The Pikora, playable race

Pikora are a group of several ovine creatures living in tribes who evolved from Caprinae into intelligent humanoid sheepfolk.

Each tribe has their own physical traits and culture. But all of them share similiarities: Wool instead of hair, caprine horns like rams and a tail.

charateristics

Age: Pikoras tend to reach maturity at around 10 years and age slowly living up to 250 years old.

Alignment: Pikora can be any alignement but tend towards Good and Neutral ones.

Size: Pikora are usually between 3 to 5 feet tall. Your size is small.

Speed: Your speed is 25 feet.

Ability Score Decrease: You lose 1 point in either Strenght or Consistution

Languages: You can read, speak and write in Common and Sylvan.

Trained Shepard: You have proficiency in Martial Weapons regardless of your class.

Forest Knowledge: You gain access to every druid spell regardless of your class. If you have the spellcasting ability you can prepare or learn an additional number of spells per level.

Subraces

Lilipum

The Pikoras in the Lilipum tribe tend to be overly friendly and love civilization. Most of them tend to travel a lot from their home to see the world and make perfect adventures. Their population is 70% female. They tend to have

Ability Score Increase: You gain 2 points in intelligence up to a maximum of 20.

Forest tricks: "Requires Spellcasting" You have one additional level 1 spell slot. At level 5 you gain one additional level 2 spell slot. At level 10 one level 3 spell slot and a level 15 one level 4 spell slot.

Lively: You only need 4 hours of sleep during a long rest.

Floram

The floram tend to be feral and are unlikely to trust strangers. They are very protective of their villages and family.

Their horn are big and their fur is sometimes black or brown. Their wool is often white.

Ability Score Increase: You gain 3 points in dexterity up to a maximum of 20.

Rash: You have disadvantage on any charisma checks.

Fast: Your base speed is increased to 30 feet.

Raliqi

The raliqi are a very intelligent tribe of merchants who dwelwe in human society. they have no horns, no fur.

Ability Score Increase: You gain 2 points in Charisma up to a maximum of 20 and you lose 1 point in Dexterity.

Negotiator: You have advantage on any check related to handling prices or trading goods or coin, even in cases like avoiding a toll, taxation or fees.

Dancers' College

(Bard Subclass)

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Dancers use their body language and elegant movement as source of inspiration and artistic expression.
Charismatic, fit and agile individuals, in combat Dancers are able to turn the mood and morale of their allies to the better thanks to their words, music and movement.
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Some dancers are street artists or circus members, rather than college attendes, but all of them share something in common, a general knowledge of weapons, combat and magic.

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Trained Artiste

When you join the College of Lore at 3rd level, you gain proficiency in the Performance skill if you don't have it already.

You gain profienciency in a gaming set of your choosing.

You can cast spells or Inspire others through dancing instead of using music, words or an arcane focus.

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Encore!

Also at 3rd level whenever you give Bardic Inspiration to someone that ally target gets an extra turn right after yours.

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Agile Corpet

Also at 3rd level when wearing light armor or no armor you can spend 20 feet of movement to take the Dodge action as a bonus action.

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Self-Approval

At 6th level every time give Bardic Inspiration to a creature you also immediatly gain a Bardic Ispiration die.

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Dance All Night

At 14th level, you can spend any spell slot to use your Bardic Inspiration.

Knightbound

(Wizard Subclass)

Some wizards found themselves fond of the martial art, student of both the blade and of magic.
Wizards who use magic to augment their combat prowlness are called Knightbounds, not to be confused with Eldritch knight, compared to which, they focus on magic and spellcasting rather than weapon based combat.

Thei difference themselves from other wizards by wearing armor and being much more atletic.

Sword and Magic

At 2nd level, you gain proficiency in all martial weapons and light armor.

Additionally, at 2nd level, you may bound your soul to a weapon by attuning them to you. When you do so:

  • You can sum your Intelligence modifier instead of Strenght or Dexterity to any attack or damage rolls when using a bound weapon.
  • You can magically sheathe and store the weapon into an extradimensional space and make it magically appear in your hand from said space or unsheathe it from anywhere. The weapons carried in the extradimensional space weight nothing.
  • You can make the bound weapon float as long as it's not more than 5 feet away from you and order it to follow you by using telepathy, keeping itself at a set distance from you
  • Echo Blade: You can spend a level 1 spell slot to extend the range of your weapon attack by 5 feet by summoning a spectral echo of your blade during the attack. When you do so the damage of your attack is also increased by 1d6. When using a spell slot higher than 1 the damage is increased by an additional d6 for each spell slot above 1.

Extra Attack

When you reach 6th level, you can attack twice, instead of once whenever you take the Attack action on your turn with a Bound Weapon. Moreover, you can cast one of your cantrips in place of one of those attacks and one dexterity or strenght ability of your choice.

Additionally, at 6th level, you may attack with your Bound Weapon without holding it in your hands but by moving it telepathically, allowing you to hold anything else.

Spectral Weapon

When reaching 10th level, you may now use any spell slots to clone your Bound Weapon into 2 spectral levitating copies (lasts for 5 minutes). While you have all blades floating around you your base AC is increased by 1. During your attack action you may attack using the spectral blades instead of your Bound Weapon without needing to hold them, when you do so roll a melee/ranged spell attack once, on hit you deal damage with both spectral weapons, when you do this the spectral weapons disappear.

## Mind of steel

At 10th level you gain a +2 bonus to Constitution saving throws you make to maintain your concentration on a spell.

Expert Mage Knight

When reaching 14th level:

  • You can attune an additional magic item or Bound Weapon
  • You double your bonus on intelligence checks you're proficient with
  • Your Spectral Weapon feature now allows you to throw and consume Spectral Weapons by rolling a ranged spell attack and dealing the same damage they would normally deal (only works for melee weapons and not bows or crossbows)
  • Your ranged Bound Weapons now can generate infinite magic ammunition when being fired.
  • You can have 2 Bound Weapons float around you at the same time

Cryomancer

(Wizard Subclass)

Status Conditions

Soaked

When a creature is drenched in water or liquids that are mostly made of water) they become Soaked.

This table shows the amount of water needed to make a creature wet based on size:

Size Needed gallons of water
Tiny 1/4 gallon
Small 1/2 gallon
Medium 1 gallon
Large 2 gallons
Huge 4 gallons
Gargantuan 8 gallons
  • When a soaked creature takes cold damage they are frozen (Same properties as being petrified)
  • When a soaked creature takes lighting damage they take double damage
  • When a soaked creature takes fire damage they are no longer wet
  • When a soaked creature is exposed to cold temperatures (0 degree celsius or below) they take 2d8 cold damage every round
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Note: 1 gallon equals to around 4 liters

Note: 0 degrees celsius is 32 in farheneit

Cantrips

Bind Chains

Evocation cantrip


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

2 creatures at a maximum of 30 feet apart that you choose must both succeed an intelligence saving throw. If either of them fails the save, bind both of them to each other by summoning an ethereal magical chain that cannot be broken through orthodox means, a creature can choose to fail the save on purpose. If they are more than 10 feet apart when the spell takes effect then they will be dragged towards each other immediately until they have 10 feet of distance between them. If one of them collides with a creature or a wall they receive 1d4 bludgeoning damage alongside the creature they collided with. Until the spell ends both targets will be unable to move more than 10 feet of distance from one another.

Spell lists: Warlock, Wizard

Gamble

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (Any coin)
  • Duration: Instantanious

A bolt is shot from the caster's finger. roll a d20, if the number is below 16 the creature you hit takes 1d10 damage, if the number is above or equal to 16 the creature's hp are restored by 1d10.

At Higher Levels. The spell’s damage and healing increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Spell lists: Artificier, Sorcerer, Warlock

Lifesteal

Enchantment cantrip


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a weapon)
  • Duration: 1 minute

The caster enchants a melee weapon, when attacking with this weapon for the next minute your will deal an extra d4 necrotic damage and heal by half of any necrotic damage dealt with that attack (minimum 1). At higher levels. This spell’s damage increases by 1d4 when you reach the 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell lists: Ranger, Warlock, Wizard

Konoe's Mercy

Evocation cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V,S,M (A diamond worth at least 25GP consumed on use)
  • Duration: Instantanious

Heal a creature of 1d12 + your spellcasting modifier but consuming the diamond in the process by doing so.

Spell lists: Cleric, Warlock, Wizard

Magic Dart of Equilibrium

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 80 feet
  • Components: V,S
  • Duration: Instantanious

A green, foul dart flies from your index. Make a ranged spell attack against a target, on hit the target takes 3d6 damage. Target will then heal every round by the same amout of the damage dealt one die every turn untill the creature has been healed from all the damage taken.

At Higher Levels. The spell’s damage and healing increases by 2d6 when you reach 5th level (5d6), 11th level (7d6), and 17th level (9d6).
Spell lists: Sorcerer, Warlock, Wizard

Miasma

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: M (at least 50 grams of bones)
  • Duration: 1 minute or until dispelled

Create a circle that radiates foul energy from its center. The circle has a 10 feet radius, it deals 1d4 necrotic damage to any creature inside of it and whoever enters it will suffer from a level 1 exhaustion until they leave, undead and constructs are immune to any effect of this spell. The damage is dealt again, to any creature still inside the radius, at the start of their turn. Miasma ends its effect and disappears when dispelled, when cast again or when the caster moves more than 50 feet away from its center.

At Higher Levels. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spell lists: Cleric, Warlock, Wizard

Cryomancer's Handbook

Cold Spikes

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S,M (a small leaf of mint)
  • Duration: Instantanious

The caster summons magical ice spikes made of sturdy ice that it's hard to melt from the ground that raise up to impale any creature who stand on a 5 feet raidius from it, they then disapear. Any creature inside the radius rolls a dexterity saving throw against the caster's spell DC and on a fail they take 1d12 cold damage and 1d12 piercing damage. Deals half damage on a succesful save.

At higher levels. When cast using a spell slot of level 2 or higher increase the damage of each type of 1d6 for each slot above 1 and its radius by 5 feet. When cast using a level 9 spell the damage also ignores any resistances.

Spell lists: Ranger, Sorcerer, Warlock, Wizard.

Ice Lance

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S,V, M (1 ounce of ice or water)
  • Duration: Instantanious

When cast the user summons and launches an icicle in a straight line at high speed. Make a ranged spell attack, on hit the icicle deals 3d8 damage and freezes any water surfaces around the impact (or liquids made mostly out of water).

At higher Levels. When cast using a spell slot of level 2 or higher you can throw an addittional Ice Lance per every slot above 1. Roll a separate ranged spell attack for each Lance. Each Lance can target a different creature.

Spell lists: Druid, Sorcerer, Warlock, Wizard.

Cold Glove

2nd-level evocation


  • Casting Time: 1 action
  • Range: touch
  • Components: S, V, M (a sapphire worth at least 10GP)
  • Duration: 30 seconds

A creature in range you touch needs to roll a dexterity saving throw against your spell DC, if it fails you freeze the creature for 30 seconds (5 turns): being frozen has the same properties as being paralyzed. Additionally the creature gains vulnerability to all physical and fire damage unless it had resistance to it.

At higher Levels. When cast using a spell slot of level 3 or higher your spell DC for this spell temporarely increases by 1 for each spell slot above 2.

Glacial Tomb

2nd-level evocation


  • Casting Time: 1 action
  • Range: 35 feet
  • Components: S, V
  • Duration: 1 minute (concentration)

The caster summons a 15 feet invisible square on the ground, it's only visible by them. At the start of his next turn (or after 6 seconds) the square activates, radiating with a blue light, becomes visible and deals 3d10 cold damage to anyone inside it. Until the spell is active anyone walking trought it has it's movement speed halved. The caster can also detonate the area as an action if it's active, causing it to create a burst of ice that deals 5d6 cold damage to anyone inside the square, ending however the spell.

At higher Levels. When cast using a spell slot of level 3 or higher the spell is visible to the caster's allies and never damages or slows them.

When cast using a spell slot of level 4 or higher additionally the spell doesn't require concentration nor verbal components.

When cast using a spell slot of level 5 or higher the spell lasts for 1 hour and it's range is increased to 70 feet.

Spell lists: Artificier, Druid, Warlock, Wizard.

Freezing Cruelty

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (a wooden branch)
  • Duration: Instantanious

Freeze the area around a place in range. When used on a creature's body they can make a constitution saving throw against the caster DC to avoid being affected by the spell. On a fail save they take 8d4 cold damage and an addiotional effect based on what part of their body is affected by it (the caster chooses where to land the spell)

  • Legs: Their movement speed goes to 0. This also works for any appendige or limb that a creatures uses to move around with.

  • Limbs or any appendiges used to attack: The creature can't attack using that limb.

  • Face or eyes: The creature can't attack using their face (like biting) or speak.

The creature will free itself by rolling again a constitution save against your DC, by being affected by the Lesser Restoration Spell, or by taking fire damage.

Spell lists: Bard, Druid, Warlock, Wizard.

Ice Block

4th-level Abjuration


  • Casting Time: 1 action
  • Range: self
  • Components: S, V, M (a sapphire worth at least 50gp)
  • Duration: Up to 20 seconds

You entomb yourself in a block of ice for up to 3 turns. The Ice Block has hp equal to 5 times your constitution and is vulnerable to fire damage. While inside the ice you mantain concentration on any other spell, are immune to any type of damage untill the ice is destroyed except Psychic damage and you heal every turn by 1d12 plus your constitution modifier.

When casted you can chose to consume the sapphire used as material component to heal by double the amount you would normally heal for.

At higher Levels. When cast using a spell slot of level 5 or higher you can use this spell on an ally you can touch.

Spell lists: Druid, Bard, Sorcerer, Warlock, Wizard.

Ice's Queen Benediction

5th-level Abjuration


  • Casting Time: 1 action
  • Range: touch
  • Components: S, V, M (1 ounce of any mountain lichen)
  • Duration: 5 minutes

Touch a creature, willing or not, they receive resistances to fire and cold damage, immunity to being frozen and gain advantage on constitution saving throws untill the spell ends.

You can cast this spell on yourself.

Spell lists: Bard, Cleric, Druid, Paladin, Warlock, Wizard.

Konoe's Frigid Armor

5th-level Abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

Give an aura to a creature you see in range. The creature is now immune to cold damage and everytime they receive cold damage from any source they heal by the same amount they would be damaged for.

You can cast this spell on yourself.

Spell lists: Bard, Cleric, Druid, Warlock, Wizard

Pain Shackles

6th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (1 drop of your blood)
  • Duration: 2 minutes

You summon chains connecting you to a target creature. All the damage you receive is also dealt to the creature as cold damage.

Spell lists: Bard, Sorcerer, Warlock, Wizard

Internal Winter Curse

6th-level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 30 seconds

A creature you can see within range is afflicted by a freezing curse puncturing them from the insides. The creature takes 4d12 cold damage. Additionally they roll a constitution saving thow against your spell DC and if they fail anytime they move they take 1d12 damage every 5 feet.

Spell lists: Druid, Warlock, Wizard

Konoe's Glacial Trap

8th-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (a sapphire worth at least 50 GP)
  • Duration: 1 minutes

Summon a light blue circle, 20 feet in diameter, resembling Konoe's Runic Emblem on a visible area in range. The area immediatly radiates magical energy that freezes anything in it's radius and creates a 100 feet tall barrier of frost around the circunference. Every creature standing in it take 5d10 damage at the start of their turn (or when entering it). When a creature tries to leave the area by moving trought the barrier they need to roll a constitution saving throw of DC 20, if they fail the creature takes 10d10 damage, loses it's turn and is pushed back inside, if they succed they only take 2d10 damage and succesfully exit the area.

At higher Levels. When cast using a spell slot of level 9th the area cannot be escaped, nor can a creature enter it.

Spell lists: Druid, Warlock, Wizard

Absolute Zero

9th-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (a sapphire worth at least 50 GP)
  • Duration: 1 minutes

Target a creature you can see in range. Their temperature lowers dramatically and they take 12d10 cold damage. Additionally they roll a constitution saving throw against your Spell DC and on a failed save their consitution and dexterity are lowered by 4 for 1 hour, this also affectes their ability checks and saving throws.

Spell lists: Sorcerer, Warlock, Wizard

Hydrosophy Pamplet

Lucky Cloud

1st-level Evocation


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

Target a creature. The creature is now followed for 1 minute by a small cloud above their head pouring water on them causing them to become soaked. You can sense the location of the cloud up to a range of 500 feet allowing you to the track it easily.

Water Gun

1st-level Evocation


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

Shot a jet of pressurized water in front of you. Roll a ranged spell attack, on hit a creature takes 3d6 piercing damage. If the spell misses you regain the spell slot used.

At Higher levels: When cast using a spell slot of level 2 or higher increase the damage by 1d6 for each slot above 1.

Spell Lists: Bard, Druid, Sorcerer, Warlock, Wizard.

Healing Spring

1st-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, V
  • Duration: Instantaneous

Water magic flows trought a creature of your choice. The creature is healed by 2d6 plus their Constitution modifier.

This spell has no effect on constructs and deals 3d6 damage on undeads instead of healing them.

At Higher levels: When cast using a spell slot of level 3 or higher increase the healing by 1d6 for each slot above 1.

Spell Lists: Bard, Cleric, Druid, Ranger, Paladin.

Overheal

2nd-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S, V
  • Duration: Instantaneous

Heal a target creature in range by 2d10 plus your spellcasting modifier. If the healing exceeds their maximum hp pool they receive temporary hitpoints equal to the number of extra hitpoints healed, however if they receive any extra hitpoints from this spell the creature is stunned untill the end of their next turn.

Spell Lists: Bard, Cleric, Druid, Ranger, Paladin.

Raging Waters

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (An ice cube)
  • Duration: Instantaneous

Shoot a straight stream of water at high velocity in front of you. The water deals 3d4 bludgeoning damage to a creature in it's way, knocks them back 10 feet. The creature additionally becomes soaked.

Spell Lists: Bard, Druid, Warlock, Wizard.

Rain

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (A liter of water)
  • Duration: Instantaneous

Cause rain to fall from the sky in a 20 feet area in range you can see. The rain causes creatures in it to become soaked and douses any fire in the area.

Spell Lists: Bard, Druid, Warlock, Wizard.

Divine Cleanse

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: Instantaneous

Target a creature and give them the following benefits.

  • Cure them of Blinding, Charmed, Deafened, Frihgtened and Poisoned and give them immunity to these conditions for 10 minutes.

  • Give them a d10 + your spell casting ability score of temporary hitpoints

Spell Lists: Bard, Cleric, Druid, Wizard

Mass Healing Spring

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V
  • Duration: Instantaneous

Water magic flows trought up to 5 creatures of your choice. The creature are healed by 3d6 plus their Constitution modifier.

This spell cannot be used on constructs and deals 2d6 radiant damage on undeads instead of healing them.

At Higher levels: When cast using a spell slot of level 3 or higher increase the healing by 1d6 for each slot above 1.

Spell Lists: Bard, Cleric, Druid, Ranger, Paladin.

Water Dreams

4th-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, V
  • Duration: Instantaneous

Summon 3 clones of yourself made out of water, their turn is right after yours. They can cast the create or destroy water cantrip. When they take damage they will overheat rapidly and explode into steam dealing 3d8 fire damage in a 10 feet area around them.

Spell Lists: Bard, Cleric, Druid, Warlock, Wizard

Evaporate and Freeze

4th-level transmuation


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

Target a creature who has water or liquids in their system, even if a small quantity, evaporate or freeze some of the liquid inside their body.

Roll a meele spell attack, on hit choose one of these 2 effects.

  • Evaporate the water in their body, deal fire damage a number of d10 equal to the creature level.

  • Freeze the water in their body, deal a quarter of the creature current hp (rounded down, minimum 1) as cold damage.

At higher Levels. When cast using the evaporating effect and a spell slot of level 5th or higher increase the damage by 1 additional d10 for each spell slot above 4.

When cast using the freezing effect ignore resistances to ice when cast using a spell slot of level 5 or higher.

Spell Lists: Cleric, Druid, Sorcerer, Warlock, Wizard

Water Aspect

5th-level


  • Casting Time: 1 action
  • Range: self
  • Components: S, V, M (a piece of glass)
  • Duration: 30 minutes

You turn yourself into a being of pure water energy.

  • You become vulnerable to lighting damage and resistant to fire damage.
  • Your walking speed becomes 40 feet, unless it's already higher than that.
  • Your swimming speed becomes 120 feet.
  • If you can fly, your flying speed increases by 10 feet.
  • You can use an action to freely cast the Water Gun spell without spending a slot as a 1st level spell.
  • You can use an action to freely cast the Create Or Destroy Water spell without spending a slot as a 1st level spell.

At higher Levels. When cast using a spell slot of level 6 or higher the duration is increased by 30 minutes per each slot above 5.

Spell Lists: Druid, Sorcerer, Warlock, Wizard

Internal Drowning

7th-level evocation


  • Casting Time: 1 action
  • Range: 40 feet
  • Components: S, V , M (A piece of paper and a drop of water)
  • Duration: 1 round

You summon water inside a creature body causing internal damage. the creature rolls a constitution saving throw against your spell DC and if they fail they take 6d10 typeless damage (half damage on a success) and are forced to skip their next turn without the possibility to use reactions regardless if they succedd or fail the saving throw.

Black Magic

Black Dart

1st-level Evocation


  • Casting Time: 1 action
  • Range: 80/160 feet
  • Components: S, V
  • Duration: Instantanious

Throw a simple dart of dark energy at a target creature. Roll a ranged spell attack. On hit the creature takes 3d4+3 fire damage that goes trought any resistance and immunities.

At higher levels: When cast using a spellslot of level 2 or higher increase the damage by 2d4+1 for each spell slot above 1.

Spell List: Sourcerer, Warlock

1st-level /Unknown school/


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (1 ounce of coal)
  • Duration: 1 minute

Summon a shadow a maximum of 30 feet from you.

  • The shadow cannot move
  • You can command the shadow to attack as a bonus action by rolling a meele spell attack and deals 2d6 damage on it
  • You can switch places with the shadow as a bonus action.

At higher levels: When cast using a spellslot of level 2 or higher increase the damage by 1d6 for each spell slot above 1.

Spell List: Sourcerer, Warlock, Wizard

Dark Magical Sphere

1st-level /Unknown school/


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (1 ounce of coal)
  • Duration: 5 minutes

You launch from your location a sphere of concentrated dark energy in a 5 feet wide location up to 60 feet away from you dealing 2d10 necrotic damage to the creature in that area and any creatures it passes trought (unless they succeded a Dexterity saving throw against your spell DC). Weather they fail or succeded they are forced to move away from that square.

Additionally the sphere stays in the landing location for 5 minutes and can be interacted with.

  • If a creature tries to step in the area where the sphere is they take 2d10 necrotic damage.
  • The caster can make the sphere dissapear as a bonus action.
  • If anyone damages the sphere with any type of magical damage except necrotic or psychic, the sphere becomes empowered.
  • The caster can command an empowered sphere to explode as an action dealing 3d10 damage in a 15 feet square area around it.
  • If the caster launches another Dark Magical Sphere and hits one that was already placed it propels the other one forward (related to your location and the way your facing) by 60 feet dealing 3d10 necrotic damage to any creature it passes trought

At higher levels: When cast using a spellslot of level 3 you can summon 2 spheres instead of 1. 3 spheres at level 5, 4 spheres at level 7 and 5 spheres at level 9.

Spell List: Sourcerer, Warlock, Wizard

Force Push

1st-level /Unknown school/


  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Components: S, V
  • Duration: Instantanious

Push a creature in front of you trought force magic. The creature is pushed 30 feet away. If they collide with something solid they take 2d10 bluedgeoning damage and roll a constitution saving throw against your spell DC and if they fail they are stunned untill the end of their next turn. If they collide with another creature they both take the damage and both need to roll the con save.

At higher levels: When cast using a spellslot of level 2 or higher increase the distance of the push by 5 feet.

Spell List: Bard, Cleric, Sourcerer, Paladin

Soul theft

1st-level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (a skull or an amulet made of bones)
  • Duration: Instantanious

Target a creature, a black flame forms on them dealing 2d8 fire damage. if this spell gets a creature to 0 HP or less, you gain level 1 spell slots. If the creature's CR is below 1 you gain no spell slots.

At higher levels: When cast using a spellslot of level from 2 or higher increase the damage by 1d8 per each spellslot above 1.

Spell List: Bard, Warlock

Vetoed Blast

1st-level /Unknown school/


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (a drop of your own blood)
  • Duration: Instantanious

Charge a dark purple sphere toward a creature, roll a ranged spell attack and subract a number from 1 to 4 HP to yourself. The spell deals necrotic damage a number of d6 equal to how many hp you removed from yourself (minimum 1d6).

At higher levels: When cast using a spellslot of level 2 or higher increase by 2 the amount of hp you can subract to yourself and the number of damage dice per each spell slot above 1.

Spell List: Cleric, Sourcerer, Warlock

Golden Bow

2nd-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: S, V, M (a gold coin consumed on use)
  • Duration: Instantanious

Summon a golden painted bow in your hands and roll a ranged weapon attack with it on a target creature.

The bow dissapears if you miss a shot, if you're disarmed, if you drop uncoscious or if 5 minutes pass.

On hit the creature takes 3d6 damage.

Spell List: Druid, Ranger, Wizard.

Turn water

2nd-level transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: S, V
  • Duration: Instantanious

Touch a water surface, or something made mostly of water. You can turn 2 gallons of it into one of the followings:

  • Poison
  • Blood
  • Acid
  • Wine

Spell List: Druid, Ranger.

Urgency

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: S, V, M (a coffee bean)
  • Duration: 30 seconds

You inject yourself with dark energy dealing 2d4 damage to yourself, you gain 1 additional action per turn for 30 seconds (for 5 turns, so 5 times).

Spell List: Artificier, Druid, Ranger, Sourcerer, Warlock.

At higher levels: When cast using a spell slot of level 3 or higher reduce the damage to yourself by 1 for each spell slot above 2.

Loviatar's Pray

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 50 feet
  • Components: S, V, M (1 drop of blood)
  • Duration: Instantanious

You syphon energy from you yourself and release into a black neon ray. Roll a ranged spell attack. You deal 3d10 necrotic damage to yourself and twice as much to the target as fire damage.

Spell List: Cleric, Warlock.

At higher levels: When cast using a spell slot of level 4 or higher increase the damage by 1d10 for each spellslot above 4.

Greater Miasma

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, V, M (a diamond worth at least 50 gp or 1 drop of Agony)
  • Duration: 1 minute

Create a circle that radiates foul energy from its center. The circle has a 10 feet radius, it deals 2d10 necrotic damage to any creature inside of it and whoever enters it will suffer from a level 1 exhaustion until they leave, undead and constructs are immune to any effect of this spell. The damage is dealt again, to any creature still inside the radius, at the start of their turn. Miasma ends its effect and disappears when dispelled, when cast again or when the caster moves more than 60 feet away from its center.

Spell List: Cleric, Sourcerer, Warlock, Wizard.

Last Resort

4th level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: M, V
  • Duration: instantanious

Summon a 200 feet tall column in a 15 feet radius around you. Every creature in it's radius, including you, takes 10d6 necrotic damage. This spell can never get its own caster to 0 hp.

Black Swarm Darts

5th-level evocation


  • Casting Time: 1 action
  • Range: 100/200 feet
  • Components: M, V (a doll)
  • Duration: instantanious

Throw four simple dart of dark energy at up to 4 target creatures. Roll a ranged spell attack per each bolt. On hit the creatures hit takes 4d4+3 fire damage for each dart, the damage goes trought any resistances and immunities.

At higher levels: When cast using a spellslot of level from 6 or higher you can throw an additional Dart for each spell slot above 5, each additional dart requires is own attack roll.

Spell List: Sourcerer, Warlock

Ultimate Miasma

6th-level necromancy


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, V, M (a diamond worth at least 50 gp consumed on cast or 2 ounces of Agony)
  • Duration: 1 minute

Create a circle that radiates foul energy from its center. The circle has a 50 feet radius, it deals 3d10 necrotic damage to any creature inside of it and whoever enters it will suffer from a level 1 exhaustion until they leave, undead and constructs are immune to any effect of this spell. The damage is dealt again, to any creature still inside the radius, at the start of their turn. Miasma ends its effect and disappears when dispelled, when cast again or when the caster moves more than 100 feet away from its center.

Spell List: Cleric, Sourcerer, Warlock, Wizard.

At higher levels: When cast using a spell slot of level 6 or higher the spell only affect any number of choosen targets and no one else

Dark Fire Sphere

7th-level evocation


  • Casting Time: 1 action and 1 bonus action.
  • Range: 150 feet
  • Components: S, V, M (A sacrife done by injuring yourself)
  • Duration: Instantaneous

You carve a mark on any part of your body with any item that is able to, like a knife or a sword using a bonus action, by doing so you deal a number choosen by you of d4 of slashing damage to yourself.

On your action you can cast the spell, you shoot a dark flaming sphere in a 10 foot radius, all creatures inside the radius roll a dexterity saving throw and on a fail save they take a number of d12 of fire damage equal to the number of d4s you dealt to yourself, half damage on a success.

Spell List: Sourcerer, Warlock, Wizard.

Flavor and Other spells

Pastry Summoning

1st-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a pinch of flour and 1 egg)
  • Duration: Instantanious

You summon a randomly flavored expensive cake, pastry or dessert. Roll a d20: if you roll a 20 your cake will be so well done it will restore 1d10 to anyone who eats a piece of it (a tenth of it).

At higher Levels. When cast using a spell slot of 2nd or higher you can chose the type, flavor and details of the summoned dessert.

Spell lists: Artificier, Bard, Warlock, Wizard.

Magic Exchange

1st-level conjuration


  • Casting Time: 12 seconds
  • Range: touch
  • Components: V, S
  • Duration: Instantanious

Touch a creature, they recover one level 1 spell slot.

At higher Levels. When cast using a spell slot of 2nd level or higher the restored spell slot is the same level as the one used to cast the spell

Spell lists: Artificier, Druid, Wizard.

Crippling Curse

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V
  • Duration: 1 minute ()

You target a creature with a malevolent energy. The target rolls a wisdom saving throw against your spell DC, on a failed save they will be afflicted by a curse that will drain their life force dealing 2d4 necrotic damage every turn untill the spell ends.

At higher Levels. When cast using a spell slot of level 4 or higher increase the damage by 1d4 per each level above 3.

Spell lists: Sorcerer, Warlock, Wizard.

Magical Strawberry Lemonade

4th-level Transmutation


  • Casting Time: 1 action
  • Range: touch
  • Components: S
  • Duration: 6 hours

Turn 30 centiliters of water into a magical pink potion that tastes like strawberry lemonade. The potion can be drunk during a bonus action and it heals who's using it by 2d6 plus their Constitution modifier and cures from any Negative Conditions except grappled, restrained and prone. After 2 hours the potion loses it's effect and just becomes a normal strawberry lemonade.

At higher Levels. When cast using a spell slot of level 5 or higher increase the healing of the potion by 1d6 per each level above 4 and the expiration of the effect by 1 hour.

Spell lists: Bard, Ranger, Warlock, Wizard.

New Age Feats

Book Smart

Your studies make you more knowledgeble and you are faster at gathering knowledge

  • Your intelligence score goes up by 1 to a maximum of 20.
  • You gain proficiency in every intelligence Ability check.
  • If you already had proficiency in an ability check you now have expertize in it.

Light Weapon Expertise

Prerequisites: 13 dexterity

You are excellent at handling light one handed weapons. When holding a weapon that weights 2 lbs or less in your main hand and nothing in your off-hand you gain a +2 to attack and damage rolls.

Cold Attitude

Prerequisites: Spellcasting

Increase either your Intelligence, Wisdom or Charisma ability score by 1.

You learn one spell from your class list, it doesn't count in your list of prepared spell. If the spell deals any damage the damage type is converted to cold.

Elemental Counter

When you pick this feat chose one type of damage between acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder everytime you take damage from this source the damage is halved.

Glass Cannon

You gain +2 in any Ability Score of your choosing up to a maximum of 20 and any time you attack or use a spell your damage ignores any enemy resistance or immunity, however from now on any normal attacks directed towards you is with advantage, disadvantage on attacks directed towards you is nullified and finally you have disadvantage on any constitution saving throws.

Konoe's trick

Once a week you can use your bonus action to cast any spell you know and can use without consuming a spellslot and without needing any material components.

Magic Reserve

Prerequisites: Spellcasting

You gain 5 level 1 spell slots. When you reach level 10 you can convert them to level 2 and when you reach level 15 you can convert them tolevel 3.

Tank

  • Increase your Constitution by 1 up to a maximum of 20.
  • You gain an amount of hitpoints equal to you level.
  • Everytime you level up you gain 1 additional hitpoint.

Willpower

Everytime you gain temporary hitpoints when you already have at least 1 you sum to the ones you already have instead of overwriting them.

Your temporary hitpoints can never be more than 30.