Duration:
Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Immovable Object

2nd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (gold dust worth at least 25 gp, which the spell consumes)
Duration:
1 hour

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Invisibility

2nd-level illusion

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (an eyelash encased in gum arabic)
Duration:
Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

 

 

211

Chapter 11 | 2nd Level Spells

Jim’s Glowing Coin

2nd-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
S, M (a coin, 2 gold coins, which is consumed as tax for using the spell)
Duration:
1 minute

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 Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Kinetic Jaunt

2nd-level Transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
S
Duration:
Concentration, up to 1 minute

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

  • Your walking speed increases by 10 feet.

  • You don’t provoke opportunity attacks.

  • You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Knock

2nd-level Transmutation

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

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Lesser Restoration

2nd-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Levitate

2nd-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration:
Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Locate Animals or Plants

2nd-level divination (ritual)

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a bit of fur from a bloodhound)
Duration:
Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

 

 

212

Chapter 11 | 2nd Level Spells

Locate Object

2nd-level divination

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a forked twig)
Duration:
Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close – within 30 feet – at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Magic Mouth

2nd-level illusion (ritual)

Casting Time:
1 minute
Range:
30 feet
Components:
V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
Duration:
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.

Magic Weapon

2nd-level transmutation

Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Maximillian’s Earthen Grasp

2nd-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a miniature hand sculpted from clay)
Duration:
Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

 

 

213

Chapter 11 | 2nd Level Spells

Melf’s Acid Arrow

2nd-level evocation

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (powdered rhubarb leaf and an adder’s stomach)
Duration:
Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Mind Spike

2nd-level divination

Casting Time:
1 action
Range:
60 feet
Components:
S
Duration:
Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Mirror Image

2nd-level illusion

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
1 minute

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 AC equals 10 + your Dexterity modifier. 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.

Misty Step

2nd-level conjuration

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

 

 

214

Chapter 11 | 2nd Level Spells

Moonbeam

2nd-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration:
Concentration, up to 1 minute

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 a Constitution 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 up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Nathair’s Mischief

2nd-level Illusion

Casting Time:
1 action
Range:
60ft
Components:
S, M (a piece of crust from an apple pie)
Duration:
Concentration, up to 1 minute

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.

Mischievous Surge
d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Nystul’s Magic Aura

2nd-level Illusion

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a small square of silk)
Duration:
24 hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Pass Without Trace

2nd-level abjuration

Casting Time:
1 action
Range:
Self
Components:
V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration:
Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

 

 

215

Chapter 11 | 2nd Level Spells

Phantasmal Force

2nd-level illusion

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a bit of fleece)
Duration:
Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence 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 Intelligence (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 1d6 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.

Prayer of Healing

2nd-level evocation

Casting Time:
10 minutes
Range:
30 feet
Components:
V
Duration:
Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Protection from Poison

2nd-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Pyrotechnics

2nd-level transmutation

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

Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Rime’s Binding Ice

2nd-level Evocation

Casting Time:
1 action
Range:
Self (30-foot cone)
Components:
S, M (a vial of meltwater)
Duration:
Instantaneous

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd..

 

 

216

Chapter 11 | 2nd Level Spells

Rope Trick

2nd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (powdered corn extract and a twisted loop of parchment)
Duration:
1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

Scorching Ray

2nd-level evocation

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

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

See Invisibility

2nd-level divination

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a pinch of talc and a small sprinkling of powdered silver)
Duration:
1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Shadow Blade

2nd-level illusion

Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

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.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Shatter

2nd-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a chip of mica)
Duration:
Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

 

 

217 Chapter 11 | 2nd Level Spells

Silence

2nd-level illusion (ritual)

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, 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.

Skywrite

2nd-level transmutation (ritual)

Casting Time:
1 action
Range:
Sight
Components:
V, S
Duration:
Concentration, up to 1 day

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Snilloc’s Snowball Storm

2nd-level evocation

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a piece of ice or a small white rock chip)
Duration:
Instantaneous

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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Spider Climb

2nd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a drop of bitumen and a spider)
Duration:
Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Spike Growth

2nd-level transmutation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration:
Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Spiritual Weapon

2nd-level evocation

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

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability 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.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

 

 

218

Chapter 11 | 2nd Level Spells

Suggestion

2nd-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration:
Concentration, 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 Wisdom 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 preformed.

If you or any of your companions damage the target, the spell ends.

Summon Beast

2nd-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration:
Concentration, up to 1 hour

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, 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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.

Bestial Spirit

Small beast


Armor Class
11 + the level of the spell (natural armor)
Hit Points
20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed
30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (−3) 14 (+2) 5 (−3)

Senses
darkvision 60 ft., passive Perception 12
Languages
understands the languages you speak
Challenge
Proficiency Bonus
equals your bonus

Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.

Tasha’s Mind Whip

2nd-level enchantment

Casting Time:
1 action
Range:
90 feet
Components:
V
Duration:
1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

 

 

219

Chapter 11 | 2nd Level Spells

Vortex Warp

2nd-level Conjuration

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

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Warding Bond

2nd-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)
Duration:
1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Warding Wind

2nd-level evocation

Casting Time:
1 action
Range:
Self
Components:
V
Duration:
Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.

  • It extinguishes unprotected flames in its area that are torch-sized or smaller.

  • The area is difficult terrain for creatures other than you.

  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.

  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Web

2nd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a bit of spiderweb)
Duration:
Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

 

 

220

Chapter 11 | 2nd Level Spells

Wither and Bloom

2nd-level Necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a withered vine twisted into a loop)
Duration:
Instantaneous

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Wristpocket

2nd-level conjuration (ritual)

Casting Time:
1 action
Range:
Self
Components:
S
Duration:
Concentration, up to 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

Zone of Truth

2nd-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
10 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 Charisma 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.

 

 

221

Chapter 11 | 3rd Level Spells

Third Level Spells

Animate Dead

3rd-level necromancy

Casting Time:
1 minute
Range:
10 feet
Components:
V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration:
Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

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.

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 four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Ashardalon’s Stride

3rd-level Transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
V,S
Duration:
Concentration, up to 1 minute

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

Aura of Vitality

3rd-level evocation

Casting Time:
1 action
Range:
Self (30-foot radius)
Components:
V
Duration:
Concentration, up to 1 minute

Healing 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 cause one creature in the aura (including you) to regain 2d6 hit points.

Beacon of Hope

3rd-level abjuration

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

 

 

222

Chapter 11 | 3rd Level Spells

Bestow Curse

3rd-level necromancy

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom 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 attack rolls against you.

  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.

  • While the target is cursed, your attacks and spells deal an extra 1d8 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.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

3rd-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).

At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Call Lightning

3rd-level conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

 

 

223

Chapter 11 | 3rd Level Spells

Catnap

3rd-level Enchantment

Casting Time:
1 action
Range:
30 feet
Components:
S, M (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.

Clairvoyance

3rd-level divination

Casting Time:
10 minutes
Range:
1 mile
Components:
V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
Duration:
Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Conjure Animals

3rd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.

Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower

  • Two beasts of challenge rating 1 or lower

  • Four beasts of challenge rating 1/2 or lower

  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Conjure Barrage

3rd-level conjuration

Casting Time:
1 action
Range:
Self (60-foot cone)
Components:
V, S, M (one piece of ammunition or a thrown weapon)
Duration:
Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

 

 

224

Chapter 11 | 3rd Level Spells

Counterspell

3rd-level abjuration

Casting Time:
1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range:
60 feet
Components:
S
Duration:
Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Create Food and Water

3rd-level conjuration

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

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Daylight

3rd-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
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 chose 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 spell of 3rd level or lower, the spell that created the darkness is dispelled.

Dispel Magic

3rd-level abjuration

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

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

Elemental Weapon

3rd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Enemies Abound

3rd-level enchantment

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence 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.

 

 

225

Chapter 11 | 3rd Level Spells

Erupting Earth

3rd-level transmutation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a piece of obsidian)
Duration:
Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Fast Friends

3rd-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V
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 Wisdom 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 Wisdom 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Fear

3rd-level illusion

Casting Time:
1 action
Range:
Self (30-foot cone)
Components:
V, S, M (a white feather or the heart of a hen)
Duration:
Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you 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 you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Feign Death

3rd-level necromancy (ritual)

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a pinch of 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.

Fireball

3rd-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a tiny ball of bat guano and sulfur)
Duration:
Instantaneous

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 8d6 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

 

226

Chapter 11 | 3rd Level Spells

Flame Arrows

3rd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Fly

3rd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a wing feather from any bird)
Duration:
Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Galder’s Tower

3rd-level conjuration

Casting Time:
10 minutes
Range:
30 feet
Components:
V, S, M (a fragment of stone, wood, or other building material)
Duration:
24 hours

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, chest, and magical fireplace

  • A study with desks, books, bookshelves, parchments, ink, and ink pens

  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils

  • A lounge with couches, armchairs, side tables and footstools

  • A washroom with toilets, washtubs, a magical brazier, and sauna benches

  • An observatory with a telescope and maps of the night sky

  • An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

 

 

227

Chapter 11 | 3rd Level Spells

Gaseous Form

3rd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a bit of gauze and a wisp of smoke)
Duration:
Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

Glyph of Warding

3rd-level abjuration

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration:
Until dispelled or triggered

When you cast this spell, you inscribe a glyph that creates a magical effect triggered by other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Haste

3rd-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a shaving of licorice root)
Duration:
Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains 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 the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

 

 

228

Chapter 11 | 3rd Level Spells

Hypnotic Pattern

3rd-level illusion

Casting Time:
1 action
Range:
120 feet
Components:
S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration:
Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Incite Greed

3rd-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a gem worth at least 50 gp)
Duration:
Concentration, up to 1 minute

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom 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 feel 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 Wisdom saving throw. If it succeeds, this effect ends for that target.

Intellect Fortress

3rd-level abjuration

Casting Time:
1 action
Range:
30 feet
Components:
V
Duration:
Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Leomund’s Tiny Hut

3rd-level evocation (ritual)

Casting Time:
1 minute
Range:
Self (10-foot-radius hemisphere)
Components:
V, S, M (a small crystal bead)
Duration:
8 hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Life Transference

3rd-level necromancy

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

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

 

 

229

Chapter 11 | 3rd Level Spells

Lightning Arrow

3rd-level transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Lightning Bolt

3rd-level evocation

Casting Time:
1 action
Range:
Self (100-foot line)
Components:
V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration:
Instantaneous

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 8d6 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Magic Circle

3rd-level abjuration

Casting Time:
1 minute
Range:
10 feet
Components:
V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
Duration:
1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

  • The creature has disadvantage on attack rolls against targets within the cylinder.

  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

 

 

230

Chapter 11 | 3rd Level Spells

Major Image

3rd-level illusion

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a bit of fleece)
Duration:
Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

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 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.

Mass Healing Word

3rd-level evocation

Casting Time:
1 bonus action
Range:
60 feet
Components:
V
Duration:
Instantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Meld into Stone

3rd-level transmutation (ritual)

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Melf’s Minute Meteors

3rd-level evocation

Casting Time:
1 action
Range:
Self
Components:
V, S, M (niter, sulfur, and pine tar formed into a bead)
Duration:
Concentration, 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

 

 

231

Chapter 11 | 3rd Level Spells

Motivational Speech

3rd-level enchantment

Casting Time:
1 minute
Range:
60 feet
Components:
V
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 Wisdom 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.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Nondetection

3rd-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration:
8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

Phantom Steed

3rd-level illusion (ritual)

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
1 hour

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Plant Growth

3rd-level transmutation

Casting Time:
1 action or 8 hours
Range:
150 feet
Components:
V, S
Duration:
Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the spell’s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Protection from Energy

3rd-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Pulse Wave

3rd-level evocation

Casting Time:
1 action
Range:
Self (30-foot cone)
Components:
V, S
Duration:
Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

 

 

232

Chapter 11 | 3rd Level Spells

Remove Curse

3rd-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Revivify

3rd-level necromancy

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (diamonds worth 300 gp, which the spell consumes)
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.

Sending

3rd-level evocation

Casting Time:
1 action
Range:
Unlimited
Components:
V, S, M (a short piece of fine copper wire)
Duration:
1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Sleet Storm

3rd-level conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a pinch of dust and a few drops of water)
Duration:
Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Slow

3rd-level transmutation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a drop of molasses)
Duration:
Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

 

 

233

Chapter 11 | 3rd Level Spells

Speak with Dead

3rd-level necromancy

Casting Time:
1 action
Range:
10 feet
Components:
V, S, M (burning 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 Plants

3rd-level transmutation

Casting Time:
1 action
Range:
Self (30-foot radius)
Components:
V, S
Duration:
10 minutes

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

Spirit Guardians

3rd-level conjuration

Casting Time:
1 action
Range:
Self (15-foot-radius)
Components:
V, S, M (a holy symbol)
Duration:
Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Spirit Shroud

3rd-level necromancy

Casting Time:
1 bonus action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

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 1d8 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

 

 

234

Chapter 11 | 3rd Level Spells

Stinking Cloud

3rd-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a rotten egg or several skunk cabbage leaves)
Duration:
Concentration, up to 1 minute

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Summon Fey

3rd-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a gilded flower worth at least 300 gp)
Duration:
Concentration, up to 1 hour

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Fey Spirit

Small fey


Armor Class
12 + the level of the spell (natural armor)
Hit Points
30 + 10 for each spell level above 3rd
Speed
40 ft.

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

Condition Immunities
charmed
Senses
darkvision 60 ft., passive Perception 10
Languages
Sylvan, understands the languages you speak
Challenge
Proficiency Bonus:
equals your bonus

Actions

Multiattack. The Fey makes a number of attacks equal to half this spell’s level (rounded down).

Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood.

Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.

Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.

Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

 

 

235

Chapter 11 | 3rd Level Spells

Summon Lesser Demons

3rd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration:
Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Summon Shadowspawn

3rd-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (tears inside a crystal vial worth at least 300 gp)
Duration:
Concentration, up to 1 hour

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop 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 your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.

At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.

Shadow Spirit

Medium monstrosity


Armor Class
11 + the level of the spell (natural armor)
Hit Points
35 + 15 for each level of the spell above 3rd
Speed
40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 16 (+3)

Damage Resistances:
necrotic
Condition Immunities
frightened
Senses
darkvision 120 ft., passive Perception 10
Languages
understands the languages you speak
Challenge
Proficiency Bonus:
equals your bonus

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.

Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.


Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth (Fear Only).. While in dim light or darkness, the spirit takes the Hide action.

 

 

236

Chapter 11 | 3rd Level Spells

Summon Undead

3rd-level necromancy

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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Thunder Step

3rd-level conjuration

Casting Time:
1 action
Range:
90 ft
Components:
V
Duration:
Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Undead Spirit

Medium undead


Armor Class
11 + the level of the spell (natural armor)
Hit Points
30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd
Speed
30 ft., fly 40 ft. (hover) (Ghostly only)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 9 (−1)

Damage Immunities:
necrotic, poison
Condition Immunities
exhaustion, frightened, paralyzed, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
understands the languages you speak
Challenge
Proficiency Bonus:
equals your bonus

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.


Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).

Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom 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). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.

Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

 

 

237

Chapter 11 | 3rd Level Spells

Tidal Wave

3rd-level conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a drop of water)
Duration:
Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

Tiny Servant

3rd-level transmutation

Casting Time:
1 minute
Range:
Touch
Components:
V, S
Duration:
8 hours

You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures 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 simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

Tiny Servant

Tiny Construct


Armor Class
15 (natural armor)
Hit Points
10 (4d4)
Speed
30ft., climb 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (0) 2 (-4) 10 (+0) 1 (-5)

Damage Immunities:
poison, psychic
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages
Challenge

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Tongues

3rd-level divination

Casting Time:
1 action
Range:
Touch
Components:
V, M (a small clay model of a ziggurat)
Duration:
1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Vampiric Touch

3rd-level necromancy

Casting Time:
1 action
Range:
Self
Components:
V, S
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 3d6 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

 

238

Chapter 11 | 3rd Level Spells

Wall of Sand

3rd-level evocation

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a handful of sand)
Duration:
Concentration, 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

3rd-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a drop of water)
Duration:
Concentration, 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 AC 5 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.

Water Breathing

3rd-level transmutation (ritual)

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a short reed or piece of straw)
Duration:
24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Water Walk

3rd-level transmutation (ritual)

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a piece of cork)
Duration:
1 hour

This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Wind Wall

3rd-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a tiny fan and a feather of exotic origin)
Duration:
Concentration, 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.

 

 

239

Chapter 11 | 4th Level Spells

4th Level Spells

Arcane Eye

4th-level divination

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a bit of bat fur)
Duration:
Concentration, up to 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Aura of Life

4th-level abjuration

Casting Time:
1 action
Range:
Self (30-foot radius)
Components:
V
Duration:
Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Aura of Purity

4th-level abjuration

Casting Time:
1 action
Range:
Self (30-foot radius)
Components:
V
Duration:
Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Banishment

4th-level abjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (an item distasteful to the target)
Duration:
Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Blight

4th-level necromancy

Casting Time:
1 action
Range:
30 feet
Components:
V, S
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 Constitution saving throw. The target takes 8d8 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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

 

 

240

Chapter 11 | 4th Level Spells

Charm Monster

4th-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom 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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Compulsion

4th-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom 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 Wisdom 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

4th-level enchantment

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (three nut shells)
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 Wisdom 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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Conjure Minor Elementals

4th-level conjuration

Casting Time:
1 minute
Range:
90 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower

  • Two elementals of challenge rating 1 or lower

  • Four elementals of challenge rating 1/2 or lower

  • Eight elementals of challenge rating 1/4 or lower

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

 

 

241

Chapter 11 | 4th Level Spells

Conjure Woodland Beings

4th-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (one holly berry per creature summoned)
Duration:
Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fey creature of challenge rating 2 or lower

  • Two fey creatures of challenge rating 1 or lower

  • Four fey creatures of challenge rating 1/2 or lower

  • Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot, and three times as many with an 8th-level slot.

Control Water

4th-level transmutation

Casting Time:
1 action
Range:
300 feet
Components:
V, S, M (a drop of water and a pinch of dust)
Duration:
Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Death Ward

4th-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
8 hours

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

 

 

242

Chapter 11 | 4th Level Spells

Dimension Door

4th-level conjuration

Casting Time:
1 action
Range:
500 feet
Components:
V
Duration:
Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet”.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Divination

4th-level divination (ritual)

Casting Time:
1 action
Range:
Self
Components:
V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
Duration:
Instantaneous

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Dominate Beast

4th-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom 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 Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours

 

 

243

Chapter 11 | 4th Level Spells

Elemental Bane

4th-level transmutation

Casting Time:
1 action
Range:
90 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Evard’s Black Tentacles

4th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a piece of tentacle from a giant octopus or a giant squid)
Duration:
Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Fabricate

4th-level transmutation

Casting Time:
10 minutes
Range:
120 feet
Components:
V, S
Duration:
Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Fire Shield

4th-level evocation

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a bit of phosphorus or a firefly)
Duration:
10 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 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

 

 

244

Chapter 11 | 4th Level Spells

Freedom of Movement

4th-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration:
1 hour

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Galder’s Speedy Courier

4th-level conjuration

Casting Time:
1 action
Range:
10 feet
Components:
V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
Duration:
10 minutes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

Giant Insect

4th-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Grasping Vine

4th-level conjuration

Casting Time:
1 bonus action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

 

 

245

Chapter 11 | 4th Level Spells

Gravity Sinkhole

4th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a black marble)
Duration:
Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Greater Invisibility

4th-level illusion

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

Guardian of Faith

4th-level conjuration

Casting Time:
1 action
Range:
30 feet
Components:
V
Duration:
8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Guardian of Nature

4th-level transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.

  • You gain darkvision with a range of 120 feet.

  • You make Strength-based attack rolls with advantage.

  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

  • You gain 10 temporary hit points.

  • You make Constitution saving throws with advantage.

  • You make Dexterity and Wisdom-based attack rolls with advantage.

  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Hallucinatory Terrain

4th-level illusion

Casting Time:
10 minutes
Range:
300 feet
Components:
V, S, M (a stone, a twig, and a bit of green plant)
Duration:
24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

 

 

246

Chapter 11 | 4th Level Spells

Ice Storm

4th-level evocation

Casting Time:
1 action
Range:
300 feet
Components:
V, S, M (a pinch of dust and a few drops of water)
Duration:
Instantaneous

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 4d6 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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Leomund’s Secret Chest

4th-level conjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
Duration:
Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Locate Creature

4th-level divination

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a bit of fur from a bloodhound)
Duration:
Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Mordenkainen’s Faithful Hound

4th-level conjuration

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a tiny silver whistle, a piece of bone, and a thread)
Duration:
8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

 

 

247

Chapter 11 | 4th Level Spells

Mordenkainen’s Private Sanctum

4th-level abjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Duration:
24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can’t pass through the barrier at the edge of the warded area.

  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.

  • Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.

  • Creatures in the area can’t be targeted by divination spells.

  • Nothing can teleport into or out of the warded area.

  • Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Otiluke’s Resilient Sphere

4th-level evocation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration:
Concentration, up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing – not physical objects, energy, or other spell effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate spell targeting the globe destroys it without harming anything inside it.

Phantasmal Killer

4th-level illusion

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

 

 

248

Chapter 11 | 4th Level Spells

Polymorph

4th-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a caterpillar cocoon)
Duration:
Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.

Raulothim’s Psychic Lance

4th-level Enchantment

Casting Time:
1 action
Range:
120 feet
Components:
V
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 a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Shadow Of Moil

4th-level necromancy

Casting Time:
1 action
Range:
Self
Components:
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
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 2d8 necrotic damage.

Sickening Radiance

4th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Stone Shape

4th-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
Duration:
Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

 

 

249

Chapter 11 | 4th Level Spells

Stoneskin

4th-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration:
Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Storm Sphere

4th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S
Duration:
Concentration, 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 2d6 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 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

Summon Aberration

4th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)
Duration:
Concentration, up to 1 hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, 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 take the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears on the stat block.

Aberrant Spirit

Medium aberration


Armor Class
11 + the level of the spell (natural armor)
Hit Points
40 + 10 for each spell level above 4th
Speed
30 ft., fly 30 ft. (hover) (Beholderkin only)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (−2)

Damage Immunities
psychic
Senses
darkvision 60 ft., passive Perception 10
Languages
Deep Speech, understands the languages you speak
Challenge
Proficiency Bonus:
equals your bonus

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).

Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.

Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.

Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage

 

 

250

Chapter 11 | 4th Level Spells

Summon Construct

4th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (an ornate stone and metal lockbox worth at least 400 gp)
Duration:
Concentration, up to 1 hour

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, 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.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Construct Spirit

Medium construct


Armor Class
13 + the level of the spell (natural armor)
Hit Points
40 + 15 for each spell level above 4th
Speed
30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (−3)

Damage Resistances
poison

Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned

Senses
darkvision 60 ft., passive Perception 10
Languages
understands the languages you speak
Challenge
Proficiency Bonus:
equals your bonus

Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.

Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).

Slam. Melee Weapon Attack: our spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.

Reactions

Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.

 

 

251

Chapter 11 | 4th Level Spells

Summon Elemental

4th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
Duration:
Concentration, up to 1 hour

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, 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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Elemental Spirit

Medium elemental


Armor Class
11 + the level of the spell (natural armor)
Hit Points
50 + 10 for each spell level above 4th
Speed
40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

Damage Resistances
acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)

Damage Immunities poison; fire (Fire only) Condition Immunities exhaustion, frightened, paralyzed, petrified, poisoned, unconscious

Senses
darkvision 60 ft., passive Perception 10
Languages
Primordial, understands the languages you speak
Challenge
Proficiency Bonus:
equals your bonus

Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

 

 

252

Chapter 11 | 4th Level Spells

Summon Greater Demon

4th-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration:
Concentration, up to 1 hour

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Vitriolic Sphere

4th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a drop of giant slug bile)
Duration:
Instantaneous

You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Wall of Fire

4th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a small piece of phosphorus)
Duration:
Concentration, 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 5d8 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 5d8 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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

 

 

253

Chapter 11 | 4th Level Spells

Watery Sphere

4th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a droplet of water)
Duration:
Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

Stain

 

 

254

Chapter 11 | 5th Level Spells

5th Level Spells

Animate Objects

5th-level transmutation

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 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.

Animated Object Statistics
Size HP AC Attack Ability Scores
Tiny 20 18 +8 to hit, 1d4 + 4 damage Str: 4, Dex: 18
Small 25 16 +6 to hit, 1d8 + 2 damage Str: 6, Dex: 14
Medium 40 13 +5 to hit, 2d6 + 1 damage Str: 10, Dex: 12
Large 50 10 +6 to hit, 2d10 + 2 damage Str: 14, Dex: 10
Huge 80 10 +8 to hit, 2d12 + 4 damage Str: 18, Dex: 6

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Antilife Shell

5th-level abjuration

Casting Time:
1 action
Range:
Self (10-foot radius)
Components:
V, S
Duration:
Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.

The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Awaken

5th-level transmutation

Casting Time:
8 hours
Range:
Touch
Components:
V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
Duration:
Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less.

The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you and your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

 

 

255

Chapter 11 | 5th Level Spells

Bigby’s Hand

5th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (an eggshell and a snakeskin glove)
Duration:
Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

  • Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

  • Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

  • Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

  • Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Cloudkill

5th-level conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog 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 Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Commune

5th-level divination (ritual)

Casting Time:
1 minute
Range:
Self
Components:
V, S, M (incense and a vial of holy or unholy water)
Duration:
1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

 

 

256

Chapter 11 | 5th Level Spells

Commune with Nature

5th-level divination (ritual)

Casting Time:
1 minute
Range:
Self
Components:
V, S
Duration:
Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water

  • prevalent plants, minerals, animals, or peoples

  • powerful celestials, fey, fiends, elementals, or undead

  • influence from other planes of existence

  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

Cone of Cold

5th-level evocation

Casting Time:
1 action
Range:
Self (60-foot cone)
Components:
V, S, M (a small crystal or glass cone)
Duration:
Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Conjure Elemental

5th-level conjuration

Casting Time:
1 minute
Range:
90 feet
Components:
V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration:
Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Conjure Volley

5th-level conjuration

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (one piece of ammunition or one thrown weapon)
Duration:
Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

 

 

257

Chapter 11 | 5th Level Spells

Contact Other Plane

5th-level divination (ritual)

Casting Time:
1 minute
Range:
Self
Components:
V
Duration:
1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A Greater Restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Contagion

5th-level necromancy

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
7 days

Your touch inflicts disease. Make a melee spell 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 a Constitution 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 Wisdom checks and Wisdom 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 Charisma checks and vulnerability to all damage.

  • Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence 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 that use Dexterity.

  • Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Control Winds

5th-level transmutation

Casting Time:
1 action
Range:
300 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

  • Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

  • Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

  • Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

 

 

258

Chapter 11 | 5th Level Spells

Create Spelljamming Helm

5th-Level Transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a crystal rod worth at least 5000 gp, which the spell consumes)
Duration:
Instantaneous

Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm.

Creation

5th-level illusion

Casting Time:
1 minute
Range:
30 feet
Components:
V, S, M (a tiny piece of matter of the same type of the item you plan to create)
Duration:
Special

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

Material Duration
Vegetable matter 1 day
Stone, crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine, Mithral 1 minute

Using any material created by this spell as another spell’s material component causes that spell to fail.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Danse Macabre

5th-level necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V, S
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 spellcasting ability 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.

At Higher Levels. When you cast this spell using a spell slot‘ of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Dawn

5th-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a sunburst pendant worth at least 100 gp)
Duration:
Concentration, 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 Constitution 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.

 

 

259

Chapter 11 | 5th Level Spells

Dispel Evil and Good

5th-level abjuration

Casting Time:
1 action
Range:
Self
Components:
V, S, M (holy water or powdered silver and iron)
Duration:
Concentration, up to 1 minute

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

  • Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

  • Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they are already on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

Dominate Person

5th-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom 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 Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

Dream

5th-level illusion

Casting Time:
1 minute
Range:
Special
Components:
V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration:
8 hours

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of their surroundings, but can’t take actions or move.

If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

 

 

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Chapter 11 | 5th Level Spells

Enervation

5th-level necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V, S
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 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Far Step

5th-level conjuration

Casting Time:
1 bonus action
Range:
Self
Components:
V
Duration:
Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Flame Strike

5th-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (pinch of sulfur)
Duration:
Instantaneous

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 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Geas

5th-level enchantment

Casting Time:
1 minute
Range:
60 feet
Components:
V
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 Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once 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.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Greater Restoration

5th-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
Duration:
Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target

  • One curse, including the target’s attunement to a cursed magic item

  • Any reduction to one of the target’s ability scores

  • One effect reducing the target’s hit point maximum

 

 

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Chapter 11 | 5th Level Spells

Hallow

5th-level evocation

Casting Time:
24 hours
Range:
Touch
Components:
V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
Duration:
Until dispelled

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

  • Courage. Affected creatures can’t be frightened while in the area.

  • Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area.

  • Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light.

  • Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

  • Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

  • Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.

  • Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.

  • Fear. Affected creatures are frightened while in the area.

  • Silence. No sound can emanate from within the area, and no sound can reach into it.

  • Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.

Hold Monster

5th-level enchantment

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a small, straight piece of iron)
Duration:
Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom 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 Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Holy Weapon

5th-level evocation

Casting Time:
1 bonus action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 hour

You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

 

 

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Chapter 11 | 5th Level Spells

Immolation

5th-level evocation

Casting Time:
1 action
Range:
90 feet
Components:
V
Duration:
Concentration, 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 3d6 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.

Infernal Calling

5th-level conjuration

Casting Time:
1 minute
Range:
90 feet
Components:
V, S, M (a ruby worth at least 999 gp)
Duration:
Concentration, up to 1 hour

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Insect Plague

5th-level conjuration

Casting Time:
1 action
Range:
300 feet
Components:
V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Duration:
Concentration, up to 10 minutes

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

 

 

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Chapter 11 | 5th Level Spells

Legend Lore

5th-level divination

Casting Time:
10 minutes
Range:
Self
Components:
V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration:
Instantaneous

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Maelstrom

5th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (paper or leaf in the shape of a funnel)
Duration:
Concentration, 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.

Mass Cure Wounds

5th-level evocation

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

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Mislead

5th-level illusion

Casting Time:
1 action
Range:
Self
Components:
S
Duration:
Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

 

 

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Chapter 11 | 5th Level Spells

Modify Memory

5th-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom 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.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

Negative Energy Flood

5th-level necromancy

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 Constitution saving throw, taking 5d12 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 5d12. The target gains half the total as temporary hit points.

Passwall

5th-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a pinch of sesame seeds)
Duration:
1 hour

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

 

 

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Chapter 11 | 5th Level Spells

Planar Binding

5th-level abjuration

Casting Time:
1 hour
Range:
60 feet
Components:
V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration:
24 hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted Magic Circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, or 1 year and 1 day with a 9th-level spell slot.

Raise Dead

5th-level necromancy

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (a diamond worth at least 500 gp, which the spell consumes)
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.

Rary’s Telepathic Bond

5th-level divination (ritual)

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (pieces of eggshell from two different kinds of creatures)
Duration:
1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

 

 

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Chapter 11 | 5th Level Spells

Reincarnate

5th-level transmutation

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
Duration:
Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d8 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

Reincarnation Table
D8 Race
1 Elf
2 Half-Giant
3 Half-Elf
4 Dwarf
5 Human
6 Halfling
7 Mul
8 Thri-kreen

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.

Scrying

5th-level divination

Casting Time:
10 minutes
Range:
Self
Components:
V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
Duration:
Concentration, up to 10 minutes

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you w ere there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

 

 

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Chapter 11 | 5th Level Spells

Seeming

5th-level illusion

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Skill Empowerment

5th-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 hour

Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Steel Wind Strike

5th-level conjuration

Casting Time:
1 action
Range:
30 feet
Components:
S, M (a melee weapon worth at least 1 sp)
Duration:
Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Summon Celestial

5th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (a golden reliquary worth at least 500 gp)
Duration:
Concentration, up to 1 hour

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack 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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell’s level appears in the stat block.

 

 

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Chapter 11 | 5th Level Spells

Celestial Spirit

Large celestial


Armor Class
11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points
40 + 10 for each spell level above 5th
Speed
30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

Damage Resistances
radiant
Condition Immunities
charmed, frightened
Senses
darkvision 60 ft., passive Perception 10
Languages
Celestial, understands the languages you speak
Challenge
Proficiency Bonus
equals your bonus

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).

Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.

Summon Draconic Spirit

5th-level Conjuration

Casting Time:
1 Action
Range:
60ft
Components:
V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
Duration:
Concentration, up to 1 hour

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, 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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Draconic Spirit

Large Dragon, Neutral


Armor Class
14 + the level of the spell (natural armor)
Hit Points
50 + 10 for each spell level above 5th (the dragon has a number of hit dice [d10s] equal to the level of the spell)
Speed
30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)

Damage Resistances(Chromatic and Metallic Only)
acid, cold, fire, lightning, poison
Damage Resistances(Gem Only)
force, necrotic, psychic, radiant, thunder
Condition Immunities
charmed, frightened, poisoned
Senses
blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages
Draconic, understands the languages you speak
Challenge
Proficiency Bonus
equals your bonus

Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends


Actions

Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.

Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell’s level piercing damage.

Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.

 

 

269

Chapter 11 | 5th Level Spells

Swift Quiver

5th-level transmutation

Casting Time:
1 bonus action
Range:
Touch
Components:
V, S, M (a quiver containing at least one piece of ammunition)
Duration:
Concentration, up to 1 minute

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Synaptic Static

5th-level enchantment

Casting Time:
1 action
Range:
120 feet
Components:
V, S
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 an Intelligence saving throw. A creature with an Intelligence 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 Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Telekinesis

5th-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

  • Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

  • Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

 

 

270

Chapter 11 | 5th Level Spells

Teleportation Circle

5th-level conjuration

Casting Time:
1 minute
Range:
10 feet
Components:
V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
Duration:
1 round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.

A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Temporal Shunt

5th-level transmutation

Casting Time:
1 reaction, taken when a creature you see makes an attack roll or starts to cast a spell
Range:
120 feet
Components:
V, S
Duration:
1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Transmute Rock

5th-level transmutation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (clay and water)
Duration:
Instantaneous

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.

  • Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

  • Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space.

 

 

271

Chapter 11 | 5th Level Spells

Tree Stride

5th-level conjuration

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.

Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Wall of Force

5th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a pinch of powder made by crushing a clear gemstone)
Duration:
Concentration, up to 10 minutes

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Wall of Light

5th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a hand mirror)
Duration:
Concentration, 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 Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution 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 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 a ranged spell attack. On a hit, the target takes 4d8 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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

 

 

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Chapter 11 | 5th Level Spells

Wall of Stone

5th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a small block of granite)
Duration:
Concentration, 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 (your choice). 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 AC 15 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.

Wrath Of Nature

5th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

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 4d6 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 a Strength (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 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

 

 

273

Chapter 11 | 6th Level Spells

6th Level Spells

Arcane Gate

6th-level conjuration

Casting Time:
1 action
Range:
500 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Blade Barrier

6th-level evocation

Casting Time:
1 action
Range:
90 feet
Components:
V, S
Duration:
Concentration, 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 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Bones of the Earth

6th-level transmutation

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

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Chain Lightning

6th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration:
Instantaneous

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 10d8 lightning damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

 

 

274

Chapter 11 | 6th Level Spells

Circle of Death

6th-level necromancy

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (the powder of a crushed black pearl worth at least 500 gp)
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 a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

Conjure Fey

6th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Contingency

6th-level evocation

Casting Time:
10 minutes
Range:
Self
Components:
V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
Duration:
10 days

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

 

 

275

Chapter 11 | 6th Level Spells

Create Homunculus

6th-level transmutation

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)
Duration:
Instantaneous

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus‘s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

Create Undead

6th-level necromancy

Casting Time:
1 minute
Range:
10 feet
Components:
V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration:
Instantaneous

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.

At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

 

 

276

Chapter 11 | 6th Level Spells

Disintegrate

6th-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a lodestone and a pinch of dust)
Duration:
Instantaneous

A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

Drawmij’s Instant Summons

6th-level conjuration (ritual)

Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (a sapphire worth 1,000 gp)
Duration:
Until dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

Stain

 

 

277

Chapter 11 | 6th Level Spells

Druid Grove

6th-level abjuration

Casting Time:
10 minutes
Range:
Touch
Components:
V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)
Duration:
24 hours

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic 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 this spell dispelled.

Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.

Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.

Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.

Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:

  • A constant gust of Wind in two locations of your choice

  • Spike growth in one location of your choice

  • Wind wall in two locations of your choice

To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.

Eyebite

6th-level necromancy

Casting Time:
1 action
Range:
Self
Components:
V, S
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 Wisdom 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 Wisdom saving throw. If it succeeds, the effect ends.

 

 

278

Chapter 11 | 6th Level Spells

Find the Path

6th-level divination

Casting Time:
1 minute
Range:
Self
Components:
V, S, M (a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 gp, and an object from the location you wish to find)
Duration:
Concentration, up to 1 day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Fizban’s Platinum Shield

6th-level abjuration

Casting Time:
1 bonus action
Range:
60 feet
Components:
V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
Duration:
Concentration, up to 1 minute

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

Cover. The creature has half cover.

Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.

Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Flesh to Stone

6th-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a pinch of lime, water, and earth)
Duration:
Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Forbiddance

6th-level abjuration (ritual)

Casting Time:
10 minutes
Range:
Touch
Components:
V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
Duration:
1 day

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

This spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

 

 

279

Chapter 11 | 6th Level Spells

Globe of Invulnerability

6th-level abjuration

Casting Time:
1 action
Range:
Self (10-foot radius)
Components:
V, S, M (a glass or crystal bead that shatters when the spell ends)
Duration:
Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Gravity Fissure

6th-level evocation

Casting Time:
1 action
Range:
Self (100-foot line)
Components:
V, S, M (a fistful of iron filings)
Duration:
Instantaneous

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Guards and Wards

6th-level abjuration

Casting Time:
10 minutes
Range:
Touch
Components:
V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
Duration:
24 hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and Wards creates the following effects within the warded area.

  • Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.

  • Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.

  • Stairs. Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.

  • Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold. - Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts. - Place Magic Mouth in two locations. - Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts. - Place a constant Gust of Wind in one corridor or room. - Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.

The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently Guarded and Warded structure by casting this spell there every day for one year.

 

 

280

Chapter 11 | 6th Level Spells

Harm

6th-level necromancy

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

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 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.

Heal

6th-level evocation

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

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

Heroes’ Feast

6th-level conjuration

Casting Time:
10 minutes
Range:
30 feet
Components:
V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
Duration:
Instantaneous

You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

Investiture of Flame

6th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.

  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

Investiture of Ice

6th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.

  • You can move across difficult terrain created by ice or snow without spending extra movement.

  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.

  • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

 

 

281

Chapter 11 | 6th Level Spells

Investiture of Stone

6th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.

  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

Investiture of Wind

6th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disadvantage on the attack roll.

  • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.

  • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Magic Jar

6th-level necromancy

Casting Time:
1 minute
Range:
Self
Components:
V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
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 humanoids 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 Charisma 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 Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.

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 Charisma saving throw against your own spellcasting 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.

 

 

282

Chapter 11 | 6th Level Spells

Mass Suggestion

6th-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration:
24 hours

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice 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 Wisdom 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.

At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

Mental Prison

6th-level illusion

Casting Time:
1 action
Range:
60 feet
Components:
S
Duration:
Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Move Earth

6th-level transmutation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (an iron blade and a small bag containing a mixture of soils – clay, loam, and sand)
Duration:
Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

 

 

283

Chapter 11 | 6th Level Spells

Otiluke’s Freezing Sphere

6th-level evocation

Casting Time:
1 action
Range:
300 feet
Components:
V, S, M (a small crystal sphere)
Duration:
Instantaneous

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 Constitution saving throw. On a failed save, a creature takes 10d6 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.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Otto’s Irresistible Dance

6th-level enchantment

Casting Time:
1 action
Range:
30 feet
Components:
V
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 Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

Planar Ally

6th-level conjuration

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

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

 

 

284

Chapter 11 | 6th Level Spells

Primordial Ward

6th-level abjuration

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

Programmed Illusion

6th-level illusion

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a bit of fleece and jade dust worth at least 25 gp)
Duration:
Until dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition 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 area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

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 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Scatter

6th-level conjuration

Casting Time:
1 action
Range:
30 feet
Components:
V
Duration:
Instantaneous

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

Soul Cage

6th-level necromancy

Casting Time:
1 reaction, which you take when a humanoid you can see within 60 feet of you dies
Range:
60 feet
Components:
V, S, M (a tiny silver cage worth 100 gp)
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 up to 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.

 

 

285

Chapter 11 | 6th Level Spells

Summon Fiend

6th-level conjuration

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)
Duration:
Concentration, up to 1 hour

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, 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.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Fiendish Spirit

Large fiend


Armor Class
12 + the level of the spell (natural armor)
Hit Points
50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th
Speed
40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

Damage Resistances
fire
Damage Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Abyssal, Infernal, telepathy 60 ft.
Challenge
Proficiency Bonus
equals your bonus

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spell’s level fire damage on a failed save, or half as much damage on a successful one.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down).

Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

 

 

286

Chapter 11 | 6th Level Spells

Sunbeam

6th-level evocation

Casting Time:
1 action
Range:
Self (60-foot line)
Components:
V, S, M (a magnifying glass)
Duration:
Concentration, up to 1 minute

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. 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.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Tasha’s Otherworldly Guise

6th-level transmutation

Casting Time:
1 bonus action
Range:
Self
Components:
V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
Duration:
Concentration, up to 1 minute

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

  • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).

  • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).

  • Spectral wings appear on your back, giving you a flying speed of 40 feet.

  • You have a +2 bonus to AC.

  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.

  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Tenser’s Transformation

6th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a few hairs from a bull)
Duration:
Concentration, up to 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.

  • You have advantage on attack rolls that you make with simple and martial weapons.

  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.

  • You have proficiency with all armor, shields, simple weapons, and martial weapons.

  • You have proficiency in Strength and Constitution saving throws.

  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Transport via Plants

6th-level conjuration

Casting Time:
1 action
Range:
10 feet
Components:
V, S
Duration:
1 round

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

True Seeing

6th-level divination

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
Duration:
1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

 

 

287

Chapter 11 | 6th Level Spells

Wall of Ice

6th-level evocation

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a small piece of quartz)
Duration:
Concentration, 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 10d6 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 AC 12 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 he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

Wall of Thorns

6th-level conjuration

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a handful of thorns)
Duration:
Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.

Wind Walk

6th-level transmutation

Casting Time:
1 minute
Range:
30 feet
Components:
V, S, M (fire and holy water)
Duration:
8 hours

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form.

Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Word of Recall

6th-level conjuration

Casting Time:
1 action
Range:
5 feet
Components:
V
Duration:
Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.

 

 

288

Chapter 11 | 7th Level Spells

7th Level Spells

Conjure Celestial

7th-level conjuration

Casting Time:
1 minute
Range:
90 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics.

At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Create Magen

7th-level transmutation

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)
Duration:
Instantaneous

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell.

When the magen appears, your hit point maximum decreases by an amount equal to the magen’s challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.

Any magen you create with this spell obeys your commands without question.

Crown of Stars

7th-level evocation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
1 hour

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

Delayed Blast Fireball

7th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a tiny ball of bat guano and sulfur)
Duration:
Concentration, up to 1 minute

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 12d6. 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.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

 

 

289

Chapter 11 | 7th Level Spells

Divine Word

7th-level evocation

Casting Time:
1 bonus action
Range:
30 feet
Components:
V
Duration:
Instantaneous

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:

  • 50 hit points or fewer: deafened for 1 minute

  • 40 hit points or fewer: deafened and blinded for 10 minutes

  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour

  • 20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.

Draconic Transformation

7th-level Transmutation

Casting Time:
1 Bonus Action
Range:
Self
Components:
V, S, M (a statuette of a dragon, worth at least 500 gp)
Duration:
Concentration, up to 1 minute

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:

Blindsight. You have blindsight with a range of 30 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, unless the creature successfully hides from you.

Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.

Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Dream of the Blue Veil

7th-level conjuration

Casting Time:
10 minutes
Range:
20 feet
Components:
V, S, M (a magic item or a willing creature from the destination world)
Duration:
6 hours

You and up to eight willing creatures within range fall unconscious for the spells’ duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.

To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.

The spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.

 

 

290

Chapter 11 | 7th Level Spells

Etherealness

7th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Up to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Finger of Death

7th-level necromancy

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 Constitution saving throw. It takes 7d8 + 30 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.

Fire Storm

7th-level evocation

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

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 Dexterity saving throw. It takes 7d10 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.

Forcecage

7th-level evocation

Casting Time:
1 action
Range:
100 feet
Components:
V, S, M (ruby dust worth 1,500 gp)
Duration:
1 hour

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can’t be dispelled by dispel magic.

 

 

291

Chapter 11 | 7th Level Spells

Mirage Arcane

7th-level illusion

Casting Time:
10 minutes
Range:
Sight
Components:
V, S
Duration:
10 days

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.

Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.

Mordenkainen’s Magnificent Mansion

7th-level conjuration

Casting Time:
1 minute
Range:
300 feet
Components:
V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
Duration:
24 hours

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Mordenkainen’s Sword

7th-level evocation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
Duration:
Concentration, up to 1 minute

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 3d10 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.

 

 

292

Chapter 11 | 7th Level Spells

Plane Shift

7th-level conjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
Duration:
Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Power Word: Pain

7th-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V
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 attack rolls, ability checks, and saving throws, other than Constitution saving throws. 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 this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Prismatic Spray

7th-level evocation

Casting Time:
1 action
Range:
Self (60-foot cone)
Components:
V, S
Duration:
Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

d8 Color Ray Effect
1 Red The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2 Orange The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3 Yellow The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4 Green The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5 Blue The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6 Indigo On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
7 Violet On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8 Special The target is struck by two rays. Roll twice more, rerolling any 8.

 

 

293

Chapter 11 | 7th Level Spells

Project Image

7th-level illusion

Casting Time:
1 action
Range:
500 miles
Components:
V, S, M (a small replica of you made from materials worth at least 5 gp)
Duration:
Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

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 Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Regenerate

7th-level transmutation

Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (a prayer wheel and holy water)
Duration:
1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Resurrection

7th-level necromancy

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
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.

Reverse Gravity

7th-level transmutation

Casting Time:
1 action
Range:
100 feet
Components:
V, S, M (a lodestone and iron filings)
Duration:
Concentration, up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

 

 

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Chapter 11 | 7th Level Spells

Sequester

7th-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
Duration:
Until dispelled

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by the divination of spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakes.” This spells also ends if the target takes any damage.

Simulacrum

7th-level illusion

Casting Time:
12 hours
Range:
Touch
Components:
V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
Duration:
Until dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

 

 

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Chapter 11 | 7th Level Spells

Symbol

7th-level abjuration

Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
Duration:
Until dispelled or triggered

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

  • Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.

  • Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.

  • Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 20 feet away from the glyph on each of its turns, if able.

  • Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.

  • Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic.

  • Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.

  • Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.

  • Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

 

 

296

Chapter 11 | 7th Level Spells

Teleport

7th-level conjuration

Casting Time:
1 action
Range:
10 feet
Components:
V
Duration:
Instantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Familiarity Mishap Similar Area Off Target On Target
Permanent circle 01-100
Associated object 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100

“Permanent circle” means a permanent Teleportation Circle whose sigil sequence you know.

“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.

“Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.

“Seen casually” is someplace you have seen more than once but with which you aren’t very familiar.

“Viewed once” is a place you have seen once, possibly using magic.

“Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.

“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

  • On Target. You and your group (or the target object) appear where you want to.

  • Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

  • Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

  • Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

 

 

297

Chapter 11 | 7th Level Spells

Temple of the Gods

7th-level conjuration

Casting Time:
1 hour
Range:
120 feet
Components:
V, S, M (a holy symbol worth at least 5 gp)
Duration:
24 hours

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.

Tether Essence

7th-level necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
Duration:
Concentration, up to 1 hour

Two creatures you can see within range must make a Constitution 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.

Whirlwind

7th-level evocation

Casting Time:
1 action
Range:
300 feet
Components:
V, M (a piece of straw)
Duration:
Concentration, up to 1 minute

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.

 

 

298

Chapter 11 | 8th Level Spells

8th Level Spells

Abi-Dalzim’s Horrid Wilting

8th-level necromancy

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 Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.v

Animal Shapes

8th-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit point it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconcious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

Stain

 

 

299

Chapter 11 | 8th Level Spells

Antimagic Field

8th-level abjuration

Casting Time:
1 action
Range:
Self (10-foot-radius sphere)
Components:
V, S, M (a pinch of powdered iron or iron filings)
Duration:
Concentration, up to 1 hour

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.

  • Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

  • Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

  • Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

  • Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere) the magic of the item ceases to be suppressed as soon as it exits.

  • Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere.

  • Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

  • Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.

 

 

300

Chapter 11 | 8th Level Spells

Antipathy/Sympathy

8th-level enchantment

Casting Time:
1 hour
Range:
60 feet
Components:
V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
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 Wisdom 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 Wisdom 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 Wisdom 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 Wisdom 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 Wisdom 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.

Clone

8th-level necromancy

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (a diamond worth at least 1000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes. A vessel worth at least 2000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
Duration:
Instantaneous

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell’s casting 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.

 

 

301

Chapter 11 | 8th Level Spells

Control Weather

8th-level transmutation

Casting Time:
10 minutes
Range:
Self (5-mile radius)
Components:
V, S, M (burning incense and bits of earth and wood mixed in water)
Duration:
Concentration, Up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
Stage 1 Clear
Stage 2 Light clouds
Stage 3 Overcast or ground fog
Stage 4 Drizzle
Temperature
Stage 1 Unbearable heat
Stage 2 Hot
Stage 3 Warm
Stage 4 Cool
Wind
Stage 1 Calm
Stage 2 Moderate wind
Stage 3 Strong wind
Stage 4 Gale
Stage 5 Storm

Dark Star

8th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a shard of onyx and a drop of the caster’s blood, both of which the spell consumes)
Duration:
Concentration, up to 1 minute

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell’s area is difficult terrain. A creature with darkvision can’t see through the magical darkness, and nonmagical light can’t illuminate it. No sound can be created within or pass through the area. 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.

Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Demiplane

8th-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
S
Duration:
1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

 

 

302

Chapter 11 | 8th Level Spells

Dominate Monster

8th-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom 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 creature 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 Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

Earthquake

8th-level evocation

Casting Time:
1 action
Range:
500 feet
Components:
V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
Duration:
Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution 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 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (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.

Feeblemind

8th-level enchantment

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (a handful of clay, crystal, glass, or mineral spheres)
Duration:
Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, 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.

 

 

303

Chapter 11 | 8th Level Spells

Glibness

8th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V
Duration:
1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Holy Aura

8th-level abjuration

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text)
Duration:
Concentration, up to 1 minute

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Illusory Dragon

8th-level illusion

Casting Time:
1 action
Range:
120 feet
Components:
S
Duration:
Concentration, up to 1 minute

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space.

When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

Incendiary Cloud

8th-level conjuration

Casting Time:
1 action
Range:
150 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Maddening Darkness

8th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, M (a drop of pitch mixed with a drop of mercury)
Duration:
Concentration, 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 8th level 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 Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

 

 

304

Chapter 11 | 8th Level Spells

Maze

8th-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 10 minutes

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Mighty Fortress

8th-level conjuration

Casting Time:
1 minute
Range:
1 mile
Components:
V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Duration:
Instantaneous

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

 

 

305

Chapter 11 | 8th Level Spells

Mind Blank

8th-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
24 hours

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

Power Word: Stun

8th-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, S
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 Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

Reality Break

8th-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a crystal prism)
Duration:
Concentration, up to 1 minute

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can’t take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success

Reality Break Effects
d10 Effect
1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful save.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Sunburst

8th-level evocation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (fire and a piece of sunstone)
Duration:
Instantaneous

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 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 Constitution 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.

Telepathy

8th-level evocation

Casting Time:
1 action
Range:
Unlimited
Components:
V, S, M (a pair of linked silver rings)
Duration:
24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

 

 

306

Chapter 11 | 8th Level Spells

Tsunami

8th-level conjuration

Casting Time:
1 minute
Range:
Sight
Components:
V, S
Duration:
Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

Stain

 

 

307

Chapter 11 | 9th Level Spells

9th Level Spells

Astral Projection

9th-level necromancy

Casting Time:
1 hour
Range:
10 feet
Components:
V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
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.

Blade of Disaster

9th-level conjuration

Casting Time:
1 bonus action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

The blade can harmlessly pass through any barrier, including a Wall of Force.

Foresight

9th-level divination

Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (a hummingbird feather)
Duration:
8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.

 

 

308

Chapter 11 | 9th Level Spells

Gate

9th-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a diamond worth at least 5,000 gp)
Duration:
Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Imprisonment

9th-level abjuration

Casting Time:
1 minute
Range:
30 feet
Components:
V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
Duration:
Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.

During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.

You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

When you cast the spell, you choose one of the following forms of imprisonment.

  • Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.

  • Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.

  • Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.

  • Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.

  • Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.

Invulnerability

9th-level abjuration

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
Duration:
Concentration, up to 10 minutes

You are immune to all damage until the spell ends.

 

 

309

Chapter 11 | 9th Level Spells

Mass Heal

9th-level evocation

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

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Mass Polymorph

9th-level transmutation

Casting Time:
1 Action
Range:
120 feet
Components:
V, S, M (a caterpillar cocoon)
Duration:
Concentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form.

The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

Meteor Swarm

9th-level evocation

Casting Time:
1 action
Range:
1 mile
Components:
V, S
Duration:
Instantaneous

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 20d6 fire damage and 20d6 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.

Power Word: Heal

9th-level evocation

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous

A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Power Word: Kill

9th-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V
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.

 

 

310

Chapter 11 | 9th Level Spells

Prismatic Wall

9th-level abjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall – up to 90 feet long, 30 feet high, and 1 inch thick – centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An Antimagic Field has no effect on it.

Color Effect
Red The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.
Yellow The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
Blue The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
Indigo On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a Daylight spell or a similar spell of equal or higher level.
Violet On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or similar spell of equal or higher level that can end spells and magical effects.

 

 

311

Chapter 11 | 9th Level Spells

Psychic Scream

9th-level enchantment

Casting Time:
1 action
Range:
90 feet
Components:
S
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 an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence 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 an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Ravenous Void

9th-level evocation

Casting Time:
1 action
Range:
1,000 feet
Components:
V, S, M (a small, nine-pointed star made of iron)
Duration:
Concentration, up to 1 minute

You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range. For the spell’s duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren’t being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere’s center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere’s center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

Shapechange

9th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
Duration:
Concentration, up to 1 hour

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

 

 

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Storm of Vengeance

9th-level conjuration

Casting Time:
1 action
Range:
Sight
Components:
V, S
Duration:
Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Storm of Vengeance After Round 1
Round Effect
2 Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
3 You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4 Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
5-10 Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

Time Ravage

9th-level necromancy

Casting Time:
1 action
Range:
90 feet
Components:
V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
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 Constitution saving throw, taking 10d12 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 cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Time Stop

9th-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V
Duration:
Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

 

 

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True Polymorph

9th-level transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
Duration:
Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.

Shapechangers aren’t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.

This spell can’t affect a target that has 0 hit points.

  • Creature into Creature. - If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. - The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. - The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. - The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

  • Object into Creature. - You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement. - If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

  • Creature into Object. - If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

True Resurrection

9th-level necromancy

Casting Time:
1 hour
Range:
Touch
Components:
V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
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. If the creature was undead, it is restored to its non-undead form.

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.

Weird

9th-level illusion

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.

Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

 

 

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Wish

9th-level conjuration

Casting Time:
1 action
Range:
Self
Components:
V
Duration:
Instantaneous

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

  • You grant up to ten creatures that you can see resistance to a damage type you choose.

  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.

  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

 

 

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Appendix A Conditions

Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other Effect. Most Conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a Duration specified by the Effect that imposed the condition.

If multiple Effects impose the same condition on a creature, each instance of the condition has its own Duration, but the condition’s Effects don’t get worse. A creature either has a condition or doesn’t.

The following definitions specify what happens to a creature while it is subjected to a condition.

Blinded

While you are Blinded, you experience the following effects:

Blind. You can’t see and automatically fail any ability check that requires sight.

Attacks Affected. Attack rolls against you have advantage, and your Attack rolls have disadvantage.

Charmed

While you are Charmed, you experience the following effects:

Enthralled. You can’t attack the charmer or target the charmer with harmful Abilities or Magical Effects.

Impressionable. The charmer has advantage on any ability check to interact socially with the creature.

Dazed

While Dazed, you experience the following effect:

Limited Activity. You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.

Deafened

While you are Deafened, you experience the following effect:

Deaf. You can’t hear and automatically fails any ability check that requires hearing.

Exhaustion

While you are subjected to the Exhaustion Condition, you experience the following effects:

Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.

d20 Rolls Affected. When you make any Ability Checks, Attack Rolls, and Saving Throws, you subtract your exhaustion level from the d20 roll.

Spell Save DCs Affected. Subtract your exhaustion level from the Spell save DC of any Spell you cast.

Ending the Condition. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.

Frightened

While you are Frightened, you experience the following effects:

Fear. You have disadvantage on ability checks and attack rolls while the source of your fear is within Line of Sight.

Reluctance. You can’t willingly move closer to the source of your fear.

Grappled

While you are Grappled, you experience the following effects:

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. You have Disadvantage on Attack Rolls against any target other than the grappler.

Movable. The grappler can drag or carry you, but the grappler suffers the Slowed Condition while moving, unless you are Tiny or two or more Sizes smaller than the grappler.

Escape. While Grappled, you can make a Dexterity or Strength Saving Throw against the grapple’s escape DC at the end of each of your turns, ending the Condition on yourself on a success. The Condition also ends if the grappler is Incapacitated or if something moves you outside the grapple’s range without using your Speed.

Hidden

While you are Hidden, you experience the following effects:

Concealed. You aren’t affected by any effect that requires its target to be seen

Surprise. If you are Hidden when you roll Initiative, you have Advantage on the roll.

Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage.

Ending the Condition. The Condition ends on you immediately after any of the following occurrences: you make a sound louder than a whisper, an enemy finds you, you make an Attack Roll, you cast a Spell with a verbal component, or you aren’t Heavily Obscured or behind any Cover.

 

 

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Incapacitated

While you are Incapacitated, you experience the following effects:

Inactive. You can’t take Actions or Reactions.

No Concentration. Your Concentration is broken.

Speechless. You can’t speak.

Surprised. If you are Incapacitated when you roll Initiative, you have Disadvantage on the roll.

Invisible

While you are Invisible, you experience the following effects:

Unseeable. You can’t be seen, so you aren’t affected by any effect that requires its target to be seen. Any equipment you are wearing or carrying also can’t be seen.

Surprise. If you are Invisible when you roll initiative, you have Advantage on the roll.

Attacks Affected. Attack Rolls against you have Disadvantage, and your Attack Rolls have Advantage.

Paralyzed

While you are Paralyzed, you experience the following effects:

Incapacitated. You are incapacitated (see the Incapacitated condition).

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Attacks Affected. Attack rolls against you have advantage. Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

Petrified

While you are Petrified, you experience the following effects:

Transformed. You are Transformed, along with any nonmagical object you are wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.

Incapacitated. You are incapacitated (see the Incapacitated condition) and are unaware of your surroundings.

Attacks Affected. Attack rolls against you have advantage.

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Immune. You have resistance to all damage and are immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned

While you are Poisoned, you experience the following effect:

d20 Rolls Affected. You have disadvantage on attack rolls and ability checks.

Prone

While you are Prone, you experience the following effects:

Crawl. Your only movement option is to crawl, unless you stands up and thereby end the condition.

Attacks Affected. You have disadvantage on attack rolls. An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the Attack roll has disadvantage.

Restrained

While you are Restrained, you experience the following effect:

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. Attack rolls against you have advantage, and your Attack rolls have disadvantage.

Disadvantage on Dex. You have disadvantage on Dexterity saving throws.

Slowed

While you are Slowed, you experience the following effects:

Limited Movement. You must spend 1 extra foot of movement for every foot you move using your Speed.

Attacks Affected. Attack Rolls against you have Advantage.

Dexterity Saves Affected. You have Disadvantage on Dexterity Saving Throws

Stunned

While you are Stunned, you experience the following effect:

Incapacitated. You are incapacitated (see the Incapacitated condition)

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Attacks Affected. Attack rolls against you have advantage.

Unconscious

While Unconscious, you experience the following effects:

Inert. You have the Incapacitated and Prone conditions, and you drop whatever you are holding. When this condition ends, you remain Prone.

Speed 0. Your Speed is 0 and can’t change.

Attacks Affected. Attack rolls against you have Advantage.

Fail Str. and Dex. Saves. You automatically fail Strength and Dexterity saving throws.

Critical Hits. Any attack roll that hits you is a critical hit if the attacker is within 5 feet of you.

Unaware. You are unaware of your surroundings.

 

 

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Appendix B Vehicles of Athas

Travelling across the world of Athas is a very dangerous journey; Often impossible by simply travelling on foot. Becasue of this Athas is filled with a vast array of vehicles, from the mundane howdah mounted on the backs on Inixs to the massive land ships called Argosys.

This appendix includes stat blocks for these vehicles, and rules for running and maintaining these vehicles.

Stat Blocks

A vehicle’s stat block gives game details for use when a vehicle is involved in combat or other situations where its defensive and offensive capabilities are relevant. The stat block has three main parts: basic statistics, action options, and the vehicles’s components.

Vehicles can’t take any actions on their own. Without any effort from its crew, a ship might drift, come to a stop, or careen out of control.

Basic Statistics

Size

Most vehicles are Large, Huge, or Gargantuan. A vehicle’s size category is determined by its length or width, whichever is longer. For instance, a vehicle that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the vehicle is Gargantuan.

Space

A vehicle doesn’t have a square space unless its stat block specifies otherwise. For example, a vehicle that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space.

A vehicle can’t move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described later in the “Crashing” section.

Capacity

A vehicle’s stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew required to operate the vessel and any passengers who might ride along.

Travel Pace

A vehicle’s travel pace determines how far the vessel can move per hour and per day.

A vehicle’s movement-related components (described later in the stat block) determine how far the vessel can move each round.

Ability Scores

A vehicle has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers.

A vehicle’s Strength represents its size and weight. Dexterity represents a vehicle’s ease of handling. A vehicle’s Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.

If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Vulnerabilities, Resistances, and Immunities

A vehicle’s vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.

Components

A ship is composed of different components:

Hull. A vehicle’s hull is its basic frame, on which the other components are mounted.

Helm. A helm component is used by a driver to control a vehicle.

Movement. A movement component is the element of the vehicle that enables it to move, such as a Mekiliot, or an Inix.

Weapon. A vehicle capable of being used in combat has one or more weapon components, each of which is operated separately.

A vehicle’s component might have special rules, as described in the stat block.

Armor Class

A component has an Armor Class. Its AC is meant to reflect its size, the materials used to construct it, and any defensive plating or armor used to augment its toughness.

Hit Points

A vehicle component is destroyed and becomes unusable when it drops to 0 hit points. A vehicle is wrecked if its hull is destroyed.

Damage Threshold

If a vehicle component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the component’s hit points.

 

 

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Action Stations

A vehicle doesn’t have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various functions. Any option that appears in the Action Stations section of a vehicles’s stat block requires an action to perform.

A creature can use an action of an adequately crewed station it’s occupying. If a station lacks the required crew to man it or the action station is destroyed it’s action may not be taken. Once a creature uses a station’s action, that action can’t be used again until the start of the next turn.

A creature not occupying an action station is either riding as a passanger or clinging to the outside of the vehicle. Anyone riding on a vehicle either as a passanger or in an action station can take actions as normal.

Helm

The helm of a vehicle is the spot from which the vehicle is controlled, this may be a seat where the rider holds some reins or it may be a wheel that they turn the steer. A vehicle with no driver at the helm automatically fails Dexterity saving throws.

A driver proficient with land vehicles can add its proficiency bonus to ability checks and saving throws made using the vehicle’s ability scores.

Drive. While at the helm, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can also steer it along any course.

If the driver is incapacitated, leaves the helm, or does nothing to alter the vehicle’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it.

Bonus Actions As a bonus action the driver can do one of the following:

  • Cause the vehicle to take the dash or disengage action
  • Bring the vehicle to dead stop by having the vehicle succeed on a dexterity saving throw DC 10
  • Allow the vehecle to turn an extra 90-degrees this turn by having the vehicle succeed on a dexterity saving throw DC 10

Chariot

Large Vehicle


Creature Capacity
2 Medium Creatures or 1 Large Creature
Cargo Capacity
50 Lb.
Travel Pace
7 Miles per Hour (54 miles per day)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 12 (+1) 0 0 0

Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Dazed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Trample The Chariot can move through the space of any medium or smaller creature. When it does the creature must succeed on a DC 10 Saving throw or take 2d4 bludgeoning damage and be knocked prone. This trait can’t be used against a particular creature more than once per turn.

Action Stations

Helm (Requires 1 Crew and provides half cover) Drive and steer the Chariot.

Mounted Crossbow (Requires 1 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 100/400 ft. One Target. Hit: 1d12 piercing,

Hull

Armor Class 11
Hitpoints 50

Helm: Reins

Armor Class 12
Hitpoints 25
Move up to the speed of the vehicle’s movement component with one 90-degree turn. If the reins are destroyed the chariot cannot turn and the current speed cannot be changed without having the vehicle succeed on a Dexterity Saving throw DC 20.

Movement: Crodlus (2)

Armor Class 13
Hitpoints 37 each
Speed 50 ft. (25ft with one crodlu)

Does not have Condition or Damage Immunites

Weapon: Mounted Crossbow

Armor Class 11
Hitpoints 25

 

 

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Howdah (inix)

Huge Vehicle


Creature Capacity
2 Medium Creatures or 1 Large Creature
Cargo Capacity
800 Lb.
Travel Pace
5 Miles per Hour (40 miles per day)

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 0 0 0

Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Dazed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Trample The Howdah can move through the space of any small or smaller creature. When it does the creature must succeed on a DC 13 Saving throw or take 2d4 bludgeoning damage and be knocked prone. This trait can’t be used against a particular creature more than once per turn.

Action Stations

Helm (Requires 1 Crew and provides half cover) Drive and steer the Howdah.

Hull

Armor Class 10
Hitpoints 50

Helm: Reins

Armor Class 12
Hitpoints 25
Move up to the speed of the vehicle’s movement. If the reins are destroyed the Howdah cannot turn and the current speed cannot be changed without having the vehicle succeed on a Dexterity Saving throw DC 20.

Movement: Inix

Armor Class 14
Hitpoints 47
Speed 40 ft.
Does not have Condition or Damage Immunites

Howdah (Mekilliot)

Gargantuan Vehicle


Creature Capacity
6 Medium Creatures or 3 Large Creature
Cargo Capacity
3000 Lb.
Travel Pace
3 Miles per Hour (24 miles per day)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 0 0 0

Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Dazed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Trample The Howdah can move through the space of any large or smaller creature. When it does the creature must succeed on a DC 10 Saving throw or take 2d10 bludgeoning damage and be knocked prone. This trait can’t be used against a particular creature more than once per turn.

Action Stations

Helm (Requires 1 Crew and provides half cover) Drive and steer the Howdah.

2 Mounted Crossbows (Each Requires 1 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 100/400 ft. One Target. Hit: 1d12 piercing,

Hull

Armor Class 10
Hitpoints 100

Helm: Reins

Armor Class 12
Hitpoints 50
Move up to the speed of the vehicle’s movement. If the reins are destroyed the Howdah cannot turn and the current speed cannot be changed without having the vehicle succeed on a Dexterity Saving throw DC 20.

Movement: Mekilliot

Armor Class 13
Hitpoints 124
Speed 20 ft.
Does not have Condition or Damage Immunites

Weapon: Mounted Crossbow (2)

Armor Class 11
Hitpoints 25 Each

 

 

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Wagon (Cargo)

Huge Vehicle (15ft x 10ft)


Creature Capacity
4 Medium Creatures or 2 Large Creature
Cargo Capacity
1000 Lb.
Travel Pace
4 Miles per Hour (32 miles per day)

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 14 (+2) 0 0 0

Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Dazed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Trample The Wagon can move through the space of any large or smaller creature. When it does the creature must succeed on a DC 10 Saving throw or take 2d10 bludgeoning damage and be knocked prone. This trait can’t be used against a particular creature more than once per turn.

Action Stations

Helm (Requires 1 Crew) Drive and steer the Wagon.

2 Mounted Crossbows (Each Requires 1 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 100/400 ft. One Target. Hit: 1d12 piercing,

Hull

Armor Class 15
Hitpoints 50
Damage Threshold 5

Helm: Reins

Armor Class 12
Hitpoints 25
Move up to the speed of the vehicle’s movement. If the reins are destroyed the Wagon cannot turn and the current speed cannot be changed without having the vehicle succeed on a Dexterity Saving throw DC 20.

Movement: Inixs (2)

Armor Class 14
Hitpoints 47
Speed 40 ft. (20 ft with 1 Inix) Does not have Condition or Damage Immunites

Weapon: Mounted Crossbow (2)

Armor Class 11
Hitpoints 25 Each

Wagon (War)

Huge Vehicle (15ft x 10ft)


Creature Capacity
3 Medium Creatures or 2 Large Creature
Cargo Capacity
500 Lb.
Travel Pace
3 Miles per Hour (24 miles per day)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 0 0 0

Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Dazed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Trample The Wagon can move through the space of any large or smaller creature. When it does the creature must succeed on a DC 10 Saving throw or take 2d10 bludgeoning damage and be knocked prone. This trait can’t be used against a particular creature more than once per turn.

Action Stations

Helm (Requires 1 Crew and provides half cover) Drive and steer the Wagon.

Ballista (Requires 2 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 120/480 ft. One Target. Hit: 3d12 piercing,

Hull

Armor Class 16
Hitpoints 75
Damage Threshold 5

Helm: Reins

Armor Class 13
Hitpoints 35
Move up to the speed of the vehicle’s movement. If the reins are destroyed the Wagon cannot turn and the current speed cannot be changed without having the vehicle succeed on a Dexterity Saving throw DC 20.

Movement: Inixs (2)

Armor Class 14
Hitpoints 47
Speed 40 ft. (20 ft with 1 Inix) Does not have Condition or Damage Immunites

Weapon: Ballista

Armor Class 15
Hitpoints 50

 

 

322

Chapter 12 | Appendices

Argosy

Gargantuan Vehicle (60ft x 20ft)


Creature Capacity
20 Passangers
Cargo Capacity
15,000 Lb.
Travel Pace
3 Miles per Hour (24 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 0 0 0

Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Dazed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Trample The Argosy can move through the space of any huge or smaller creature. When it does the creature must succeed on a DC 10 Saving throw or take 4d10 bludgeoning damage and be knocked prone. This trait can’t be used against a particular creature more than once per turn.

Action Stations

Helm (Requires 1 Crew and provides three quarters cover) Drive and steer the Howdah.

Ballista (Requires 2 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 120/480 ft. One Target. Hit: 3d12 piercing,

4 Mounted Crossbows (Each Requires 1 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 100/400 ft. One Target. Hit: 1d12 piercing,

Hull

Armor Class 18
Hitpoints 200
Damage Threshold 10

Helm: Reins

Armor Class 16
Hitpoints 75
Damage Threshold 5
Move up to the speed of the vehicle’s movement. If the reins are destroyed the Argosy cannot turn and the current speed cannot be changed without having the vehicle succeed on a Dexterity Saving throw DC 20.

Movement: Mekilliot (2)

Armor Class 13
Hitpoints 124
Speed 20 ft. (5 ft. with 1 mekilliot) Does not have Condition or Damage Immunites

Weapon: Ballista (1)

Armor Class 15
Hitpoints 50

Weapon: Mounted Crossbow (4)

Armor Class 11
Hitpoints 25 Each

Colossal Argosy

Gargantuan Vehicle (120ft x 60ft)


Creature Capacity
40 passengers
Cargo Capacity
40,000 Lb.
Travel Pace
3 Miles per Hour (24 miles per day)

STR DEX CON INT WIS CHA
24 (+7) 6 (-2) 20 (+5) 0 0 0

Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Dazed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Trample The Colossal Argosy can move through the space of any Huge or smaller creature. When it does the creature must succeed on a DC 10 Saving throw or take 10d10 bludgeoning damage and be knocked prone. This trait can’t be used against a particular creature more than once per turn.

Action Stations

Helm (Requires 1 Crew and provides full cover) Drive and steer the Howdah.

2 Ballista (Requires 2 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 120/480 ft. One Target. Hit: 3d12 piercing,

8 Mounted Crossbows (Each Requires 1 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 100/400 ft. One Target. Hit: 1d12 piercing

Hull

Armor Class 20
Hitpoints 400
Damage Threshold 15

Helm: Reins

Armor Class 18
Hitpoints 100
Damage Threshold8

Move up to the speed of the vehicle’s movement. If the reins are destroyed the Argosy cannot turn and the current speed cannot be changed without having the vehicle succeed on a Dexterity Saving throw DC 20.

Movement: Mekilliot (6)

Armor Class 13
Hitpoints 124
Speed 20 ft. (5 ft. slower for each mekilliot lost) Does not have Condition or Damage Immunites

Weapon: Ballista (2)

Armor Class 15
Hitpoints 50

Weapon: Mounted Crossbow (8)

Armor Class 11
Hitpoints 25 Each

 

 

323

Chapter 12 | Appendices

Silt Schooner

Gargantuan Vehicle (70ft x 20ft)


Creature Capacity
15 Passangers
Cargo Capacity
10,000 Lb.
Travel Pace
4 Miles per Hour (24 miles per day)

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 0 0 0

Damage Immunities
Poison, Psychic
Condition Immunities
Blinded, Charmed, Dazed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Silt Adaptation. The silt schooner is specially designed to traverse silt surfaces without sinking. It can move at its full speed over silt

Trample The Silt Schooner can move through the space of any huge or smaller creature. When it does the creature must succeed on a DC 10 Saving throw or take 2d10 bludgeoning damage and be knocked prone. This trait can’t be used against a particular creature more than once per turn.

Action Stations

Helm (Requires 1 Crew and provides half cover) Drive and steer the schooner.

Ballista (Requires 2 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 120/480 ft. One Target. Hit: 3d12 piercing,

4 Mounted Crossbows (Each Requires 1 Crew and provides half cover) Ammunition: 20 Bolts Ranged Weapon Attack +8 to hit, range 100/400 ft. One Target. Hit: 1d12 piercing,

Hull

Armor Class 17
Hitpoints 150
Damage Threshold 10

Helm: rudder

Armor Class 15
Hitpoints 60
Damage Threshold 10
Move up to the speed of the vehicle’s movement. If the rudder is destroyed the schooner cannot turn.

Movement: Wheels

Armor Class 12
Hitpoints 75
Damage Threshold 3
Speed Ships speed becomes 0 if destroyed

Movement: sail

Armor Class 12
Hitpoints 50
Speed 10ft. while sailing into the wind, 40ft. while sailing with the wind.

Weapon: Ballista

Armor Class 15
Hitpoints 50

Weapon: Mounted Crossbow (4)

Armor Class 11
Hitpoints 25 Each

 

 

324

Chapter 12 | Appendices

Vehicle Upgrades

Some vehecles possess extraordinary abilities, whether due to magic or superior artisanship. The upgrades below can replace a vehicle’s existing components or provide a new element to augment a vehicle’s abilities.

Adding an upgrade costs varies and requires 1d4 weeks of work. During that time, the vehicle must remain stationary. If the ship leaves, the work must start over, but you don’t need to pay the gold piece cost a second time.

Hull Upgrades

Any vehicle with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the vehicles’s other components.

Death Vessel

This upgrade grants a vehicle an aura of dread. As an action, the vehicle can create a pulse of horrific energy. Every creature that is an enemy of the vehicle who is on board or within 210 feet of it must make DC 14 Wisdom saving throw. On a failed save, a creature is frightened of the vehicle for 1 minute. On a successful save, the creature is immune to this ability for 24 hours. Once this ability is used, it can’t be used again until 1d4 hours have passed.

Reinforced Hull

A master craftsman can use superior materials and clever design to make a vehicle’s hull more resilient. Such reinforcement doubles the hull’s hit point maximum.

Vigilant Watch

A row of crystal orbs, are mounted along this vehicles’s hull. Invisible creatures are visible while on board or within 120 feet of it.

Movement Upgrades

Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade.

Armored Beast

This upgrade puts armor on the creature that moves your vehicle. The creature’s AC is increased by 4.

Screaming Sails

Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when they catch the wind. As an action, while within 5 feet of the sails, the ship’s captain can cause the sails to unleash a howl. Every creature hostile to the ship who is on board or within 300 feet of it must succeed on a DC 14 Wisdom saving throw, or the creature takes 4d6 psychic damage and is then frightened for 1 minute. Once this ability has been used, it can’t be used again until 2d6 hours have passed.

Large Weapon Upgrades

The following upgrades can apply to any weapon mounted aboard a vehicle that requires more than one crew.

Mangonel

The large weapon is replaced with a Mangonel. Ammunition: 5

Mangonel


Armor Class
15
Hit Points
100

Action station

Mangonel (Requires 2 Crew and provides half cover) Ammunition: 5 Boulder, Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), one target. Hit: 27 (5d12) bludgeoning damage.

Ammunition: 10 stone piles, Ranged Weapon Attack: +8 to hit, range 200/800 ft. (can’t hit targets within 60 feet of it), 10 Ft radius of target. Hit: 27 (5d12) bludgeoning damage.

Weapon Upgrades

The following upgrades can apply to any weapon mounted aboard a vehicle

Flaming Bolts

The bolts fired by this weapon have flaming tips causing an extra 1d8 fire damage and igniting flamable materials on hit.

Poisoned Bolts

The tips of the weapon’s bolts are laced with poison causing those hit by them to make a Con Save DC15 or take an extra 1d4 damage and become poisoned.