The Factotum
Level Proficiency Bonus Features Inspir. Points Spells Prepared Max Spell Level
1st +2 Inspiration, Cunning Insight, Jack of All Trades 2
2nd +2 Expertise, Cunning Knowledge 3
3rd +2 Brains over Brawn, Cunning Defense 3
4th +2 Ability Score Improvement, Arcane Dilettante 3 1 1
5th +3 Opportunistic Piety, Cunning Strike 4 2 2
6th +3 Cunning Combatant, Omniglot 4 2 2
7th +3 4 3 2
8th +3 Ability Score Improvement, Expertise 5 3 2
9th +4 Cunning Surge 5 3 3
10th +4 5 4 3
11th +4 Cunning Talent, Cunning Breach 6 4 3
12th +4 Ability Score Improvement 6 5 3
13th +5 Cunning Dodge 6 5 4
14th +5 Expertise 7 6 4
15th +5 Trap Analysis, Opportunistic Piety (short rest) 7 6 4
16th +5 Use Magic Device, Ability Score Improvement 7 6 4
17th +6 8 7 5
18th +6 Cunning Movement 8 8 5
19th +6 Ability Score Improvement, Cunning Perfection 8 8 5
20th +6 Cunning Brilliance 10 8 5

Class Features

As a factotum, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple and martial weapons
  • Tools: Three of your choice

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose any four

Equipment

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

  • One martial weapon of your choice
  • (a) a longbow and quiver of 20 arrows or (b) a martial weapon or (c) a shield
  • A pack of your choice
  • Leather armor and three tools of your choice

Inspiration

You have a body of random knowledge that fuels your abilities. You can spend these inspiration points to gain various bonuses. When you roll initiative, or if you spend 1 minute recharging by exercising, solving puzzles, reading, or otherwise engaged in light activity, your inspiration points are set to your maximum Inspiration. Your factotum level determines the number of inspiration points you have, as shown in the Inspir. Points column of the Factotum table.

Cunning Insight

Before making an attack roll or damage roll you can spend 1 inspiration point to gain a bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend, but only once per roll.

Jack of All Trades

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Expertise

At 2nd level, choose two of your skill or tool proficiencies, or one of each. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 8th level and again at 14th level, you can choose two more of your proficiencies (in skills or with tools) to gain this benefit.

Cunning Knowledge

Starting at 2nd level, when making an skill check or tool ability check, you can spend 1 inspiration point to gain a bonus on the check equal to 1 + half your factotum level, rounded down. You can use this ability once per day for a particular skill or tool. For example, if you use cunning knowledge to gain a bonus on a Stealth check, you cannot use the ability to improve other Stealth checks for the rest of the day, though you can use it on different skills.

Brains over Brawn

At 3rd level, you can use your Intelligence bonus in place of your Strength or Dexterity bonus on Strength and Dexterity checks.

Cunning Defense

At 3rd level, you can spend 1 inspiration point to gain your Intelligence bonus on a single saving throw or as AC against a single attack. You can spend these points multiple times per turn, but only once per save or attack.

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.

Arcane Dilettante

When you reach 4th level, you gain a basic understanding of magic. By waving your hands around you can produce an effect that looks like a spell. This has two benefits:

  1. You can cast any cantrip from any list by spending 1 inspiration point, but a specific cantrip only once per day.
  2. You can choose one spell of 1st level or higher from the wizard list to prepare (as if you were a cleric). You can cast each spell by spending 1 inspiration point, but can only cast a specific spell once per day. Additionally, you can only prepare one spell of the highest level you have availible to cast. The Factotum table shows how many spells you can cast and also shows what the maximum level of those spells is.

Your spellcasting ability is Intelligence. You don't need material components to cast these spells, except ones with a cost listed.

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

Spell Attack modifier = your proficiency bonus + your Intelligence modifier

The number of wizard spells you can prepare daily and the level you can prepare both increase as you gain levels, as listed in the table.

Cunning Strike

Starting at 5th level, you gain the ability to pick out weaknesses in your enemies. You can spend 1 or more inspiration points to gain 1d6 points of sneak attack damage per inspiration point spent until the start of your next turn, up to a maximum of the damage a rogue of your level would gain. The damage only applies if sneak attack would and only applies to one attack per turn; see the Rogue class for details.

Opportunistic Piety

Starting at 5th level, you can tap into a flicker of divinity. Once per day, you can spend 1 inspiration point to channel divinity. You can mimic a cleric's Turn Undead (but you never destroy undead) or the level 2 channel divinity feature of any domain. After channeling once, you cannot do so again until you finish a long rest. Your cleric level is considered to be half your factotum level.

Alternatively, you can expend your use of channel divinity to gain a pool of healing power. With that pool, you can restore a total number of hit points equal to five times half your factotum level. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This pool lasts until you finish a long rest.

At 15th level you can channel divinity once per short or long rest.

Cunning Combatant

Beginning at 6th level, you can spend 3 inspiration points to gain the benefit of one of the following fighting styles for 1 minute.

Archery

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

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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 1d10 + 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

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

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

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 1d6 + 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 1d4 bludgeoning damage to one creature grappled by you.

Unearthed Arcana

IF your DM allows unearthed arcana content, the following fighting styles are also available.

Mariner (Unearthed Arcana)

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Close Quarters Shooter (Unearthed Arcana)

You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Tunnel Fighter (Unearthed Arcana)

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Omniglot

Starting at 6th level, your travels have exposed you to so many cultures you can ask for a flagon of mead or a bed for the night in four hundred different languages. You can communicate basic concepts in any language. Any Charisma, Wisdom, or Intelligence checks you make in a language you don't know are at disadvantage.

Cunning Surge

Starting at 9th level, you learn to push yourself when needed. By spending 3 inspiration points, you can take an extra action during your turn. You can use this ability once per turn.

Cunning Breach

Starting at 11th level, your broad knowledge allows you to study an opponent and gain a brief flash of insight to breach their defenses. By spending 1 inspiration point, you can ignore a single target’s damage resistance and immunity until the start of your next turn.

Cunning 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. Additionally, whenever you make an ability check that doesn't let you add your proficiency bonus, you can spend 2 inspiration point to treat a d20 roll of 9 or lower as a 10.

Cunning Dodge

Starting at 13th level, your luck, reflexes, and intuition allow you to avoid an attack or spell that would otherwise defeat you. If you take damage that would reduce you to 0 hit points, or suffer something that would instantly kill you, you can spend 4 inspiration points as a reaction to ignore the damage or instantly-killing effect. You dodge out of the way, take cover from a spell, or otherwise escape. You can't use this ability again until you finish a long rest.

Trap Analysis

At 15th level, you can analyze a trap's mechanism, system of operation, and possible weaknesses. Make an Intelligence (Investigation) check with a DC determined by your DM. On a success, you can figure out how the trap works and what it will do, and at your DM's discretion may figure out ways around it or to disable it. If you successfully disable a trap you successfully analyzed, you can add a bypass that lets you and your party around while the trap remains active for any pursuers.

Use Magic Device

By 16th 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, alignment, and level requirements on the use of magic items.

Cunnning Movement

At 18th level, your quick thinking and agility allow you to move and think quickly. You can spend 1 inspiration point to take a Bonus Action on your turn in combat. This action can be used only to take the Dash, Disengage, or Use an Object action, to make any Intelligence skill check, or to use your thieves’ tools to disarm a trap or open a lock.

Cunning Perfection

At 19th level, you have an uncanny knack for succeeding when you need to. If you fail an ability check, you can spend 1 inspiration point to 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.

Cunning Brilliance

At 20th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings allow you to duplicate almost any ability you witness. At the start of each day, choose three non-spellcasting class or subclass abilities. Each ability must be available to a standard character class or subclass at 10th level or lower, and must appear on the advancement table or in the text description for that class. By spending 4 inspiration points, you gain the benefits and drawbacks of one chosen ability for 1 minute. You use the ability as if your level in the relevant class equaled your factotum level. You can use each chosen class ability once per day.

For example, if you use a monk’s martial arts ability, you gain all the benefits and drawbacks described under martial arts. You do not gain the benefits of ki, because that is a separate ability in the monk’s class description.

The Archivist
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Recovery, Secret Order 3 2
2nd +2 Dark Knowledge: Tactics, Divine Erudition 3 3
3rd +2 Decipher Script 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Dark Knowledge: Foreknowledge 4 4 3 2
6th +3 Secret Order feature 4 4 3 3
7th +3 Guarded Mind 4 4 3 3 1
8th +3 Ability Score Improvement, Dark Knowledge: Pussiance 4 4 3 3 2
9th +4 Theologician 4 4 3 3 3 1
10th +4 Secret Order feature 5 4 3 3 3 2
11th +4 Dark Knowledge: Foe 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 Dark Knowledge: Dread Secret 5 4 3 3 3 2 1 1
15th +5 Hierophant 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 Dark Knowledge: Vulnerability 5 4 3 3 3 2 1 1 1 1
18th +6 Secret Order feature 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 Seer's Sight 5 4 3 3 3 3 2 2 1 1

Class Features

As an archivist, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple weapons
  • Languages: Four of your choice

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Persuasion, and Religion

Equipment

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

  • (a) any simple weapon, or (b) any martial weapon (if proficient)
  • (a) scale mail, or (b) leather armor
  • (a) a light crossbow and 20 bolts, or (b) any simple weapon, or (c) a shield (if proficient)
  • (a) a monster hunter's pack, or (b) a scholar's pack, or (c) an explorer's pack, or (d) a priest's pack
  • A holy symbol, a journal or casebook, a bottle of ink and an ink pen, and a prayerbook

Spellcasting

As a scholar of divine power, you can cast archivist spells. See below for the archivist spell list.

Cantrips

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

Prayerbook

At 1st level, you have a prayerbook containing six 1st-level archivist spells of your choice. Your prayerbook is the repository of the archivist spells you know.

Your Prayerbook

The spells that you add to your prayerbook as you gain levels reflect the divine 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 druid's chest, for example, or in a dusty tome in an ancient library.

Adding New Spells. When you find an divine spell of 1st level or higher, you can add it to your prayerbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

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.

You can add divine spells that aren't on the archivist list. Cleric, druid, paladin, ranger, and even domain, oath, circle, or ranger archetype spells are all fair game. Perhaps even the Divine Soul qualifies for this power, potentially giving you access to the sorcerer list.

Replacing Your Prayerbook. You can copy a spell from your own prayerbook into another book. This is just like copying a new spell into your prayerbook, 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 prayerbook, you can use the same procedure to transcribe the spells that you have prepared into a new prayerbook. Filling out the remainder of your prayerbook requires you to find new spells to do so, as normal.

The Book's Appearance. Your prayerbook 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 a church elder, a beautifully illuminated manuscript, or even a loose collection of notes scrounged together after you lost your previous prayerbook in a mishap.

Preparing and Casting Spells

The Archivist table shows how many spell slots you have to cast your archivist 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 archivist spells that are available for you to cast. To do so, choose a number of archivist spells from your prayerbook equal to your Intelligence modifier + your archivist level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your archivist spells. The power of your spells comes from your academic understanding of the workings of divine magic. You use your Intelligence whenever an archivist spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a archivist 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 an archivist spell as a ritual if that spell has the ritual tag and you have the spell in your prayerbook. You don't need to have the spell prepared.

Spellcasting Focus

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

Learning Spells of 1st Level and Higher

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

Divine Recovery

You have learned to regain some of your magical energy by studying your prayerbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined leveI that is equal to or less than half your archivist leveI (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level archivist, 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.

Secret Order

You have joined a tradition of training and education, represented by your choice of Secret Order. Your order grants you features at 1st level and then again at 6th, 10th, and 18th level. See below for the Secret Orders.

Divine Erudition

At 2nd level, you gain proficiency in two of the following skills: Arcana, History, Investigation, Nature, or Religion.

You also gain expertise in two skills from that list that you are proficient in.

You can change one or both of these skills or expertises to another from the list by spending 24 hours in intense study, prayer, meditation, and other focusing techniques.

For example, consider an archivist who has proficiency in Religion and has used this ability to gain expertise in Nature. If the archivist wants to become more skilled at Religion, he or she transfers the expertise while leaving proficiency in Nature as well.

Dark Knowledge

At 2nd level, you can draw upon your expansive knowledge of monsters, granting your allies benefits against the creatures they face. As an action, you make an Intelligence check against an applicable creature within 60 feet. The skill is determined by the type of creature you are fighting, and the effect is stronger if you succeed by a greater amount. The DC is equal to 10 + the target creature's CR.

Regardless of the outcome, you gain some information about the target. On a success, choose two of the following to know. On a failure, choose one:

  • Its preferred style of fighting (hanging back, charging in, striking and slipping away, etc.)
  • Its highest and lowest ability score
  • Its resistances and immunities, both to damage, conditions, and things like the Magic Resistance trait
  • Its vulnerabilities and weaknesses, both to damage and things like the Sunlight Sensitivity trait
  • Whether its hit point maximum is less than yours, less than twice yours, less than four times yours, or more than four times yours, as well as traits such as Regeneration
  • The name of one particularly powerful spell it can cast or action it can take
  • How often it can use that ability (once a day, three times a day, every few moments, etc.)

You can choose some of these multiple times, gaining more knowledge per instance you spend. For example, if you pick its highest and lowest ability scores twice, you also learn its second-highest and second-lowest score.

If you succeed at the check by 5 or more, you learn three of these. If you succeed at the check by 10 or more, you learn four. If you succeed at the check by 15 or more, you learn five. If you succeed at the check by 20 or more, you learn six.

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

At your option, you can also inflict a secondary effect if you succeed on the check. You can only have one secondary effect in place at a single time, and you learn more options as you gain levels in this class. When a secondary effect lists a die, use the following table to determine the die size:

Dark Knowledge Die Size
Success by Die Size
0-4 1d4
5-9 1d6
10-14 1d8
15-19 1d10
20+ 1d12

The secondary effects are listed below.

Dark Knowledge: Tactics

Starting at 2nd level, you can instruct your allies on the general combat behaviors of creatures you fight. On a success, its AC reduces by your Dark Knowledge die size for the next minute or until you use another secondary effect.

Dark Knowledge: Foreknowledge

Starting at 5th level, you can better prepare your allies for the attacks of their enemy, making it harder for the creature to land blows. On a success, the creature's attack rolls are reduced by your Dark Knowledge die size for the next minute or until you use another secondary effect.

Dark Knowledge: Puissance

Starting at 8th level, you can use your dark knowledge to help your allies fight off the corrupting influence of other creatures. On a success, the DC for its effects that require saving throws reduce by your Dark Knowledge die size for the next minute or until you use another secondary effect.

Dark Knowledge: Foe

Starting at 11th level, you can direct your allies to attack vital spots of your enemies. On a success, whenever a creature damages the target within the next minute or until you use another secondary effect, the target takes extra damage equal to your die size.

Dark Knowledge: Dread Secret

Starting at 14th level, you can weaken the will of a creature by speaking aloud a dread secret. On a success, the creature is frightened of you for 1 minute or until you use another secondary effect. If you succeed at the check by 10 or more, the 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, in which case it can take the Dodge action. If you succeed at the check by 20 or more, the target is also stunned until the start of your next turn.

If a creature frightened by this effect ends its turn where it can't see you, it can make a Wisdom saving throw against your spell save DC. On a success, the effect ends.

Even a creature normally immune to being frightened is affected by this ability as if it were frightened. However, the effect immediately ends on such a creature if it takes damage.

Dark Knowledge: Vulnerability

Starting at 17th level, you can lessen the resilience of a creature. On a success, the creature's saving throws are reduced by your Dark Knowledge die size for 1 minute or until you use another secondary effect. Additionally, if you succeed at the check by 10 or more, if the target has Legendary Resistance it also loses one daily use of that ability.

What Creatures are Applicable?

Archivists specialize in figting the unnatural and unholy (or holy). The DM must determine if Dark Knowledge can be used against a specific creature. It should defintely be usable against all aberrations, celestials, elementals, fey, fiends, and undead. Many monstrosities, especially those born of curses such as lycanthropes and yuan-ti, make sense as well. Any creature type could qualify, and thus I have listed the applicable skill for them all. For types that aren't automatically included, I have added some examples.

Consult the following table for advice on what skill to use against a particular monster.

Dark Knowledge Skill
Creature Type Skill Examples it Applies Against
Aberration Arcana all
Beast Nature Almiraj, cranium rat
Celestial Religion all
Construct Arcana Modron, scarecrow
Dragon History Faerie dragon, pseudodragon
Elemental Arcana all
Fey Nature all
Fiend Religion all
Giant History Fomorian, oni
Humanoid History Aasimar, tiefling
Monstrosity Nature many
Ooze Arcana Oblex, slithering tracker
Plant Nature Corpse flower, twig blight
Undead Religion all

Decipher Script

At 3rd level, you gain the ability to understand writings in languages you don't know, or in codes. By spending 1 day in intense study, you can make an Intelligence (Investigation) check with a DC set by the DM (usually 20). On a success, you are able to translate up to 5d10 pages of the writing. Failure simply means you can't read what's written, but you can try again by spending more time translating.

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.

Guarded Mind

At 7th level, when you finish a long rest, choose either charmed or frightened. You have advantage on saving throws against the selected condition until the start of your next long rest.

Theologician

At 9th level, you can recognize all holy symbols on sight, no check required.

Hierophant

At 15th level, if you spend at least 1 minute interacting with a creature outside of combat, you can force it to make a Wisdom saving throw against your spell save DC. On a failure, you learn what god or principle (if any) it worships, and its levels in all divine classes. On a success, you can't try again for 24 hours. Mind blank and similar abilities block this effect.

Seer's Sight

At 20th level, you gain truesight out to a range of 120 feet.

Secret Orders

Order of the Undead Slayer

This order specializes in destroying the unliving.

Bonus Proficiencies

At 1st level, you gain proficiency with shields and with the poisoner's kit.

Searing Gesture

As a bonus action, you deal radiant damage equal to your Intelligence modifier to one undead within 60 feet.

Sun's Might

Starting at 6th level, whenever you cast a spell that creates magical light and does no damage type other than fire or radiant, the area of the spell is doubled. This works from humble light to mighty sunburst. It also counts as one level higher for the purpose of dispelling magical darkness.

True Death

Beginning at 6th level, if you kill or assist in the killing of an undead, whether with weapons or spells, it can never rise again through normal means. Additionally, if it has killed any creatures that would normally rise as undead but haven't yet, such creatures instead do not rise. (Undead that have already risen must be dealt with normally).

At 18th level, you can even banish the souls of the immortal undead. Undead that would normally come back on their own (such as ghosts and liches) must make a Constitution save against your spell save to do so, and even on a success it takes them 2d4 times as long to return as they normally would.

Fire of Vengeance

Starting at 10th level, your fires burn with divine might. Whenever you do fire or radiant damage to an undead creature, it catches alight. It takes 1d6 radiant damage at the start of each of its turns. A creature can end this damage by using its action to make a Dexterity check against your spell save DC to extinguish the flames.

Sacred Health

By 10th level, the divine magic flowing through you makes you immune to disease and to having your maximum hit points reduced.

Deactivate Undead

At 18th level, you have mastered the secret of slaying undead outright. As an action, you cast daylight on one undead within 60 feet (treating it as the object you are casting the spell on). The light created by this casting is sunlight, and the spell dispels all magical darkness within its area. The undead you target must make a Constitution saving throw. On a failure, it instantly dies. On a success, it takes 20d12 radiant damage.

You can't use this power again until you finish a long rest.

Order of the Lorekeeper

Lorekeepers are masters of the written word.

Bonus Proficiency

You gain proficiency with calligrapher's tools.

Lorekeeper's Hand

You can read all writing, no matter how obscure or well-encrypted. You can write in any language or in any code.

Font of Lore

At 6th level, your Dark Knowledge recharges on a short or a long rest.

Master of Lore

Starting at 10th level, when you use Dark Knowledge, you always add twice your proficiency bonus to the skill check.

Lorekeeper's Awareness

At 18th level, you gain blindsight out to 120 feet, and you are immune to being blinded or deafened. You can determine a creature's type simply by looking at it (no action required).

Order of the Exorcist

Fiends are among the greatest foes of good. There is always a demand for a trained fiend-slayer and exorcist.

Angel Hunters

You can replace all references to fiends with celestials to create a similar subclass.

Bonus Proficiency

You gain proficiency with martial weapons.

Find Fiends

As an action, you sense the corruptors of souls. For the next minute, you know if there is a fiend within 120 feet of you, as well as where the creature is located. This even works on possessing fiends, assuming they haven't been able to hide.

This ability 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.

Break Corruption

At 6th level, you can break the influence of fiends. As an action, you touch one creature charmed, frightened, channeling, or possessed by a fiend. The creature you touch is no longer charmed, frightened, channeling, or possessed by such creatures.

Fiends Possessing?

The Haunted One background suggests that fiends can possess mortals. This hasn't been handled in the rules officially yet, but I have converted rules from the Eberron Campaign Setting at the bottom of here.

If your DM allows this class, perhaps he or she will be open to the rules about possessing.

Dismissal

At 10th level, you can force fiends back from whence they came. As an action, you target one fiend within 60 feet of you. You can even target ethereal fiends that you can see. It must make a Charisma saving throw against your spell save DC or be sent back to its home plane (if it isn't there already). If it fails, it can’t return to your current plane for 24 hours by any means short of a wish spell.

Celestial Word

At 18th level, you can cast divine word at will, but only targeting fiends.

Order of the Analyst

The Analyst specializes in rooting out supernatural influence with a potent mixture of abjuration and divination. Many of them are rather subdued, due to the fact that anyone they meet could be a succubus or a doppelganger. They typically favor shields, because many dangerous diseases and curses can transmitted through attacks (such as lycanthropy).

Bonus Proficiency

You gain proficiency with shields.

Sense Influence

As an action, you detect whether any creature within 60 feet that you can see is charmed, frightened, possessed, or otherwise mentally influenced or controlled. You also learn what it suffers from (charm, fear, possessed, or otherwise), but not who is responsible.

If you detect someone is influenced, you can attempt to free them. Make an Intelligence check against the DC of the ability. On a success, they're freed. You can't use this part of the power again until you finish a short or long rest.

Revelation

At 6th level, as a bonus action, you can reveal the true form of all things within 30 feet. When you take this bonus action, every creature and object within range has its true form revealed. Until the end of your next turn, any creature looking at an affected creature or object effectively benefits from truesight when viewing it.

You can use this power a number of times equal to your Intelligence modifier. You regain all uses when you finish a long rest.

Impenetrable Mind

Starting at 10th level, you can cast nondetection and mind blank at will without expending a spell slot or material components, but targeting yourself only.

Aura of Perfection

At 18th level, you can channel divine energy to protect yourself and your friends against supernatural threats. As long as you are conscious, you and friendly creatures within 30 feet of you continually gain the benefit of a protection from evil and good spell, no concentration required.

Order of the Cerulean Sign

The Cerulean Sign is an ancient symbol said to embody nature's purity. It is anathema to aberrations everywhere.

Archivist Spells

Cantrips (0 Level)
  • Chill Touch
  • Create Bonfire
  • Guidance
  • Light
  • Mending
  • Minor Illusion
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • Word of Radiance
1st Level
  • Bane
  • Bless
  • Cause Fear
  • Ceremony (ritual)
  • Charm Person
  • Command
  • Comprehend Languages (ritual)
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic (ritual)
  • Detect Poison and Disease (ritual)
  • Disguise Self
  • Guiding Bolt
  • Healing Word
  • Hellish Rebuke
  • Hex
  • Identify (ritual)
  • Illusory Script (ritual)
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink (ritual)
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Augury (ritual)
  • Blindness/deafness
  • Calm Emotions
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Find Traps
  • Gentle Repose (ritual)
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Phantasmal Force
  • Prayer of Healing
  • Protection from Poison
  • See Invisibility
  • Silence (ritual)
  • Warding Bond
  • Zone of Truth
3rd Level
  • Animate Dead
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death (ritual)
  • Glyph of Warding
  • Life Transerence
  • Magic Circle
  • Mass Healing Word
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Summon Lesser Demons
  • Summon Undead
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Death Ward
  • Divination
  • Elemental Bane
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Summon Greater Demon
5th Level
  • Commune (ritual)
  • Contagion
  • Danse Macabre
  • Dawn
  • Dispel Evil and Good
  • Enervation
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Holy Weapon
  • Infernal Calling
  • Legend Lore (ritual)
  • Mass Cure Wounds
  • Negative Energy Flood
  • Planar Binding
  • Raise Dead
  • Scrying
  • Wall of Light
6th Level
  • Circle of Death
  • Create Undead
  • Eyebite
  • Find the Path
  • Forbiddance (ritual)
  • Harm
  • Heal
  • Mental Prison
  • Planar Ally
  • Soul Cage
  • Sunbeam
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Plane Shift
  • Power Word Pain
  • Regenerate
  • Resurrection
  • Symbol
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Earthquake
  • Feeblemind
  • Holy Aura
  • Maze
  • Mind Blank
  • Power Word Stun
  • Sunburst
9th Level
  • Astral Projection
  • Gate
  • Imprisonment
  • Mass Heal
  • Power Word Heal
  • Power Word Kill
  • True Resurrection
Expanding the List

There are many more spells, some below, and maintaining a list for the archivist including them all would be cumbersome. As a general rule, almost all cleric spells will fit, and some warlock spells will fit. Abjuration and divination are also natural choices.

Sorcerous Origin

Favored Soul

Note

I decided to create a composite favored soul from all four drafts.

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.

In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Bonus Proficiency

At 1st level, you gain proficiency in light armor and simple weapons, as well as with one martial weapon of your choice (typically your deity's favored weapon).

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, at 1st level, you choose one of the cleric class's divine domains. You add that domain's spells for 1st-level clerics to your known spells. These spells do not count against the number of spells you can know, and they are considered to be sorcerer spells for you. When you reach 3rd, 5th, 7th, and 9th levels in the sorcerer class, you likewise learn your domain's spells that become available at those levels.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.


Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Otherworldly Form

At 14th level, your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.

In addition, you can use a bonus action to manifest a pair of spectral wings (eagle, bat, or dragonfly) from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

Feats

Urd Wings

Prerequisite: Kobold

You manifest leathery wings, transforming into an urd. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Wellspring of Inspiration

Prerequisite: Inspiration class feature, Int 15

Your maximum amount of Inspiration Points increases by your proficiency bonus.

Words of Creation

Prerequisite: Int 15 or Cha 15

In accordance with their original purpose, the Words of Creation can greatly enhance any process of creation. If they are spoken as part of the casting of a conjuration spell that creates something (as opposed to summoning, banishing, etc. something), the duration of the spell is doubled. Spells with an instantaneous duration are not affected. If they are spoken while using any tool to make or repair something, they let you add twice your proficiency bonus to the check.

These uses of the Words of Creation do not deal damage to you.

Additionally, each creature has a unique true name among the Words of Creation. No mortal is familiar with the countless true names of every creature in the world, no matter how extensively she has studied the Words of Creation. Nevertheless, a character familiar with the Words of Creation can research a specific creature’s true name if you have access to legend lore and either contact other plane or commune. Researching a true name is similar to researching a new spell. It requires one week per CR of the creature and an expenditure of 1,000 gp per week. You must cast (or have cast on your behalf) legend lore once each week, but the material component cost is included in the research cost. At the end of the research time, you must cast (or have cast on your behalf) commune or contact other plane. Then you make an Intelligence check, using the specialty appropriate to the target creature’s type. The DC for this check is 10 + the creature’s CR. If the check succeeds, you have discovered the creature’s true name. If it fails, you must go through the research process again if you want to keep trying.

Once you have discovered a creature’s true name, you can exercise your power over that creature in a number of different ways.

  • You can impose disadvantage on the creature's Wisdom saving throws for the next minute.
  • You can negate a creature's Magic Resistance or damage resistance until the start of your next turn.
  • You can cast banishment on the creature (save DC of 8 + your Int or Cha bonus + your proficiency bonus).
  • You can impose disadvantage on the Charisma saving throw of a creature after you summon it with a planar binding spell.

Each of these options requires an action, which includes speaking the creature’s true name and a binding incantation in the Words of Creation. Uttering the incantation deals 5d6 points of psychic damage to you. However, you and the creature do not have to be in the same area or even the same plane.

This effect deals double damage to you if you possess the Dark Speech feat.

Words of Exalted Power

Prerequisite: Words of Creation

The Words of Creation help energize non-harmful spells. If used in conjunction with a spell that has a verbal component and neither does damage nor requires a saving throw, the effective slot used to cast the spell increases by 1.

Using the Words of Creation to enhance a such a spell deals 1d6 points of psychic damage to you per 2 pre-enhancement spell levels, rounded up.

This effect deals double damage to you if you possess the Dark Speech feat.

Words of the Celestial Choir

Prerequisite: Words of Creation, Bardic Music feature

The Words of Creation can be woven into song, forming music that surpasses any earthly melody and echoes the grandeur of the music of the heavens. A bard who has the Words of Creation feat can use these powerful words to enhance several bardic powers. When a bard uses the Words of Creation in this manner, it is extremely draining, and you take psychic damage specific to each power.

The Words of Creation boosts the effect of several bardic music abilities:

  • Bardic Inspiration: 1d6 psychic damage per die number increase (so a d8 to a d10 is 2d6 psychic). With this, you can increase the die up to a d20.
  • Song of Rest: 1d6 psychic damage per die number increase (so a d6 to a d10 is 4d6 psychic). With this, you can increase the die up to a d20.
  • Countercharm: 2d6 psychic damage to use as a bonus action instead of an action

All of these effects deal double damage to you if you possess the Dark Speech feat.

Races

Elan

Age. You are created an adult and have an unlimited lifespan.

Ability Score Reduction. Your Charisma decreases by 2. Elans are generally awkward and somewhat asocial.

Type. Your type is aberration, not humanoid, giving you immunity to effects that only target humanoids such as dominate person and crown of madness.

Psi Points. You have a reservoir of 2 psi points, or your maximum psi points increases by 2.

Resistance. When you are forced to make a saving throw, you can expend 1 psi point to add 1d4 to your roll.

Resilience. When you take damage, you can expend psi points and roll 1d4 per point expended. You then reduce the damage you would take by this total.

Repletion. You can expend 1 psi point. When you do so, you do not have to eat or drink for 24 hours.

Psionic Talent. You know one talent of your choice, and can manifest it at will.

Size. Your size is Medium.

Languages. Common and one of your choice.

Illumian

Ability Score Improvement. Three ability scores of your choice increase by 1.

Sigils of Light. As a bonus action, you can make these sigils visible or invisible. When visible, they shine magic bright light in a 5-foot radius and dim light for an additional 5 feet.

Skills. You gain proficiency in 2 skills of your choice. You add twice your proficiency bonus to one of these skills.

Multiclassers. An illumian does not need to meet any ability score prerequisites when multiclassing.

Size. Your size is Medium.

Automatic Languages. Common, Illumian, and one of your choice.

Kobold

Age. Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

Alignment. Kobolds are fundamentally insular. They wish to be left alone, and place the good of the tribe over the good of foreigners. Deeply xenophobic but not expansionist, they favor neutrality. Their reliance on the strength of their group makes them tend quite strongly toward law, and the most common alignment among their kind is lawful neutral.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Ability Score Increase. Your Dexterity increases by 2.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Kobold Weapon Training. All kobolds learn how to mine early, and the best tools double as weapons. You have proficiency with the war pick.

Trapper's Tools. You gain proficiency with thieves' tools.

Slight Build. You can choose to count as one size smaller for the sake of hiding, or for moving into a small space.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Draconic.

Subrace. Although not proper subraces, kobolds do have variant abilities.

Trapmaster

Ability Score Improvement. Your Intelligence increases by 1.

Trap Reflexes. When you take damage from a trap, you can use your reaction to roll a d12. Add your Dexterity 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.

Trapcunning. Your skill at finding traps is legendary. You add twice your proficiency bonus to Investigation and Perception checks related to traps.

Aquatic

Ability Score Improvement. Your Constitution increases by 1.

Child of the Sea. You have a swimming speed of 30 feet, and you can breathe air and water.

Dragonwrought

Ability Score Improvement. Your Charisma increases by 1.

Type. Your type changes from humanoid to dragon, giving you immunity to effects that only target humanoids such as dominate person and crown of madness, although making you vulnerable to effects that target dragons such as an arrow of dragon slaying.

Age. You gain the longevity of dragons, increasing your maximum age to 3,000 years.

Dragonblood. You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.

Traps

For rules on constructing traps, see Xanathar's Guide to Everything.

Synad

Age. As human.

Size. Your size is Medium.

Ability Score Increase. Your Intelligence increases by 2. Synads are natural problem-solvers.

Type. Your type is aberration, giving you immunity to effects that only target humanoids such as dominate person and crown of madness.

Psi Points. You have a reservoir of 3 psi points, or your maximum psi points increases by 3. You have one each from the overmind, the collective, and the oracle.

Threefold Mind. The threefold synthesis of mind, controlled by the overmind, grants you a defense against mental attacks. You gain advantage against being charmed or frightened.

Oracle. The part of a synad's mind known as the oracle grants you a daily precognitive edge. When you finish a long rest, roll 2d20 and record the higher number rolled. You can replace any attack roll, saving throw, or ability check made by you with this foretelling roll. You must choose to do so before the roll.

The foretelling roll can be used only once. When you finish a long rest, you lose an unused foretelling roll.

Collective. The part of your mind known as the collective allows you to tap into a racial network of knowledge and information. You can spend 1 psi point to gain advantage on any Intelligence check you make.

Multitask. A synad's threefold mind can temporarily separate, focusing on more than one thing at once. Once per day, you can spend 1 psi point to take a bonus action to manifest any talent or discipline you can. After you end your turn, you are stunned until the start of your next turn as your brain recharges.

Psionic Talent. You know one talent of your choice, and can manifest it at will.

Languages. Common and Synad.

Mongrelfolk

Age. Mongrelfolk live as long as humans.

Size. Mongrelfolk are around 5 feet tall. Your size is Medium.

Ability Score Increase. Your Constitution increases by 3. Mongrelfolk are very hardy.

Type. Your type is humanoid.

Speed. Your walking speed is 30 feet.

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

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

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

Diffuse Blood. You gain advantage on saving throws against any spell that targets a particular race or ignores a particular race, provided the selected race is part of your general ancestry (human, halfling, dwarf, elf, gnome, goblin, or orc).

Race Emulation. You can qualify as any race for the purposes of activating magic items.

Darkvision. Thanks to your radically mixed heritage, 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.

Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Skills. You gain proficiency in one skill of your choice.

Language. You can speak, read, and write Common and one extra language of your choice. Mongrelfolk typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Hengeyokai

Hengeyokai are intelligent, shapechanging animals, able to shift freely between human and animal forms, as well as a bipedal, animalistic form. Several subraces exist, defined by the kind of animal form they can assume. They are typically found on the fringes of human-settled lands, where they can mingle in human form but retreat to solitude if they desire.

Isolated Watchers

Hengeyokai tend to be secretive, reclusive, and solitary, dwelling alone or in small bands. They often display personality traits similar to their animal type—so monkey hengeyokai are curious and inquisitive, hare hengeyokai are peaceful but easily startled, and so on. Hengeyokai usually do not try to fit into human society, knowing that they are different and believing that they are more closely connected to the spirit world.

Three Forms

In animal form, hengeyokai are almost indistinguishable from normal animals except through magic. Naturally, their behavior often provides proof of their intelligence, so careful observation of a hengeyokai in animal form can reveal that it is not what it appears to be. Hengeyokai can also assume a bipedal, animalistic (“hybrid”) form. They stand on their hind legs (or similar appendages) to the height of their human form. The front paws, wings, or fins change into hands, capable of gripping and using normal equipment. The rest of the body retains the general appearance of the animal, including fur, feathers, wings, tail, and other characteristic features, but in the overall shape of a humanoid head and torso.

In human form, hengeyokai look exactly like normal humans, though (like lycanthropes) they often display some feature associated with their animal form. For example, a sparrow hengeyokai might have a sharply pointed nose, while a rat hengeyokai might have beady eyes and a long mustache.

Hengeyokai Names

Hengeyokai names follow human patterns in whatever lands they dwell.

Hengeyokai Traits

Your hengeyokai character has certain characteristics in common with all other hengeyokai. Pick one option below.

Type. Hengeyokai are humanoids, despite their animal abilities. You have the shapechanger tag.

Ability Score Increase. One score increases by 2 as detailed by your subrace on the adjacent table.

Age. Hengeyokai live about as long as humans.

Alignment. Hengeyokai tend strongly towards chaos, with change and adaptation quite literally in their blood.

Size. In human and hybrid forms, hengeyokai are Medium. Your animal form's size varies by subrace.

Darkvision. Hengeyokai are comfortable in the night. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Beast Speech. You can comprehend and verbally communicate with beasts. 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.

Languages. You can speak, read, and write Common and Hengeyokai. The Hengeyokai language, which uses the Sylvan script, is rarely used by anyone but hengeyokai themselves.

Shapechanger. As an action, you can shift to human, hybrid (true), or animal form. Your clothing and equipment are absorbed into you in animal form. Your statistics, other than your size and those noted in the table below, are the same in each form. You stay in the new form until you use an action to revert to your true form or until you die.

While in hybrid form or animal form, you gain special abilities, detailed on the table below and explained below.

  • Amphibious. You can breathe air and water.
  • Escape. When you use this trait, you add 15 feet to your movement and any movement you make until the end of the turn does not provoke opportunity attacks. Once you use this trait, you can't use it again until you finish a short or long rest
  • Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
  • Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
  • Water Breathing. You can breathe only underwater.
Subrace Ability Animal form size Special Ability
Badger +2 Con Tiny Keen Smell, Burrow speed 5 ft.
Carp +2 Dex Tiny Swim speed 40 ft., Water Breathing
Cat +2 Dex Tiny Keen Smell, proficiency in Stealth
Crab +2 Con Tiny Amphibious, Swim speed 20 ft.
Crane +2 Int Medium Fly speed 20 ft.
Dog +2 Wis Medium Keen Hearing and Smell
Fox +2 Cha Small Keen Hearing, proficiency in Perception
Hare +2 Dex Tiny Escape
Monkey +2 Dex Small Climb speed 20 ft., proficiency in Acrobatics
Raccoon dog +2 Str Small Keen Smell, proficiency in Athletics
Rat +2 Dex Tiny Keen Smell, proficiency in Stealth
Sparrow +2 Dex Tiny Fly speed 20 ft.
Weasel +2 Con Tiny Keen Hearing and Smell

Spell Lists

Archivist

2nd Level
  • Exorcism (ritual)
4th Level
  • Bind Possessor

Bard

Cantrips (0 Level)
  • Amanuensis
  • Bouncing Fall (Bounce the Baby)
  • Memory Lapse (What Was I Thinking Of?)
1st Level
  • Alibi
  • Beggar's Charm (Fly a Flag)
  • Card Control (Flip You for It)
  • Compelling Question (Shakedown)
  • Confession (I Shouldn't Tell You This)
  • Countercharm
  • Dust and Dirt (Not Worth Much) (ritual)
  • Forget (Nothing to See)
  • Mage Burr
2nd Level
  • Charming Lie (Trust Me, Boys)
  • Chill Metal
  • Fengut
  • Private Conversation (Just Between Us) (ritual)
3rd Level
  • Celerity
  • Create Fetch
  • Enduring Scrutiny
4th Level
  • Hand of the Guilty
  • Nondescript
5th Level
  • Greater Locate Object
  • Serene Gaze of Io
7th Level
  • Joyous Voice of Hlal
8th Level
  • Discern Location
  • Pure Sight

Cleric

Cantrips (0 Level)
  • Amanuensis
1st Level
  • Scholar's Touch (Ritual)
2nd Level
  • Balor Nimbus
  • Exorcism (ritual)
3rd Level
  • Glowing Orb
4th Level
  • Bind Possessor
  • Dimensional Anchor
  • Identify Transgressor
  • Lendys's Fair Exchange
5th Level
  • Greater Locate Object
  • Mercantile Gaze of Astilabor
  • Serene Gaze of Io
  • Wings of Aasterinian
6th Level
- Extract Gift
7th Level
  • Joyous Voice of Hlal
8th Level
  • Discern Location
  • Pure Sight
9th Level
  • Blasphemy
  • True Creation

Druid

1st Level
  • Blockade
  • Douse
  • Mage Burr
  • Wall of Smoke
2nd Level
  • Chill Metal
  • Corrosive Form
3rd Level
  • Air Breathing (ritual)
  • Amorphous Form
  • Chain of Eyes
  • Control Temperature (ritual)
  • Mold Touch
4th Level
  • Friendly Fire
  • Lay of the Land (ritual)
5th Level
  • Brutal Claw of Garyx
  • Greater Locate Object
  • Serene Gaze of Io
  • Wings of Aasterinian

6th Level

  • Gatorswarm
  • Wall of Ooze

7th Level

  • Mantle of the Slime Lord

8th Level

  • Discern Location

9th Level

  • Conjure Elder Elemental

Paladin

2nd Level
  • Exorcism (ritual)
3rd Level
  • Enduring Scrutiny
4th Level
  • Lendys's Fair Exchange
  • Tamara's Aura of Safety
5th Level
  • Greater Locate Object

Ranger

1st Level
  • Blockade
  • Douse
  • Woodwisp Arrow
2nd Level
  • Near Horizon
3rd Level
  • Air Breathing (ritual)
4th Level
  • Lay of the Land (ritual)
5th Level
  • Greater Locate Object

Sorcerer

Cantrips (0 Level)
  • Amanuensis
  • Shadow Blindness
1st Level
  • Alibi
  • Blockade
  • Mage Burr
  • Nerveskitter
  • Wall of Smoke
2nd Level
  • Balor Nimbus
  • Corrosive Form
  • Fengut
3rd Level
  • Air Breathing (ritual)
  • Amorphous Form
  • Arcane Turmoil
  • Celerity
  • Control Temperature (ritual)
  • Create Fetch
  • Engulfing Terror
  • Mold Touch
  • Wand Modulation
4th Level
  • Dimensional Anchor
  • Friendly Fire
  • Lendys' Fair Exchange
  • Ice Web
  • Nondescript
  • Seething Eyebane
5th Level
  • Brutal Claw of Garyx
  • Master of the Game
  • Mercantile Gaze of Astilabor
  • Wings of Aasterinian
6th Level
  • Alert Bebilith
  • Touch of Chaos
  • Wall of Ooze
7th Level
  • Joyous Voice of Hlal
  • Mantle of the Slime Lord
  • Starmantle
8th Level
  • Pure Sight
  • Superior Invisibility
9th Level
  • Conjure Elder Elemental
  • Invoke Magic
  • Maw of Chaos
  • Mordenkainen's Disjunction
  • True Creation
  • Wall of Eyes

Warlock

Cantrips (0 Level)
  • Amanuensis
  • Bat Sight
  • Lengthen Shadows
  • Shadow Blindness
1st Level
  • Aberrate
  • Distraction (Screamer)
  • Mage Burr
2nd Level
  • Balor Nimbus
3rd Level
  • Chain of Eyes
4th Level
  • Lendys's Fair Exchange
  • Seething Eyebane
5th Level
  • Brutal Claw of Garyx
  • Master of the Game
  • Prying Eyes
6th Level
  • Alert Bebilith
  • Touch of Chaos
7th Level
  • Mantle of the Slime Lord
  • Starmantle
8th Level
  • Brain Spider
  • Pure Sight
9th Level
  • Invoke Magic
  • Maw of Chaos
  • Wall of Eyes

Wizard

Cantrips (0 Level)
  • Amanuensis
  • Bat Sight
  • Bouncing Fall (Bounce the Baby)
  • Create Equipment (Just the Thing)
  • Fast Escape (Quicker)
  • Lengthen Shadows
  • Memory Lapse (What Was I Thinking Of?)
  • Shadow Blindness
1st Level
  • Aberrate
  • Alibi
  • Beggar's Charm (Fly a Flag)
  • Blockade
  • Card Control (Flip You for It)
  • Compelling Question (Shakedown)
  • Douse
  • Dust and Dirt (Not Worth Much) (ritual)
  • Forget (Nothing to See)
  • Mage Burr
  • Moment's Brilliance
  • Nerveskitter
  • Scholar's Touch (ritual)
  • Wall of Smoke
2nd Level
  • Balor Nimbus
  • Charming Lie (Trust Me, Boys)
  • Corrosive Form
  • Fengut
  • Part Crowd (Step Aside)
  • Private Conversation (Just Between Us) (ritual)
3rd Level
  • Air Breathing (ritual)
  • Amorphous Form
  • Arcane Turmoil
  • Celerity
  • Chain of Eyes
  • Control Temperature (ritual)
  • Create Fetch
  • Enduring Scrutiny
  • Glimpse of Truth (ritual)
  • Glowing Orb
  • Mold Touch
  • Wand Modulation
4th Level
  • Bind Possessor
  • Dimensional Anchor
  • Enter Shadow
  • Friendly Fire
  • Hand of the Guilty
  • Identify Transgressor
  • Lendys's Fair Exchange
  • Nondescript
  • Seething Eyebane
5th Level
  • Brutal Claw of Garyx
  • Greater Locate Object
  • Master of the Game
  • Mercantile Gaze of Astilabor
  • Prying Eyes
  • Serene Gaze of Io
  • Wings of Aasterinian
6th Level
  • Alert Bebilith
    - Extract Gift
  • Eye of Stone
  • Probe Thoughts
  • Rary's Arcane Conversion
  • Touch of Chaos
  • Wall of Ooze
7th Level
  • Mantle of the Slime Lord
  • Mindshriek
  • Starmantle
8th Level
  • Brain Spider
  • Discern Location
  • Pure Sight
  • Simbul's Spell Swap
  • Spell Replacement
  • Superior Invisibility
9th Level
  • Conjure Elder Elemental
  • Invoke Magic
  • Maw of Chaos
  • Mordenkainen's Disjunction
  • True Creation
  • Wall of Eyes

Spell Descriptions

Aberrate

1st-level transmutation


(Warlock, Wizard)


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

This spell transforms a creature that you can see within range into a hideous, mutated mockery of its form. An unwilling creature must make a Constitution saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

For the duration, the subject's type changes to aberration, it gains darkvision to 60 feet, and and it gains a +2 bonus to AC for the duration (from the toughening of its skin). It has disadvantage on all Charisma checks except Intimidation checks.

Air Breathing

3rd-level transmutation (ritual)


(Druid, Ranger, Sorcerer, Wizard)


  • 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 air until the spell ends. Affected creatures also retain their normal mode of respiration.

Alert Bebilith

6th-level conjuration


(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of demon's flesh and a lump of iron)
  • Duration: Instantaneous

You call a bebilith—a demon that hunts other demons—to kill or chase off another demon. This spell is a risky proposition, however, and can easily backfire.

To determine the effect of the spell, subtract the CR of the demon from 11 (the CR of the bebilith), add the result to a spellcasting ability check, and consult the below table.

If this spell is cast while not in the presence of a demon, the bebilith acts as if the check result was a 4.

Alert Bebilith
Check Result Outcome
3 or lower Bebilith and demon both attack you.
4-7 Bebilith ignores demon and attempts to grab another random creature (possibly you) within 90 feet of where it appeared. It tries to grab the creature, then retreat to the Abyss to feed, never returning.
8-11 Bebilith flees without taking action.
12-15 Demon flees, and bebilith attempts to grab another random creature (possibly you) within 90 feet of where it appeared. It tries to grab the creature, then retreat to the Abyss to feed, never returning.
16-19 Demon flees, and 1 round later the bebilith starts hunting for it.
20+ Bebilith grabs demon, and the two disappear. The demon is never seen again.

Alibi

1st-level illusion


(Bard, Sorcerer, Wizard)


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

Your target's expression changes as he suddenly recalls seeing you before.

You implant a memory of your presence in a target's mind. The creature must make an Intelligence saving throw. On a failure, it recalls speaking with you or interacting with you sometime within the last 24 hours. The phantasm is completely believable and the target's mind adapts to the mental intrusion, filling in any gaps in logic.

Amanuensis

Transmutation cantrip


(Bard, Cleric, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You point at the writing and then move your hand as though holding a stylus or quill. As you intone the spell, the script appears on a sheet of paper close at hand.

You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.

The spell triggers (but does not copy) writing-based magic traps in the material being copied.

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell's duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.

Amorphous Form

3rd-level transmutation


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a pinch of gelatin)
  • Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it’s wearing and carrying, into an amorphous, oozelike form. While in this form, it can move through a space as narrow as 1 inch wide without squeezing. It gains a swim speed and climb speed equal to its walking speed, and it can move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

Arcane Turmoil

3rd-level abjuration


(Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

This spell is a highly specialized variant of dispel magic, originally created for wizard duels. Choose one creature 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.

Additionally, if the subject is a spellcaster, it must make a Constitution saving throw. On a failure, it loses a 3rd-level spell slot, or its highest slot if it doesn't have any 3rd slots.

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. Additionally, the level of the slot lost equals the slot you use to cast this spell.

Balor Nimbus

2nd-level transmutation


(Cleric, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Componnets: V, S, M (a pinch of soot)
  • Duration: Concentration, up to 1 minute

You are wreathed in the flames of a balor. When you cast this spell and at the end of each of your subsequent turns, any creature that is grappling you or you are grappling takes 6d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each level above 2nd.

Bat Sight (Blind Eye)

Divination cantrip


(Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round

One willing creature you touch gains blindsight out to a range of 10 feet until the end of its next turn. It can't use this blindsight while deafened. For the same duration, the creature has vulnerability to thunder damage.

Beggar’s Charm (Fly a Flag)

1st-level enchantment


(Bard, Wizard)


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to one hour

This spell draws the eye of those within its area, making you more visible and (often) more sympathetic—and also increasing your value as a distraction when trying to draw the eye of guards, sentries, or scouts. You become easier to discern (advantage on viewers’ Wisdom (Perception) checks) and provide a better distraction, imposing on viewers of your choice disadvantage on Wisdom (Perception) checks to notice anyone but you. The spell is also used to help beggars draw attention to themselves when plying their trade, granting advantage on checks for begging.

Bind Possessor

4th-level abjuration


(Archivist, Cleric, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a chain link)
  • Duration: Permanent

This spell is one of the best ways to deal with a possessing fiend. One creature within range is can possess other creatures (such as a ghost, fiend, or caster using magic jar) or a creature or object that is being possessed by another creature, is affected with one of the following options of your choice:

Impotent Possessor. A creature that is currently possessing its host cannot control, influence, aid, or harm its host. The only action it can take is to leave its host. If the possessor is currently in its own body, it cannot possess anything as long as the spell lasts.

Imprison Possessor. A creature that is currently possessing its host cannot leave its host. It can take any other action it can normally take while possessing. If the possessor is currently in its own body, it cannot possess anything as long as the spell lasts.

A creature can be affected by both of these effects at once. This is an exception to the normal rule that a creature can't be subjected to the same spell twice at once. It can still only be subjected to a single effect of this spell once.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature or object for each slot level above 4th. The creatures or objects must be within 30 feet of each other when you target them. You can target a target twice to render it both impotent and imprisoned.

Binding Winds

2nd-level evocation


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 minute

Calling upon the power of elemental air, you encircle one creature within range in whipping winds. The creature must succeed on a Strength saving throw or have its land and climb speeds reduced to 0 for the duration. For the same duration, the whirling winds make it impossible for anyone else to hear the creature (though it can still speak, and thus can cast spells requiring verbal components). For it to cast a spell, it must succeed at a Concentration check against your spell save DC. On a failure, the spell is lost with no effect.

A creature's fly speed does not become 0, but it cannot move from its current location (unless pushed). All other speeds are unaffected.

Blasphemy

9th-level evocation


(Cleric)


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

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 challenge rating (or its level, if the target doesn’t have a challenge rating). If the caster doesn't have a spellcasting level, use the caster's CR.

  • Equal to caster's spellcasting level: Incapacitated until the start of your next turn, and speed is 0 while incapacitated in this way.
  • 1 to 4 less than caster's spellcasting level: Incapacitated for 1 turn, and speed is 0 while incapacitated in this way. Target deals only half damage with weapon attacks that use Strength for 1 minute.
  • 5 to 9 less than caster's spellcasting level: Incapacitated for 1 turn, and speed is 0 while incapacitated in this way. Target deals only half damage with weapon attacks that use Strength for 1 minute. Stunned for 10 minutes.
  • 10 or more below caster's spellcasting level: Incapacitated for 1 turn, and speed is 0 while incapacitated in this way. Target deals only half damage with weapon attacks that use Strength for 1 minute. Stunned for 10 minutes. Killed instantly.

Regardless of its challenge rating, 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.

This spell is also called holy word, dictum, word of chaos, and word of balance, depending on the moral and ethical inclinations of the caster.

Blockade

1st-level conjuration


(Druid, Ranger, Sorcerer, Wizard)


  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Components: V, S, M (a small wooden block)
  • Duration: 1 minute

You drop a tiny wooden block before you. It rapidly begins growing and hits the ground with a heavy thud, becoming a perfect 5-foot cube of dense wood.

You call a cube of solid wood, 5 feet on a side, into being. The cube must be created upon solid ground in an empty square. If no solid surface exists that is large enough for the cube to fit on, or if no adjacent square is empty, the spell fails. The cube weighs 2,000 pounds. It is an object that has 600 hit points and AC 15. It completely fills one 5-foot square.

Multiple cubes can be stacked. If it is pushed into water, the cube floats.

Bouncing Fall (Bounce the Baby)

Transmutation cantrip


(Bard, Wizard)


  • Casting Time: 1 reaction, which you take when you fall
  • Range: Self
  • Components: V, M (a small spring)
  • Duration: Instantaneous

You reduce but do not eliminate falling damage. Instead of suffering 1d6 points of damage per 10 feet fallen, you suffer the minimum 1 point of falling damage per 10 feet. This benefit comes from a magical bounce that occurs at the moment of impact. A successful DC 15 Dexterity (Acrobatics) check allows you to control the direction of the bounce; otherwise, the bounce throws you in a random direction from the point of impact. You bounce 2 feet horizontally per 10 feet fallen; for instance, if you fell from a height of 80 feet,you would bounce 16 feet away from the point of impact.

If the direction of a bounce creates a secondary impact with a wall, object, creature, or person, you suffer 1d6 points of damage from that impact and immediately fall prone. A creature struck by a bouncing caster does not suffer damage, but must make a Strength saving throw Strength check or be knocked prone.

Brain Spider

8th-level divination


(Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 600 feet
  • Components: V, S, M (a spider of any size or kind. It can be dead, but it must still have all eight legs.)
  • Duration: Concentration, up to 10 minutes

You touch a spider's body and think of the targets. As each target succumbs to the spell, a leg of the spider vanishes into nothingness.

Choose up to eight creatures within range. Each creature must succeed at a Wisdom saving throw. On a failure, you can tap into its brain. When you cast this spell, and as an action while the spell lasts, you can eavesdrop as a standard action on the thoughts of up to eight other creatures at once, hearing as desired:

  • The ceaseless chaos representing images of surface thoughts.
  • Individual trains of thought in whatever order you desire.
  • Information from all minds about one particular topic, thing, or being, 10 + 1d10 nuggets of information at once.
  • A study of the thoughts and memories of one creature of the group in detail.

As an action, you can attempt to implant a suggestion (as the spell, but not requiring concentration) in the mind of any one of the affected creatures. The creature can make another Wisdom saving throw to resist the suggestion. (Creatures with special resistance to enchantment spells can use this resistance to keep from being affected by the suggestion). Success on this saving throw does not negate the other effects of the brain spider for that creature.

You can affect all intelligent beings of your choice within range (up to the limit of eight), beginning with known or named beings. Language is not a barrier, and you need not personally know the beings—you can choose, for instance, "the nearest eight guards who must be in that chamber there".

The spell has no effect on those who succeed on the initial Wisdom saving throw.

Brutal Claw of Garyx

5th-level evocation


(Cleric, Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a thin coating of blood on your hand or a vial of dragon blood)
  • Duration: Instantaneous

You thrust your hand forward in a powerful strike to rend your opponent. Make a spell attack. On a hit, the target takes 6d8 slashing and 3d8 fire damage, and must make a Strength saving throw. Failure allows you to throw it 60 feet in any direction, dealing 3d8 bludgeoning damage to anyone in the path.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the slashing and bludgeoning damage increases by 1d8 for each slot level above 5th. The distance you can throw your target on a failed save also increases by 10 feet for each slot level above 5th.

Card Control (Flip You for It)

1st-level transmutation


(Bard, Wizard)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (the coin, dice, or cards to affect)
  • Duration: Instantaneous

A single coin flip, dice roll, or draw of a card comes up exactly as you desire, even if this seems impossible (such as drawing a fifth ace from a single deck of cards, flipping a coin onto its edge, or rolling twenty dice and getting all sixes). The verbal component is a small plea, lucky phrase, or prayer to the gods of luck, and the somatic component involves a convoluted mystic pass over the cards or a showy way to flip the coin. In either case,the motion might be mistaken for showmanship instead of spellcasting (the victims are entitled to Wisdom (Insight) or Intelligence (Investigation) checks opposed by your Deception check to determine whether they know they are being scammed).

While the spell doesn’t fail even if the viewers figure out what is going on, the effect of getting the desired result isn’t quite the same when viewers know you accomplished it by magic.

This spell does not work on magic items (such as a deck of many things). If used in a gambling game, card control grants advantage on the check.

The rules for cheating still apply, and the spell is well known in most gambling dens.

Celerity

3rd-level transmutation


(Bard, Sorcerer, Wizard)


  • Casting Time: 1 reaction, which you take when a creature you can see takes an action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

You pull time from the future into the present, allowing you to immediately move up to your speed, or immediately take a bonus action. You are then stunned until the end of your next turn.

At Higher Levels. When cast as a 5th-level spell, you can instead immediately take 1 action. When cast as a 7th-level spell, you can immediately take 1 full turn (with a move, interacting with an object, an action, and a bonus action).

Chain of Eyes

3rd-level divination


(Druid, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You can use another creature's vision instead of your own. As part of this creature, you force a creature you touch to make a Wisdom save (it can choose to fail this save if it wants). On a failure, you gain the ability to see out of the creature's eyes.

While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in a round, you can use a free action to switch from seeing through the current creature's eyes to seeing normally or back again.

Each transfer attempt allows the new target a saving throw. If a target resists, the spell ends.

At Higher Levels. If you cast this spell using 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 or saved against. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

Charming Lie (Trust Me, Boys)

2nd-level enchantment


(Bard, Wizard)


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

You tell a lie so convincingly that no one doubts you. Choose one or more creatures within range. All creatures must make a Wisdom saving throw. On a failure, the spell takes effect on that creature. Creatures immune to being charmed are immune to this spell. You can make the subjects of this spell believe almost anything that their senses don’t directly contradict. If it is something a target especially wants to believe (such as a longtime crush returning feelings), the target suffers disadvantage on its save. If the statement is especially outlandish (such as jumping in acid restoring wounds), it get advantage on its save.

Because this spell is particularly surreptitious and entirely verbal, it is not always apparent when it has been cast. Only a target that succeeds on its save has a chance to recognize the spell with an Arcana check (this one against your spell save DC, instead of the normal DC). A target that fails the save is automatically unaware of the spell being cast. A target that succeeds on the save but fails the check brushes off the spell as unbelievable nonsense, but is unaware of the spell.

The charming lie changes beliefs, but it does not allow the caster to give orders. Any statement of fact—“I’m a messenger for the king” or “These aren’t the bandits you’re looking for”—is pretty much accepted at face value.

This spell does not allow you to suggest a course of action to the targets; inaction is fine, but you cannot directly tell the targets to do a particular thing. The targets may come to a conclusion on their own (such as confronting a corrupt official if they are told that he is robbing them,or going in search of water if they are told they are thirsty), but there’s no guarantee of that.

When the spell wears off, the targets remember hearing the statement and any actions they took, but they are not aware they were influenced through magic.

Chill Metal

2nd-level transmutation


(Bard, Druid)


  • 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 drop to frigid temperatures. Any creature in physical contact with the object takes 2d8 cold 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.

Compelling Question (Shakedown)

1st-level enchantment


(Bard, Wizard)


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

You ask another creature within range one simple question that it can answer with a single word. The target must succeed on a Wisdom saving throw. On a failure, on the subject’s next turn, it answers you as truthfully and fully as possible. The DM is free to assign advantage or disadvantage to the saving throw based on how important the target considers the information to be. Asking someone whether she is the king’s murderer, for example, involves a closely guarded secret and may earn a trained assassin advantage on the save. However, asking what she had for breakfast, or what the weather was like yesterday, will likely impose disadvantage on the save.

Confession (I Shouldn’t Tell You This)

1st-level enchantment


(Bard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a set of wooden prayer beads)
  • Duration: Concentration, up to 10 minutes

You touch one creature and force it to make a Wisdom saving throw. On a failure, the subject feels talkative, understood, and confessional, and you seem trustworthy and empathetic in the subject’s eyes. When cast successfully, the spell typically results in the subject spilling secret information about past crimes, lovers, political intrigues, and so forth. The information provided can sometimes be prompted by you, though doing so requires a successful Persuasion check opposed by the subject's Wisdom (Insight) check.

The target suffers disadvantage on this save if it is drunk or other- wise intoxicated, or currently charmed by you. A successful save makes the target even more than usually suspicious of you. A target that succeeds on its save cannot be targeted by you with this spell for 24 hours.

Conjure Elder Elemental

9th level conjuration


(Druid, Wizard, Sorcerer)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a gem worth 100gp--aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water, consumed)
  • Duration: Concentration, up to 1 minute

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 20-foot cube within range. An elemental of your choice of challenge rating 25 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.

When you cast the spell – and an action on each of your turns - you can give it instructions as you please, being as precise as you want. 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 minute after you summoned it.

The DM has the elemental’s statistics.

Corrosive Form

2nd-level transmutation


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of slime)
  • Duration: 10 minutes

You coat a willing creature you touch in acidic slime. For the duration, a creature that hits it with a melee attack while within 5 feet of it takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits it corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits it is destroyed after dealing damage.

Countercharm

1st-level abjuration


(Bard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of cold iron)
  • Duration: Instantaneous

One creature of your choice that is within range and is under the effect of a charm (such as from the charm monster spell) or a condition that does not work if the subject is immune to being charmed (such as suggestion) may immediately make a new save against that effect. If the subject is under multiple effects (such as a charm person and a suggestion spell), you choose which one to counter.

If this save fails, the countercharm does not negate the existing spell or effect, and you the target cannot gain the benefits of a countercharm against that charm for the next 24 hours (though it can still gain it against other charms it is under).

Create Equipment (Just the Thing)

Conjuration cantrip


(Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create any one nonmagical object, which remains in existence for the duration of the spell. The object cannot be heavier than 5 lbs., must fit into a 3x1x1 foot box, and cannot cost more than 20 gp. Thus,the spell can create a rope, spike, brick, or dagger, but not a diamond or a catapult. The object is visibly magical, radiating dim light out to 5 feet.

Create Fetch

3rd-level conjuration


(Bard, Sorcerer, Wizard)


  • Casting Time 1 action
  • Range: 30 feet
  • Components: V, S, M (one of your own hairs)
  • Duration: 1 hour

Plucking out one of your own hairs, you make a beckoning motion. A double of you appears nearby.

You create a fetch, a perfect replica of your form at the time you cast this spell. Little more than an animated reproduction, a fetch is mindless but capable of performing simple tasks or imitating you. The creation is the same size as you and occupies space just as a living creature does. You have a mental connection with your fetch and can give it new orders as an action.

The fetch duplicates your form in every way but texture. You must make a Charisma (Deception) check when you cast the spell to determine how good the likeness is; this result is opposed by observers’ Perception checks. Anyone touching the fetch finds it rubbery and soft, and in so doing immediately realizes its magical nature. The fetch’s body includes useless versions of all the equipment you possess: A weapon wielded by the fetch is too flimsy to deal damage, and tools it carries are fragile and imprecise. Items created with a fetch are part of its form and dissipate if separated from it.

At your order, the fetch can retrieve things for you, open unstuck doors, hold chairs, and the like, as well as perform menial tasks such as cleaning and mending. The fetch can’t perform any task that requires a skill check with a DC higher than 10. It can perform only one activity at a time, but it repeats the same activity tirelessly if ordered to do so as long as the spell lasts. You can have the fetch imitate you, such as by sitting at a desk and pretending to write, lying in bed and breathing deeply, or skulking with a weapon drawn. It can even imitate tasks it can’t actually perform, though it automatically fails any attempt at such performance—for instance, even though a fetch can pretend to decipher an ancient text, it can’t actually do it.

The fetch weighs roughly the same as you do, so it can trigger any traps you would if you were to pass through the same space, setting off tripwires, pressure plates, some magical forms of detection, and similar devices. Its land speed is normal for a creature of your kind (for example, 30 feet for a human or 25 feet for a halfling). Even if you normally have other modes of movement available (such as a fly or swim speed), the fetch can’t use those.

The fetch automatically fails any saving throw required of it. A fetch duplicates your appearance in every way.

The fetch has an effective Strength score of 6, so it can lift 60 pounds or drag 300 pounds. See the statblock for a sample fetch. You can command it to make noise, but it can’t communicate in any way, nor can it understand instructions other than the simple orders you give it telepathically.

The fetch cannot attack in any way; it is never allowed an attack roll. Even if armed, it doesn’t threaten an area around it and thus can’t flank an enemy, nor can it use the Help action to improve your attack rolls.

Detect thoughts does not register its existence (since it is mindless), but detect magic reveals it as a magical effect.


Fetch

Small or medium construct, unaligned


  • Armor Class 10
  • Hit Points 11 (2d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 12 (+1) 1 (-5) 1 (-5) 1 (-5)

  • Senses passive Perception 5
  • Languages
  • Challenge 0 (0 XP)

False Appearance. The fetch appears identical to the creature who casts the spell.

Insubstantial. The fetch can't regain hit points or benefit from temporary hit points. It automatically fails all saving throws, and it cannot attack in any way. It cannot succeed on any skill check with a DC over 10.

Dimensional Anchor

4th-level abjuration


(Cleric, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

A green ray springs from your outstretched hand. You must make a ranged spell attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, etherealness, gate, maze, plane shift, teleport, and similar abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Discern Location

8th-level divination


(Bard, Cleric, Druid, Wizard)


  • Casting Time: 10 minutes
  • Range: Unlimited
  • Components: V, S, M (a compass)
  • Duration: Instantaneous

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Distraction (Screamer)

1st-level illusion


(Warlock)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

One creature of your choice within range must make an Intelligence saving throw. You create a mental image in someone’s mind of something the target will find distracting—it is either annoying, alluring, or frightening. The target, not the caster, decides what form the phantasm takes. A failed save means the target takes the Dodge action. In its mind, it interacts with the image—swatting at an imaginary fly, dodging an imaginary attack, starting in surprise at an imaginary loved one, and so on. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

At Higher Levels. When cast with a spell slot of 2nd level or higher, you can target one additional creature for each slot above 1st.

Disobedience

3rd-level abjuration


(Bard, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a scrap of tin)
  • Duration: Concentration, up to 1 hour

A ghostly great helm that only you can see appears around your companion's head, warding her mind against control.

You shield your subject against mind-controlling spells and abilities. Disobedience blocks any attempt to exercise mental control over the subject creature, including charms that grant ongoing control over the subject, such as dominate person or a vampire's dominate ability. The protection does not prevent such effects from targeting a subject affected by disobedience, but it suppresses the effect for the duration of this spell. If disobedience ends before the effect granting mental control does, the would-be controller becomes able to mentally command the targeted creature.

In addition to protecting the subject, disobedience sends false information to the creature that is attempting to gain control of the subject. The would-be controller must succeed on a Wisdom save or believe that its spell or ability has taken effect and that the target is now under its control. The spell's subject becomes aware of commands issued by that creature and can choose to act however she pleases, disregarding the would-be controller's orders or going along with them in a pretense of obedience.

Douse

1st-level transmutation


(Druid, Ranger, Wizard)


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

You douse any number of small (less than 1 cubic foot each) sources of natural light within range, such as candles, lanterns, torches, or even fluorescent crystals. You can extinguish multiple fires at the same time, as long as they are all within the spell’s area. Hearth fires, campfires, bonfires, and magical fires are unaffected.

At Higher Levels. When cast as a 2nd-level or higher spell, the radius of this spell increases by 10 feet for each level above 1st. Additionally, when cast as a 5th-level or higher spell, you can extinguish hearth fires, campfires, bonfires, and indeed any fire that is less than 1000 cubic feet.

Dust and Dirt (Not Worth Much)

1st-level illusion (ritual)


(Bard, Wizard)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a handful of dust)
  • Duration: 1 hour

This spell makes an object you touch that fits within a 10x10x10 foot cube appear to be worth less than its actual value. The target object seems filthy, dirty, cracked, bent, or otherwise subpar. The object’s apparent value declines by 60 percent plus 2d4 percent. Dust and dirt dispels any spit shine spell cast on a target object.

You can dismiss this spell as an action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the value reduction increases by 1d4 for each slot level above 1st.

Emerald Planes

2nd-level evocation


(Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made from a green gem.
  • Duration: Concentration, up to 10 minutes

When you cast this spell, you create four flat, translucent green 5-foot-square, 1-inch-thick fields of force. An emerald plane cannot more, it is immune to damage of all kinds, and it is unaffected by most spells. However, a disintegrate spell or a sphere of annihilation destroy whichever emerald plane they touch, while a dispel magic dispels all of the planes created by a single casting of the spell. Nothing can physically pass through the wall. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

An emerald plane cannot be conjured so that it occupies the same space as a creature or another object. It must always be flat. Emerald planes require no anchors, and can float above ground wherever the caster desires. Emerald planes can be created vertically or horizontally. Only one edge of an emerald plane can touch another surface at the time of the casting, but an emerald plane can touch more than one edge to a solid surface after casting. All emerald planes must be placed so no part of them is within 5 feet of any other emerald plane.

All planes created by a particular casting of the emerald planes spell wink out of existence when the spell duration ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional emerald planes for each slot level above 2nd.

Enduring Scrutiny

3rd-level divination


(Bard, Paladin, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 7 days

You sense a sudden, empathic connection with the subject, as though you were constantly a mere step or two behind.

You designate a particular action when casting this spell. If the target creature engages in or commits that particular action during the spell's duration, you are in stantly alerted of that fact, regardless of the distance between you and the subject (and even if the subject is on another plane). For instance, you could command the spell to alert you if the subject casts a spell or kills someone. You do not necessarily know the precise details of why or how the subject committed the designated action; you only know, instantly, that they did so.

Engulfing Terror

3rd-level conjuration


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create an ooze of challenge rating 2 or lower. It appears in an unoccupied space that you can see within range. The ooze's existence is not magical, though your control over it is. If ended with dispel magic, an antimagic field, or similar magic, the spell ends and it becomes free-willed as detailed below.

The ooze is friendly to you and your companions for the duration of the spell. 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). If you don’t issue any commands to the ooze, it attacks the nearest source of non-friendly food, or moves in a random direction if none is apparent. If the ooze splits, you retain control over all split oozes for the duration.

When the spell ends, it becomes indifferent to you and your companions and will regard you as a source of food like any other (unless you are inedible).

The DM has the ooze's statistics. This spell is traditionally used to create gelatinous cubes, but can be used to create any ooze of an appropriate CR.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3th.

Enter Shadow

4th-level transmutation


(Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a drop of liquid shadow worth 50 gp)
  • Duration: Concentration, up to 10 minutes

A willing creature you touch enters another creature’s shadow and become incorporeal. By joining that creature’s shadow, the creature that enters its shadow becomes part of the host creature, lingering within its shadow. If the spell is cast from a hidden location, the host creature does not notice what has happened if the target makes a successful Dexterity (Stealth) check opposed by the host's passive Perception.

The target can follow the host creature as long as the duration lasts and there is some darkness available. If the host creature ever enters an area without sufficient shadow (such as the area of a daylight spell), the spell ends immediately and the host creature’s shadow ejects all creatures. In this case, the ejected creature must make a Constitution saving throw against your own spell save DC or be stunned until the end of their next turns.

If the target wishes to leave the host creature’s shadow before the spell’s duration expires, it can do so at will, but unless the target makes a successful Dexterity (Stealth) check (opposed by the host's passive Perception) the host notices the change in its shadow.

The target can cast shadow jump from within the host creature, to simplify the process of leaving its shadow.

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.

Exorcism

2nd-level abjuration (ritual)


(Archivist, Cleric, Paladin)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of holy or unholy water)
  • Duration: Instantaneous

You touch a creature or object you can reach that is or possessed by a celestial, elemental, fey, fiend, or undead. The possessing creature must succeed on a Charisma save against your spell save DC or be driven from the host and shunted into the nearest available open space. (See the rules for possession.)

This spell can even affect someone subjected to possession by a user of magic jar or similar magic if the container is within 100 feet, in which case on a failed save the possessor's soul returns to the jar and the target's soul returns to its body.

A possessor driven from its host cannot attempt to possess that same host for 24 hours.

Extract Gift

6th-level necromancy


(Cleric, Wizard)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (expensive paints made from powdered diamonds, cold iron, blood, and various rare and exotic pigments, worth 1000 gp. Each circle must also be decorated with five flawless sapphires, 200gp each, which serve as conduits between the donor demon and the recipient. The paints are consumed.)
  • Duration: Permanent

You painstakingly create two magic circles. In one stands a demon, and in the other stands your willing subject. After an hour-long ritual incantation, you pull a roiling black cloud of demonic essence out of the demon and channel it into the willing recipient.

You transfer a portion of a demon’s essence into a willing creature, enhancing one of its ability scores or skills. The demon must be either allied and willing or captured and constrained (as if by a planar binding spell). An unwilling demon can make a Wisdom save to negate the effects of the spell.

Both the recipient and the donor demon must remain within specially prepared circles inscribed on the floor for the entire casting time. These circles are similar to summoning circles and can be integrated into a summoning circle without impacting the function of either spell, but neither the demon nor the recipient need be summoned specifically into the circle for this spell’s circle—each needs only to stand within it during the casting.

The benefit granted by this spell can be applied to one of the recipient’s skills or tools (gaining proficiency or expertise), as you designate. Once this decision is made, it cannot be changed, and the effect cannot be dispelled except by a dispel magic of equal or greater level to the slot you used to cast this spell.

If you wish, you can inflict penalties on the demon's saving throw against this spell by allowing the demon power over the target. The specific concessions you can make to the demon and the corresponding penalties to the demon's saving throw are given below.

Concession Save Modifier
The donor demon always knows the direction and distance to the recipient, and knows what conditions are currently affecting it. -1
The demon can see through the recipient's eyes and hear through its ears, enjoying all special senses the recipient has. -3
The demon can telepathically communicate with the recipient as if by Rary’s telepathic bond. -5
The demon can cast sending once a day targeting the recipient. This sending can optionally include a suggestion (saving throw equals 8 + demon's Charisma modifier + demon's Proficiency bonus) -7

The effects of the concessions are cumulative, but the save penalties do not stack. Thus, allowing the demon to track the recipient, use its senses, and communicate with it telepathically would impose a -5 penalty.

The demon must be proficient in the skill or tool to grant proficiency to the recipient. It must have expertise in the skill or tool to grant proficiency to the recipient.

Eye of Stone

6th-level divination


(Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a geode)
  • Duration: Concentration, up to 1 minute

You create an invisible, magical eye within range that hovers in the 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. Most solid barriers block the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. It can also travel through stone (worked or unworked) at normal speed.

Fast Escape (Quicker)

Transmutation cantrip


(Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your speed increases by 5 feet for the duration, and you have advantage on Dexterity (Acrobatics) checks made to escape a grapple for the duration. However, because this spell reduces friction on your person and clothing, while it lasts you also suffer disadvantage on Strength and Dexterity checks and saving throws against being knocked prone or pushed against your will.

Your speed boost increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).

Fengut

2nd-level illusion


(Bard, Sorcerer, Wizard)


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

You craft a particularly disgusting 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, the victim's stomach suddenly feels full and burbling with foul swamp mud. The rancid taste of rotting vegetation rises into the victim's throat and mouth, and its breath reeks of damp, rotting matter that is deep in the throes of putrefaction. The combined smell and taste is horribly nauseating to the victim, who has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Intelligence saving throw. If it succeeds, the spell ends.

Fireburst

2nd-level evocation


(Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Instantaneous

With a grand circular gesture the air around you fills with flame. An instant later the fire explodes outward, engulfing everything close to you.

Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of you. All creatures and objects within that area, except for you and any creatures or objects that share your space, take 3d8 points of fire damage, or half on a successful Dexterity saving throw.

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, and the radius increases by 5 feet for each slot level above 2nd.

Forget (Nothing to See)

1st-level enchantment


(Bard, Wizard)


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

One creature within range must make an Intelligence saving throw. On a failure, it loses all memory of the last minute. It does not remember what it has seen, heard, or discovered during that time. Only a wish spell can restore the lost memories.

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.

Friendly Fire

4th-level abjuration


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action or 1 reaction, which you take in response to a ranged attack being made against you
  • Range: Self
  • Components: V
  • Duration: Instantaneous or concentration, up to 1 minute

With an arcane word, you create a shimmering field of golden light around your body that pulses and wavers before vanishing.

When cast as a reaction, you cause one ranged attack to miss you. You can redirect it towards another creature within 30 feet. If the original attack would hit the new target, resolve damage as normal. If not, the attack misses.

When cast as an action, the spell affects all ranged attacks against you for as long as it lasts.

Gatorswarm

6th-level conjuration


(Druid)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

This spell summons an exceptionally irate and hungry enormous alligator (treat as a sarcosuchus, from Beasts of the Jungle Rot) from the surrounding waters, two giant alligators (treat as giant crocodiles) or 4d6 alligators (treat as crocodiles). The alligators are friendly to you and your companions for the duration. Roll initiative for the 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 takes no actions.

If your concentration is broken, the gators are no longer under your control and acts as they please. They remaim indefintely.

If you cast this spell in a swamp or similar environment (a wet region with lots of vegetation), a second enormous alligator, two more giant alligators, or 4d6 additional alligators are also summoned, and all creatures summoned by this spell gain advantage on all attack rolls for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon 4 more alligators for each slot level above 6th, or 8 per slot above 6th in a swamp.

Glimpse of Truth

3rd-level divination (ritual)


(Wizard)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a burnt page)
  • Duration: Instantaneous

You see through the veil of reality to pose a single question to nameless entities that exist beyond normal consciousness. 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.

The question must be posed such that the answer is a simple yes or no. The DM rolls 1d4. On a roll of 2-4, the answer is true. On a roll of 1, the answer is false. Answers the DM deems too obscure are never revealed. In cases where a one-word answer would be misleading, the DM can give a short phrase instead.

Glowing Orb

3rd-level evocation


(Cleric, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a glass sphere worth 50gp, which the light is placed into)
  • Duration: Until dispelled

Calling on the limitless light of the Quasielemental Plane of Radiance, you coax a tiny portion of its power into a fragile glass sphere.

This spell places a magical light source inside a glass sphere roughly the size of a human fist. You can control the light level generated by a glowing orb by mental command (an action), provided that the orb is within 30 feet of you. The light level ranges from no light at all to bright light to 30 feet. Dim light always shines out as far as the bright light does; optionally, you can cause the light to be all dim. There is no limit to the number of glowing orbs you can possess, and you can control their light levels independently or in concert with only one action.

If a glowing orb is smashed, the magic is lost. If you die, however, an orb retains its magic. Any character with an Intelligence, Wisdom, or Charisma of at least 13 can gain control of an orb simply by touching it.

A glass sphere usable for this purpose has AC 13, 2 hit points, and vulnerability to bludgeoning damage.

Greater Locate Object

5th-level divination


(Bard, Cleric, Druid, Paladin, Ranger, Wizard)


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a forked twig)
  • Duration: Instantaneous

Describe or name an object that is familiar to you. You the object’s location as long as it is on the same plane. Otherwise, distance is no object.

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. Spells such as Mordenkainen's private sanctum likewise block it.

Hand of the Guilty

4th-level divination


(Bard, Wizard)


  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M (the item to be used as the tracking, which must be handled in a manner consistent to its construction and purpose during the spellcasting)
  • Duration: Concentration, up to 8 hours

Named for its most common use, this is a specialised form of locate creature that uses as its focus an object that must be held, brandished, carried, or such. When cast, the item becomes suffused with divination magic and acts to indicate the direction of the last person before the caster to touch it. It does this by gently ‘pulling’ in the correct direction, moving in much the same way as a dousing rod. Distance is no object but the spell will not cross dimensional boundaries. A failure in this regard is notable and will at least tell the caster that the object of the search is alive but on another plane. If the target is actually dead, the spell will lead to its corpse so long as it is on the same plane as the spellcaster.

Heartache

1st-level enchantment


(Cleric)


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

You force one creature within range to make a Wisdom saving throw. On a failure, it is paralyzed for the duration of the spell. Creatures immune to being charmed and creatures immune to being frightened are immune to this effect.

Ice Web

4th-level conjuration


(Sorcerer)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (two ounces of coldfire)
  • Duration: Concentration, up to 1 hour

You conjure a mass of strong, frigid strands of pure coldfire 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 takes 2d6 frostburn damage and 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 cheek against your spell save DC. If it succeeds, it is no longer restrained.

For every 5 feet a creature moves through the webs, it takes 2d6 frostburn damage.

Creatures immune to cold damage are immune to all negative effects of this spell.

Identify Transgressor

4th-level divination


(Cleric, Wizard)


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (being within a hallowed area or consecrated or desecrated ground)
  • Duration: Instantaneous

You are able to divine the answer to a single question, as long as the answer is a single person's name. Thus, the question must be a "who?" type question. For example, "Who broke into the temple last night and stole the wand of fireballs?" Questions that cannot be answered with a single name are not answered at all.

The DM rolls a d100 and adds your character level. On a roll of 31 or higher, the spell functions properly. On a roll of 30 or lower, no useful information is gathered. The DM makes this roll in secret. The DM may give the creature a bonus or penalty as circumstances dictate (precautions against divination spells have been taken, for example). You know if you didn't get a correct answer, unless specific magic yielding false information is at work.

Multiple identify transgressor spells about the same question by the same caster use the same die roll result as the first spell and yield the same answer each time.

This spell cannot be cast outside of an area that is either hallowed or consecrated or desecrated ground.

Invoke Magic

9th-level evocation


(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a nonmagical, fluorescent crystal)
  • Duration: Instantaneous

You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane. You duplicate any other spell of 4th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Joyous Voice of Hlal

7th-level enchantment


(Bard, Cleric, Sorcerer)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a book of fairytales or an epic poem)
  • Duration: Concentration, up to 1 hour

Your voice becomes cheerful, kind, and light. You gain a +10 bonus to Performance checks and Persuasion checks for as long as this spell lasts. Additionally, any creature that meets you for the first time must make a Wisdom saving throw or gain a better opinion of you for all your virtues, and start at one increment better (unfriendly becomes indifferent, for example).

You can inspire a creature within 30 feet as an action. If you have the Bardic Inspiration feature, they gain a Bardic Inspiration die of normal size for you, but you don't have to expend a usage. If you don't, your die for the purpose of this spell is a d6.

You can also charm a creature within 30 feet as an action. It makes a Wisdom save against your spell save DC. On a failure, it's charmed until the spell ends. On a success, you can't use this feature against it during this casting of the spell.

If you are telling a story or orating an epic poem, illusory figures appear as they would in the story and act out the characters' actions. For example, if you are telling the story of Aesthyrondalaurai the Cold's battle against the dreaded necromancer Vrakmul, a silvery dragon of smoke may assault a tower surrounded by a horde of skeletons.

These illusions work as major image, but they move with you, and you must be telling a story for them to appear.

Lay of the Land

4th-level divination (ritual)


(Druid, Ranger, Wizard)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You cast this spell and are surrounded with a nimbus of green light. In your mind, a map unfolds of the surrounding area, showing the cities, hamlets, and known ruins as if penned by a cartographer. The light fades but the knowledge of the map remains.

You instantly gain an overview of the area around you. Lay of the land gives basic information relevant to major landmarks and well-known places. It indicates the direction and distance to each from the current location. The geographic details are inversely proportionate to the distance you're trying to study from your location.

You have a good understanding of the terrain up to 100 miles away, you know general details of large or notable locations or land features up to 500 miles away, and you know only the direction and distance to major features farther away. Unlike find the path, this spell does not give information on traps, passwords, or impediments to a journey.

Lendys's Fair Exchange

4th-level abjuration


(Cleric, Paladin, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S, M (a gavel)
  • Duration: Concentration, up to 1 minute

You force a creature within range to make a Constitution saving throw. On a failure, any damage it does to you while this spell is in effect is reflected back at it as the same type. You still take the damage as normal.

At Higher Levels. For each level above 4th, you can select one additional target in range. Each target's damage on you is reflected back only to that target.

Lengthen Shadows

Evocation cantrip


(Warlock, Wizard)


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

You channel darkness and shadows into your surroundings. A 40-foot-radius sphere within range affected becomes gloomier, murkier, and more difficult to see in without actually becoming too dark to impede movement or combat. The area becomes dimly lit if it wasn't already that or darker.

Mage Burr

1st-level transmutation


(Bard, Druid, Sorcerer, Warlock, Wizard)


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

One creature within range must make a Constitution saving throw. On a failure, sharp ridges, split leather, and cracking patches of rust spread over your enemy's armor like an angry, irritating disease. Jagged edges and rough surfaces break forth all over the target creature's armor and shield. These protrusions deal no damage and are little more than an uncomfortable annoyance.

Spellcasters, however, find the effect most distracting, suffering disadvantage on Concentration saves.

This spell has no effect on unarmored opponents or those wearing only natural armor.

Mantle of the Slime Lord

7th-level transmutation


(Druid, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of an gelatinous cube)
  • Duration: Concentration, up to 1 hour

Your flesh turns to black sludge, translucent gelatinous goo, yellowish slime, or another color and similar consistency of your choice. You gain many of the defenses and traits of oozes, but lose none of your own other than your type. You can still see, talk, cast spells, and interact with objects normally. You can wield metal or wooden armor or weapons without damaging them. Until the spell ends, you gain the following benefits:

  • Your type changes to ooze, and you don't require sleep.
  • You are immune to acid damage.
  • You gain blindsight to a range of 60 feet.
  • You gain a climbing speed equal to your walking speed.
  • Nonintelligent oozes will not attack you unless you attack them. Intelligent oozes who try to attack you must make a Wisdom saving throw. On a failed save, the ooze must choose a new target or lose the attack. This ends on a specific ooze if you attack it.
  • A creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d8 acid damage. Any nonmagical weapon made of metal or wood that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits you is destroyed after dealing damage.
  • You gain immunity to the blinded, charmed, deafened, exhaustion, and prone conditions.
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • You can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
  • As an action, you can make a melee spell attack within your reach. On a hit, the target takes 4d8 acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
  • As an action, you can make a ranged spell attack against a target within 30 feet. On a hit, the target is struck with and is covered with a patch of green slime (note it does damage both on impact and at the start of the target's turns). You can hit a creature or object with multiple globs, each of which must be dealt with separately. The green slime does not disappear automatically and must be destroyed in the normal way.

Master of the Game

5th-level divination


(Sorcerer, Warlock, Wizard)


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

A useful spell that allows you to foresee the future possibilities of a simple action involving a limited number of choices, master of the game derives its name from the activity is usually put to; this spell allows the caster to become an expert cheat at gambling. Often prepared or cast through the use of the Subtle Spell metamagic option so as not to rouse suspicions at the card table, master of the game provides a flawless glimpse into the next round (six seconds of elapsed time, if not in combat) depending on the next action you takes

Although the duration of the spell is listed as 1 minute, it technically does not take place until your next round, when it provides information about the ramifications of the action you are about to take. Three actions can be considered per turn. For example, if a rogue has master of the game cast on her, she can consider what'll happen if she reactivates the scythe trap in the corner, snipes the bard in the back lines, or opens her eversmoking bottle. She would then be likely to opt for whichever choice had the most desirable outcome.

This spell is almost always entirely accurate but the actions of others can also disrupt the flow of time. As such, the most likely outcomes are foreseen and what is revealed usually comes to pass but there is always the possibility of events unfolding in a different way if others involved in the situation react unpredictably. The DM is encouraged to keep this spell as accurate as possible without making what its revelations absolute.

At Higher Levels. The number of actions considered increases by 1 for every level above 5th the spell is cast at.

Maw of Chaos

9th-level evocation


(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a jawbone with teeth)
  • Duration: Concentration, up to 1 minute

At the culmination of casting the spell you open your mouth wide as if to yawn. You crack open the dimensional boundries themselves, creating a 20-foot-radius area of roiling blue-green energy resembling a great mouth.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature takes 10d8 force damage and must make a Wisdom saving throw. On a failure, it is incapacitated until the start of its next turn, and its speed is 0 while incapacitated in this way.

All creatures from chaos-aligned outer planes (such as demons, slaadi, and lillends) are immune to this spell.

Memory Lapse (What Was I Thinking Of?)

Enchantment cantrip


(Bard, Wizard)


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

One creature within range must make an Intelligence saving throw. On a failure, it loses its current train of thought and forgets what it has seen, heard, or discovered in the past six seconds. If it fails the first save and is concentrating on a spell, it must immediately make another Intelligence saving throw or stop concentrating.

Mercantile Gaze of Astilabor

5th-level divination


(Cleric, Sorcerer, Wizard)


  • Casting Time: 1 minute
  • Range: Self (60-foot cone)
  • Components: V, S, M (a coin and a pair of scales, either weighing or from a dragon)
  • Duration: Concentration, up to 10 minutes

Your eyes instantly pick out the value of all you see. With merely a glance (no action required), you can determine the mainstream market price of any item you see. By spending your action focusing on one, you can also tell what price it'd fetch in a niche market (what an art collector might be willing to pay for a painting, for example).

At Higher Levels. At 7th level at higher, you can also tell the abilities of a magic item by spending an action focusing on it.

Mindshriek

7th-level divination


(Wizard)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a clay tablet engraved with the caster’s personal mark and a single drop of the caster’s blood.)
  • Duration: 24 hours

Possibly the closest thing the divination school has to a defensive spell, mindshriek guards your mind by setting up a psychic trap that affects anyone who tries to force contact with, or control, your mind. This ‘trap’ lingers in your mind for up to 24 hours, disappearing after that time if it has not been triggered. If you are the target of any unwanted or unknown telepathic contact, mind-affecting spell or mental attack, the mindshriek occurs automatically.

Mindshriek floods your mind with divinations about thousands of random topics, all within a single moment, while shielding you from seeing any of them. The source of the mental contact is assaulted by the entire divination, unable to evade the maddeningly intense surge of sights, sounds and thoughts. This deals 7d8 + 30 points of psychic damage, negates the triggering spell or effect, and stuns them for 1 minute, or half as much damage and no other effects on a successful Intelligence save. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Mold Touch

3rd-level conjuration


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of mold)
  • Duration: Instantaneous

You touch an object and create a patch of brown mold, russet mold (Volo's), or yellow mold (your choice) on it. Alternatively, you can make a spell attack against a creature. On a hit, a patch of brown mold, russet mold, or yellow mold appears on it. Regardless of type, the mold is a single 10-foot square patch.

This mold is nonmagical and must be dealt with in the normal way. You have no special protection against it.

Moment's Brilliance

1st-level divination


(Wizard)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (an amulet of amethyst worth at least 100 gp)
  • Duration: 1 round

When cast, this spell enhances your Intelligence to an incredible degree, allowing for clear thought and truly inspired reasoning for a brief time. Any Intelligence-based skill or ability check succeeds automatically if the DC is 25 or less. This spell has no effect if the DC is 26 or above. In addition to this effect, moment’s brilliance acts as a one round comprehend languages spell.

Mordenkainen's Disjunction

9th-level abjuration


(Sorcerer, Wizard)


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

This mighty spell is the final word in dispelling. Choose a point within range. All spells within 30 feet of it immediately end.

This spell can even attempt to destroy an antimagic field. If your spell's area includes an antimagic field, roll a d100. If you roll at or under your level, the antimagic field is dispelled, as are all ongoing spells within. If the antimagic field holds, the spells within it continue to be suppressed but are not dispelled.

This spell deactivates all magic items within its range for 1d20 hours.

Near Horizon

2nd-level divination


(Ranger)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The horizon seems to lurch nearer to you as your eyes attain superhuman acuity.

For the duration of the spell, you do not suffer disadvantage for attacking past normal range with your ranged attacks. You cannot attack past maximum range.

Nerveskitter

1st-level transmutation


(Sorcerer, Wizard)


  • Casting Time: 1 reaction, which you take when a creature within range makes an Initiative check
  • Range: 30 feet
  • Components: V, S, M (a spider's leg)
  • Duration: 1 round

You suffuse your ally with a brief, blue glow. It jerks away from you, as if it can anticipate your next action.

You cast this spell when you and your party roll for initiative. Unlike other reactions, you can cast this spell while surprised. You enhance the subject's reactions in combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not make an initiative check within 1 round, this spell has no effect.

Nondescript

4th-level illusion


(Bard, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

This spell makes one willing creature you touch seem ordinary and nondescript to others. If asked if they had seen the subject or someone matching its description, creatures who saw it would be unable to recall it. Creatures who directly interact with the subject (having a conversation, getting in a fight, etc.) are allowed a Wisdom save to remember the subject correctly.

This spell does not make the subject invisible, and a guard protecting a restricted area would not let it pass by.

You can end this spell as an action.

Oozepuppet

4th-level transmutation


(Druid, Sorcerer, Wizard)


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

You attempt to telekinetically take control of an ooze that you can see within range. It must succeed on a Strength saving throw or be under your influence by you for the duration.

While the ooze is influenced, 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 ooze 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.

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 7th-level spell slot, the duration is concentration, up to 8 hours. When you use an 8h-level spell slot, the duration is 24 hours, and concentration is no longer required.

Part Crowd (Step Aside)

2nd-level enchantment


(Wizard)


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

A crowd of creatures parts to make way for your passage, immediately closing ranks again after you pass. You can take up to one creature with you. The crowd parts with uncanny speed, allowing you to move at a full run through it with no penalty. The people also fall back into place rapidly, so the crowd counts as difficult terrain for any pursuers.

This spell only works on creatures in a crowd that are able to move and are more or less unaware of or indifferent to your presence. Guards and other creatures actively attempting to block you or prevent your movement go unaffected.

Private Conversation (Just Between Us)

2nd-level transmutation (ritual)


(Bard, Wizard)


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

Choose any number of willing creatures within range. The targets of this spell can converse without anyone overhearing what they are saying. Characters who can read lips might still be able to determine what is said, but no amount of listening allows one to overhear the conversation.

While under the effect of this spell, a character can speak to someone not affected by the spell, but all can hear that conversation normally. Only when an affected character speaks to another affected character does the conversation remain private.

Probe Thoughts

6th-level divination


(Wizard)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Reaching out with your thoughts, you break through your target's mental defenses and reap answers to your desires.

One creature within range must succeed on a Wisdom saving throw. On a failure, all of the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures might yield up only appropriate visual images in answer to your questions.

Rhe subject is not aware that its mind is being probed, unless you wish to make it aware.

If the subject moves beyond the range of the spell, the effect ends.

Prying Eyes

5th-level divination


(Warlock, Wizard)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a handful of crystal marbles)
  • Duration: Concentration, up to 1 hour

You create 8 + 1d4 semitangible, visible magical orbs (called "eyes"). These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.

While the individual eyes are quite fragile, they're small and difficult to spot. Each eye is about the size of a small apple, has 1 hit point, AC 15 and immunity to poison and psychic damage, flies at a speed of 30 feet and can hover, and has a +10 Stealth modifier. It has a Perception bonus equal to your spellcasting ability bonus + your proficiency bonus and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.

When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well, so if you know, for example, what a typical merchant looks like, the eyes do as well.

A sample command: "Surround me at a range of four hundred feet and return if you spot any dangerous creatures". The phrase "Surround me" directs the eyes to form an equally spaced, horizontal ring at whatever range you indicate, and then move with you. As eyes return or are destroyed, the rest automatically space themselves to compensate. In the case of this sample command, an eye returns only if it spots a creature you would regard as dangerous. A "peasant" that is actually a shapechanged dragon wouldn't trigger an eye's return. Ten eyes can form a ring with a radius of 400 feet and between themselves see everything that crosses the ring.

Another sample command: "Spread out and search the town for Arweth. Follow him for three minutes, staying out of sight, and then return". The phrase "Spread out" directs the eyes to move away from you in all directions. In this case, each eye would separately follow Arweth for three minutes once it spots him.

Other commands that might be useful include having eyes form a line in a certain manner, making them move at random within a certain range, or having them follow a certain type of creature. The DM is the final judge of the suitability of your directions.

In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.

If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won't know if the eye was destroyed because it wandered out of range or because of some other event.

Dispel magic can destroy one eye at a time. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of eyes increases by 1d4 for each slot level above 5rd. If you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 8th level, the eyes also gain truesight. If you use a spell slot of 9th level or higher, the duration is 24 hours, and the spell no longer requires concentration.

Pure Sight

8th-level divination


(Bard, Cleric, Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a monocle)
  • Duration: 8 hours

Pure sight duplicates the effects of several lesser divinations, allowing the target a great chance of detecting anything that is amiss in the area. While pure sight lasts, the target can change its effect as a bonus action, choosing from the following effects: arcane eye, clairvoyance/clairaudiance, detect thoughts, detect evil and good, detect magic, detect poison and disease, find traps, locate object, prying eyes, or see invisibility. While this spell is in effect, a pale, magical light surrounds the target's eyes, conferring the constant effects of a darkvision spell.

In addition, once during the spell's duration, the target can gain the effects of a true seeing spell for one hour.

Quick Escape (Out the Back Way)

3rd-level transmutation


(Bard, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a brass knocker)
  • Duration: Concentration, up to 1 minute

You create a temporary normal door in any wall up to 10 feet thick. The door is iron and has a lock, an arrow slit, and a crossbar. It measures 5 feet wide and 8 feet high.

If the thickness of the surrounding wall exceeds 10 feet, then a single quick escape spell simply makes a 10-foot-deep niche or short tunnel sealed by a door that opens to reveal more of the wall. Several quick escape spells cannot be combined to form a continuing passage to breach very thick walls.

When the spell ends, the door disappears and the wall comes back into being. Creatures located in the space occupied by the wall are ejected harmlessly toward the nearest exit.

Rary's Arcane Conversion

6th-level divination


(Wizard)


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

You feel slightly dizzy as the power of your spell rewrites the knowledge within your mind.

You replace one prepared spell with another spell in your spellbook.

Ring of Fire

9th-level conjuration


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a basalt disk worth 5gp, consumed)
  • Duration: Concentration, up to 1 minute

You utter deep, rumbling tones as you make arcane gestures over the basalt disc, causing it to glow white hot and evaporate in your hand. When you finish, the ground tears open and hot lava wells up from the depths of the earth.

Choose a point you can see on the ground within range. Lava surges up around that point, forming a circle initially 10 feet in radius. The lava spreads around corners and is difficult terrain.

When the lava appears, each creature and object in its radius must make a Dexterity saving throw. A creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one. A creature or object 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. A prone creature instead takes 18d10 fire damage on a failed save, or half as much on a successful one.

Each round after the first, the area of lava expands by 10 feet, becoming a 20-foot-radius ring on the second round, a 30-foot-radius ring on the third round, and so on. As the ring of fire spreads, all creatures in its area must make new saving throws as described above.

When the spell's duration expires, the lava cools rapidly. All creatures in the area at that time are held fast and cannot move until they take an action to make a Strength (Athletics) or Dexterity (Acrobatics) check. On a success, they break free. The hardened lava remains difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Scholar's Touch

1st-level divination (ritual)


(Cleric, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a scrap of parchment, a pinch of tinder, and a thin crystal disc.)
  • Duration: Instantaneous

With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study—you do not gain perfect recall of the information, just whatever you would have gotten from reading it completely once. If you can’t read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).

Seething Eyebane

4th-level transmutation


(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of aqua regia)
  • Duration: Instantaneous

You attempt to transmute the water in one creature's eyes within range into high-pressure acid. It must make a Constitution saving throw. On a failure, its eyes explode, rendering it permanently blinded, and it takes 4d10 acid damage. On a success, it suffers no ill effects.

If the creature fails its saving throw, each creature within 10 feet of it must succeed on a Dexterity saving throw. On a failure, it takes 2d10 acid damage, or half on a success.

The blindness from this spell can be cured with heal or regenerate, but lesser restoration has no effect (because the creature's eyes are gone). Creatures without eyes are immune to this spell.

At Higher Levels. When cast with a slot of 5th level or higher, both the initial and the secondary damage increase by 1d10 for each level above 4th.

Serene Gaze of Io

5th-level enchantment


(Bard, Cleric, Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a prism)
  • Duration: Concentration, up to 10 minutes

Your eyes glow with the united, harmonic power of the Ninefold Dragon, stilling blades and calming passions. Any creature that can see your eyes must make a Wisdom saving throw. Dragons make this save with disadvantage. If you have harmed a creature in the cone in the past 24 hours, it automatically succeeds at this save. Creatures that are immune to the charmed condition are immune to this effect.

Creatures that fail cannot do harm to another creature until that creature harms them first, or until this spell ends. If a creature leaves the cone, the effect persists for one minute or until attacked. They can continue to use any non-directly-harmful but unpleasant abilities on each other (charms, illusions, etc.).

Secret Weapon

1st-level illusion


(Bard, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a thin black cloth)
  • Duration: 1 hour

You touch a weapon, causing it to seem to disappear from view. It does not become truly invisible so much as easily overlooked. Everyone gains a +10 bonus on Dexterity (Sleight of Hand) checks made to conceal or hide the weapon. This spell even enables someone to hide weapons they normally wouldn't be able to physically (such as a greatsword on a kobold).

At Higher Levels. When cast with a slot of 2nd level or higher, you can target one additional weapon for each level above 1st.

Shadow Blindness

Transmutation cantrip


(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a drop of pitch)
  • Duration Concentration, up to 1 minute

Your touch interferes with darkvision. One creature you touch must make a Constitution saving throw. On a failure, it loses any darkvision it possesses for the duration of the spell. Truesight, blindsight, tremorsense, and other senses still function normally.

The target has advantage on this saving throw if its darkvision comes from a spell such as darkvision or from a magic item.

Simbul's Spell Swap

8th-level transmutation


(Wizard)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (a disk of polished bone, one of your tears, and a tiny silver wheel)
  • Duration: 1 hour

You speak a word of power and thrust aloft the bone disk and silver wheel, held together by a single tear. The disk and wheel begin to spin, and you feel the power of the mystic disk created nearby.

This spell creates a disk that shines light as a torch. Upon casting this spell, you can swap out any or all of your prepared spells for other spells from your spellbook. Expended spell slots from a spell cast earlier in the day (including the casting of this spell) cannot be refreshed.

Preparing spells within the light provided by a Simbul's spell swap takes only half as long as normal.

Slime Hurl

5th-level conjuration


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of dried green slime)
  • Duration: Instantaneous

You create two roughly spherical globs of dark green goo and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each glob. On a hit, the target is struck with and is covered with a patch of virulent green slime (see the sidebar for the effects. Note it does damage both on impact and at the start of the target's turns). You can hit a creature or object with multiple globs, each of which must be dealt with separately. The conjured virulent green slime does not disappear automatically and must be destroyed in the normal way.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create one additional glob for each two slot levels above 5th.

Slime Wave

7th-level conjuration


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a few drops of stagnant pond water)
  • Duration: Instantaneous

You summon forth a wave of green slime (DMG) to coat everything in its path. It surges out in a 20-foot-radius, 20-foot-high cylinder from a point within range. Each creature in that area must make a Dexterity saving throw. On a failure, a creature is covered with green slime as befits its size. A Medium or smaller creature is hit with one patch, a Large creature with two, a Huge creature with three, and a Gargantuan creature with four. Note each patch does damage both on impact and at the start of the target's turns. On a successful saving throw, a creature is instead struck with half as many patches (minimum 0). Unattended objects in the area are automatically covered in green slime.

The slime spreads around corners. The conjured green slime does not disappear automatically and must be destroyed in the normal way.

At Higher Levels. When you cast this spell using a spell slot of 8nd level or higher, the radius and height of the slime increases by 10 feet for each slot level above 7th.

Virulent Green Slime

Much like regular green slime, this acidic slime devours flesh, organic material, and metal on contact. Dark green, wet, and sticky, it clings to walls, floors, and ceilings in patches.

A patch of virulent green slime covers a 5-foot square, has blindsight out to a range of 60 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. Otherwise, the slime can't be avoided as it drops.

A creature that comes into contact with green slime takes 11 (2d10) acid damage, and its maximum hit points are reduced by an amount equal to the acid damage done. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The creature takes the damage again at the start of each of its turns until the slime is destroyed. Against wood or metal, green slime deals 22 (4d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to try to scrape off the slime is effectively destroyed. However, the slime can't be scraped off.

Any effect that cures disease and any effect that deals cold, fire, or radiant damage destroys a patch of green slime. Unlike regular green slime, virulent green slime is not destroyed by sunlight.

Spell Engine

8th-level abjuration


(Sorcerer, Wizard)


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a disk of polished bone, one of your tears, and a silver wheel worth 1000 gp, consumed)
  • Duration: Permanent

You create a disk of magical energy 10 feet in diameter and 2 feet thick. The disk is incorporeal and invisible when first created. Whenever a spell is cast within the 10-foot diameter of the spell engine, it activates, absorbs the magical energy, and begins to glow and spin, providing light as a torch. The spell engine similarly absorbs most spell effects targeted at it. It absorbs all these effects as if it were a rod of absorption with an unlimited capacity. Over time (1 hour per spell level absorbed) the engine slows to a stop and becomes dim and translucent, but it remains capable of absorbing magical energy indefinitely.

If an activated spell engine comes in contact with any permanent (noncharged or single-use) magic item, it destroys the item and explodes for 20d6 points of force damage per caster level (maximum 20d6) to all creatures within 30 feet, destroying itself in the process.

Magic already in place when the spell engine is created (such as a glyph of warding) or carried into its area (such as an invisibility spell on a creature) are not absorbed unless they are somehow directed against the spell engine (such as an antimagic field pressed against it). A spell engine absorbs any dispel magic spell directed at it. A detect magic spell cast outside the spell engine’s range detects it normally. A disintegrate spell causes the spell engine to explode as if it had contacted a magic item.

Starmantle

7th-level abjuration


(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of dust from a pixie's wing, worth 20 gp, consumed)
  • Duration: 1 minute

This spell manifests as a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground. The cloak forms over the target's existing apparel and sheds bright light for 30 feet and dim light for 30 more feet, although this is not the mantle's primary function.

The target is rendered impervious to nonmagical weapon attacks, and the spell transforms any nonmagical weapon or missile that strikes the target into harmless light, destroying it. Contact with the starmantle does not destroy magic weapons or missiles, but whenever the target is struck by such a weapon the target can make a DC 15 Dexterity saving throw; success indicates that it takes only half damage from the attack. This works with features like Evasion.

Storm of Fire and Ice

6th-level evocation


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

You bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.

A shower of lava globs and hailstones rains down 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 6d6 fire and 6d6 cold damage on a failed save, or half as much damage on a successful one.

The pounding ice and lava heavily obscure the area until the end of your next turn. 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 7th level or higher, the fire and cold damage both increase by 1d6 for each slot level above 6th.

Superior Invisibility

8th-level illusion


(Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As you complete the spell, your senses dull somewhat. Upon releasing the spell's energy on your desired subject, your senses clear, although the spell's recipient can no longer be perceived.

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.

While invisible, the subject exudes no scent and is undetectable by scent, blindsense, tremorsense, and blindsight. This spell masks image, scent, and sound alike, concealing the subject from all senses except touch.

Superior invisibility renders the recipient immune to detection by see invisibility, faerie fire, and similar spells and effects, although creatures under the effect of the spell can be detected by true seeing or truesight. Certain mundane conditions (such as leaving footprints) can also render a subject detectable.

Tamara's Aura of Safety

4th-level abjuration


(Paladin)


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

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. All allies gain the benefit of a sanctuary spell, and regenerate 1d4 hit points at the start of each of their turns. Additionally, all creatures within range are automatically stabilized at the start of each of your turns.

Thought Rip

8th-level divination


(Wizard)


  • Casting Time: 1 action or 1 minute
  • Range: 30 feet
  • Components: V, S, M (a pickled octopus tentacle)
  • Duration: Instantaneous

You reach into the mind of one creature within range and try to learn all it knows. It must make an Intelligence saving throw. On a success, nothing happens. On a failure, you gain access to all its knowledge, memories, opinions, and secrets at once.

This huge flood of knowledge can strain or even break your mind. If the target fails its saving throw, you must immediately make a DC 15 Intelligence saving throw yourself. 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.

If you take 1 minute to cast this spell, you do not need to make the Intelligence save, as the flow of information is much slower.

Regardless of your insanity, you learn the information if the target fails its save, but you may be unable to communicate it until your insanity is cured.

This spell can be blocked by mind blank and similar magic.

Touch of Chaos

6th-level transmutation


(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (slime from a chaos beast)
  • Duration: Concentration, up to 1 minute

One creature you touch must make a Constitution saving throw. On a failure, it collapses into a spongy mass of flesh and sinew and has its Wisdom score reduced by 1. The creature cannot use possessions or cast spells, its walking speed drops to 10 feet and it loses all other forms of movement, and it is blinded.

The only action the creature can take are Dash and a new action. This new action is to lash out with tentacles that burst from its flesh. It attacks the closest creature, whether friend or foe, and if no creature is in reach it moves towards the nearest one. These tentacles are a finesse weapon that does 1d6 damage.

The creature can repeat the saving throw at the end of each of is turns, ending the effect on a success. A failure inflicts another point of Wisdom reduction, and these reductions last until cured by magic. A creature reduced to 0 Wisdom is stunned until it regains at least 1 point of wisdom.

True Creation

9th-level conjuration


(Cleric, Sorcerer, Wizard)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a small piece of matter of the same type of item you plan to create—a sliver of wood to create arrow shafts, a tiny piece of the appropriate stone to create a polished gem, and so forth)
  • Duration: Instantaneous

You create a nonmagical, unattended object of any sort of matter. Items created are permanent and cannot be negated by dispelling magic or negating powers. For all intents and purposes, these items are completely real. The object created must be no larger than a 5-foot cube.

Unlike the items brought into being by the lower-level spell creation, objects created by the casting of true creation can be used as material components.

Wall of Eyes

8th-level conjuration


(Sorcerer, Warlock, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a single humanoid eye)
  • Duration: Concentration, up to 10 minutes

You create a flat, vertical wall of living, glistening eyes of all different sizes and types on a solid surface within range. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. 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 one other panel.

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).

The wall is an object that can be damaged and thus breached. Each panel has AC 8 and 30 hit points. Reducing a panel to 0 hit points destroys it.

As long as the wall exists, you can use an action to launch an eye ray from one of the panels of the wall at one creature you can see within 120 feet of it. Whether you hit or miss, that panel is destroyed. Roll a d10 and consult the following table to see what you launch.

At any time, from any distance (even across planes), you take an action to look through the wall of eyes, seeing in all directions from the wall as if you were actually standing there. The wall has truesight to a range of 120 feet.

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.

d10 Eye Ray
1 Charm Ray. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you harm it.
2 Paralyzing Ray. The creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3 Fear Ray. The creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 Slowing Ray. The creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5 Enervation Ray. The creature must make a Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6 Telekinetic Ray. The creature must succeed on a Strength saving throw or you move it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or until you are incapacitated.
7 Sleep Ray. The creature must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8 Petrification Ray. The creature must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9 Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
10 Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Wall of Ooze

6th-level conjuration


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of an ochre jelly or gray ooze)
  • Duration: Concentration, up to 10 minutes

You cause a flat, vertical wall of iving, glistening eyes of all different sizes and types to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. 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 one 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 within its area is pushed to one side of the wall and must make a Constitution saving throw. On a failed save, the creature takes 4d8 acid damage and it is poisoned for 1 minute. On a successful save, it takes half as much damage and isn’t poisoned. A poisoned 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 dies to this damage is consumed by the wall and has its maximum hit points added to that segment of the wall's.

The wall is an object made of ooze that can be damaged and thus breached. Each panel has AC 0 and 100 hit points per inch of thickness, and it is immune to acid damage. Reducing a panel to 0 hit points destroys it.

A creature that touches the wall for the first time on a turn takes 4d8 acid damage and must make a Constitution saving throw. On a failure, it is poisoned, and paralyzed while poisoned in this way. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that dies to this damage is consumed by the wall and has its maximum hit points added to that segment of the wall's.

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.

Wall of Smoke

1st-level conjuration


(Druid, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of soot)
  • Duration: Concentration, up to 10 minutes

You conjure up a wall of swirling black smoke 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, and it vanishes when the spell ends or when a wind of moderate or greater speed (at least 10 miles per hour) disperses it. It blocks line of sight but not movement. A creature that moves through the wall must make a Constitution saving throw unless it doesn't need to breathe. On a failure, it is poisoned until the end of its turn.

This spell does not function underwater.

Wand Modulation

3rd-level transmutation


(Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wand you touch)
  • Duration: 10 minutes

Manipulating the very magic that infuses your wand, you alter that energy, opening the magic item to a new power of your choosing.

You cast this spell upon a wand you hold. You can modulate it to cast a different spell. As part of this spell, choose a spell you know or have prepared that is lower-level than the spell in the wand (for example, if you have invisibility prepared and are holding a wand of fireballs, you can expend a 2nd or level slot and temporarily turn it into a wand of invisbility). For the next 10 minutes, the wand casts this spell instead of the one it normally does.

Once the spell ends, the wand returns to its normal spell.

Wings of Aasterinian

5th-level transmutation


(Cleric, Druid, Sorcerer, Wizard)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a shoe worn by someone else, an atlas, or a compass)
  • Duration: Concentration, up to 1 hour

A pair of large draconic wings sprout from your back, unless you already have wings, in which case they glow with brass light. You gain a fly speed equal to triple your land speed but cannot hover (if you are knocked prone, you fall), and can take the Dash action as a bonus action.

You can also navigate flawlessly, and can only get lost by magical means.

Special. Sorcerers can spend 2 sorcery points to cast this as an action.

At Higher Levels. At 6th level, this spell lasts 8 hours. At 7th level, 24 hours. At 8th level, it no longer requires concentration. At 9th level, your fly speed is 5 times your land speed.

Woodwisp Arrow

1st-level transmutation


(Ranger)


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a small piece of bark)
  • Duration: Concentration, up to 1 minute

You touch an arrow or bolt, enabling the missile to pass through wood as though it was air, negating any cover benefit the target might enjoy because of wooden doors, tables, or stockade walls, or negating the AC modifier of a wooden shield. The spell doesn’t grant the spellcaster the ability to see through wooden obstructions, so unless a clairvoyance spell or similar magic is already in effect, the target is treated as being obscured instead of having cover. The projectile is destroyed even if it misses its target.

The following spells all have strange requirements. Many of them temporarily or permanently reduce one or more ability scores. They can be cast by any class by a caster who prepares them. A character who does not normally prepare spells (such as a bard, sorcerer, or warlock) can prepare one of them by unpreparing one other spell they know for the day.

All of these spells are available to casters of all alignments. Both good and evil have an interest in converting the other to their side, and the alien things older than the stars care no more for how mortals use their magic than a human cares about the daily lives of his or her finger bacteria.

However, even learning about them can be difficult, and the DM should feel free to impose whatever quests he or she desires for a character to gain access to these. A spell like apocalypse from the sky is a plot point, not a day-to-day spell. Even if your DM has approved this .pdf, please double-check with him or her before taking one of the spells in this section.

Sanctified Spells

A few spells were created to do good in the world, bringing peace and mercy to the good folk of the world. Some spells require you to abstain from something prior to casting them.

Create Least Celestial

4th-level conjuration


  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous

You sacrifice a small part of your own life force to create a new lantern archon, musteval guardinal, or coure eladrin in the service of your deity, ideal, or simply the forces of good in general. The celestial is not under your control but is friendly to you. It willingly performs one nonhazardous task of your choice taking up to 1 hour without requiring any payment. Alternatively, you can request that it perform a hazardous or longer task, but in this case payment is required—see below for details on tasks and payment.

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. The celestial might require a sizable donation of gold or magic items to an allied temple. 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.Upon completion of the task, the celestial is magically transported to the pane you create the celestial to serve.

This spell is sometimes known by the name create lantern archon, create musteval guardinal, or create coure eladrin.

Sacrifice cost: Your Constitution decreases by 1d2. This reduction can be removed with greater restoration but doesn't vanish on its own.

Feeding the Multitude

6-level conjuration


  • Casting Time: 1 minute
  • Range: Self (600-foot radius)
  • Components: V, S, M (a plate of the food you will create worth at least 5gp)
  • Duration: Instantaneous

With this spell, you create enough food for a full meal for every creature within range. After eating this meal, an affected creature gains the benefit of a full day's nutrition.

Sacrifice cost: You immediately gain 1d4 levels of exhaustion.

Luminous Armor

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 8 hours

This spell, favored among eladrins visiting the Material Plane, envelops the target in a protective, shimmering aura of light. 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 14 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. The luminous armor resembles a suit of dazzling full plate, but it is weightless and does not restrict the target’s movement or mobility in any way.

Luminous armor sheds bright light for 60 feet and dim light for 60 more feet. If any of this light'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. In addition, the armor’s brightness causes opponents within 5 feet to have disadvantage on attack rolls against its wearer if they can see it and aren't immune to being blinded. Opponents can close their eyes to avoid this disadvantage, but unless they benefit from blindsight or a similar ability they will have disadvantage due to not being able to see their target.

Sacrifice cost: Your Strength decreases by 1d2. This reduction vanishes when you finish a long rest.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature's base AC is 15 + its dexterity modifier, and the sacrifice cost is 1d3 Strength instead of 1d2.

Peaceful Dialogue

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (a sword, which you sheath)
  • Duration: Concentration, up to 1 hour

Sheathing the sword in your hand, you create a powerful magical compulsion to cease fighting.

The force of your spell quells violence and promotes honest discussion. All creatures within range must make a Wisdom saving throw. On a failure, they cannot willingly harm another creature for the duration of the spell.

Any creatures within the aura that harm another creature anywhere immediately take radiant damage equal to the damage they do. Similarly, any creature outside the aura that harms a creature within the aura takes radiant damage equal to the damage they do. In either case, the radiant damage is is nonlethal.

You gain advantage on Charisma (Persuasion) checks, and all creatures within range suffer disadvantage on Charisma (Deception) checks.

If a creature leaves the radius, this spell continues affecting it.

If you damage any creature during the duration (except through the retributive radiant damage described above), you immediately take 20d10 radiant damage and the spell ends. If an ally of yours damages a creature during the duration, that ally takes retributive radiant damage and the spell ends.

Abstinence: You cannot have dealt damage to a creature in the last 24 hours.

Share Understanding

3rd-level divination


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

With these simple but powerful words, you cause a creature within range to grasp the pain and suffering it has caused.

You cast a divination spell on behalf of your target, revealing the cruelties it has caused directly to it. The creature must make a Wisdom save. It has disadvantage on this save if it is evil-aligned, and is immune to the spell if it is unaligned or has an Intelligence of 3 or lower.

On a failure, the creature is overwhelmed by the torrent of suffering. At the start of each of its turns, it takes no actions and does not move, instead spending its turn standing still in shocked grief and horror.

On a success, the creature is still shocked, and is affected as if it had failed a save against a slow spell until the end of its next turn.

You gain advantage on Charisma (Intimidation) and Charisma (Persuasion) checks against the creature for the duration of this spell.

This spell can be a powerful motivator for a creature to consider changing its ways. Many evil-aligned beings are ignorant, perhaps willfully, of the pain their actions have caused. However, redemption cannot be forced, and the DM is the final arbiter of any redemption attempts.

Fiends suffer no ill effects from this spell. In fact, they may find learning of the suffering they have caused very amusing and enjoyable.

Taking damage immediately breaks a creature out of its trance.

Abstinence: You cannot have committed an evil act in the last 24 hours.

Antediluvian Spells

Some spells tap into the powers of the most ancient and alien beings in the cosmos. These spells are immensely chaotic and unpredictable. After casting one, roll immediately on the Net Libram of Random Magical Effects to see what random effects are added to the casting.

Aura of Ghaunadaur

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a bit of goop)
  • Duration: Concentration, up to 1 minute

For the duration, you are surrounded by an aura of viscous goo. The spell area is difficult terrain, and any creature that ends its turn there takes 1d12 acid damage. When a creature enters the area, it must make a Dexterity saving throw or have its speed reduced to 0 until the start of its next turn.

You are immune to the effects of your own Aura of Ghaunadaur.

Madness Cost: You lose 1d6 points of Charisma, which lasts until your next long rest. For the next 24 hours, you are automatically charmed by all oozes you see.

Cognition of the Patient One

8th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crumb of bread, and a holy symbol with a ring of holes drilled into it. The crumb is consumed)
  • Duration: 1 hour

Your mind expands to include a tiny bit of the vastness of the Patient One's intellect. If you roll below a 15 on an Intelligence check, you can replace the number you rolled with 15. You also gain expertise in all Intelligence skills. You benefit from a constant detect thoughts effect, and can see invisible creatures within 60 feet. You also gain the psionic talent mind thrust.

As an action, you can probe even deeper into the Patient One's mind. Until the end of your next turn, your Intelligence stat is 30 and you have truesight out to a distance of 120 feet. After that, however, you must make a DC 20 Intelligence save (with your normal value). On a failure you immediately drop to 0 hit points as your brain simply fails. On a success, you take 6d12 psychic damage. Either way, you are insane until you finish a long rest, and the spell ends. 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.

Casting this spell has its risks. While under its effects, you have disadvantage on all Wisdom saves, vulnerability to psychic damage, and any effect that would normally frighten you instead charms you.

Madness Cost: You lose 2d6 points of Wisdom when the spell ends. They remain lost until restored with greater restoration or similar magic. If you drop to 0 Wisdom points, you are stunned until you regain at least 1 Wisdom point.

Hunger of the Patient One

6th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, M (a sentient creature's blood, dabbed into a ring of "eyes" around your mouth, and a pickled octopus tentacle)
  • Duration: Concentration, up to 1 minute

This spell functions as hunger of hadar, but also summons an aberration of CR 6 or lower at the center of the sphere of blackness. The aberration is hungry, acts as it pleases, and ignores the other effects of the spell. If your concentration is broken, the aberration does not vanish until 1 minute after you cast the spell.

At Higher Levels. For each level of the slot used above 6th, the maximum CR of the aberration increases by 2.

Madness Cost: For the next 24 hours, you are automatically charmed by all aberrations you see.

Mak Thuum Ngatha's Nine Tongues

7th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: a tentacle from a psurlon, tsochar, or nilshai
  • Duration: Concentration, up to 1 minute

9 Huge tentacles burst forth from gashes in space within range. The tentacles have a reach of 20 feet and an attack bonus equal to your spell attack bonus. When you cast this spell and as an action on each subsequent turn, you can command each of the tentacles to attack one creature of your choice (multiple tentacles can attack the same target). On a hit, a tentacle does 3d6 bludgeoning damage and the target creature is grappled (escape DC of your spell save DC) and restrained while grappled in this way.

Madness Cost: You lose 3d6 points of Wisdom when the spell ends. They remain lost until restored with greater restoration or similar magic. If you drop to 0 Wisdom points, you are stunned until you regain at least 1 Wisdom point.

Yog-Sothoth's Key

8th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a dot, a thin rod, a square, and a cube, all made of meteoric iron and together worth at least 620 gold pieces)
  • Duration: Instantaneous

Completing the magical chant, you and your companions vanish, reappearing in a strange world orbiting a distant star.

With this spell, you tear open a gate between the stars. You and up to eight willing creatures who link hands in a circle are transported to anywhere on the plane you currently occupy. The teleportation is flawless in terms of location.

Alternatively, you and your companions go to the Far Realm, or return from there to any location on the Material.

Unlike traditional teleportation magic, which uses the Astral Plane as a conduit, Yog-Sothoth's Key bends spacetime itself. This enables it to teleport people into and out of regions normally warded against teleportation (like Mordenkainen's private sanctum or hallow).

Although the teleportation itself is perfectly safe, the experience of being lifted through higher dimensions is not. You and your companions must all make DC 15 Wisdom saves or go 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. Aberrations make this save with advantage.

You can use this spell to banish an unwilling creature to the Far Realm (or the Material, if you're on the Far Realm). Chose 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 this save, it is transported to a random location on the opposite plane. A creature so transported must find its own way back to you.

This spell's teleportation cannot be used on an Outer Plane, as those realms are not composed of spacetime, but rather ideas. Visiting or sending to the Far Realm is doable from anywhere.

Madness Cost: The save you make after teleporting is the madness cost for this spell.

At Higher Levels. When cast with a 9th-level slot, you can choose to extend the spell's duration changes to concentration, up to 1 minute. When extended in this way, the spell creates a two-way portal that any creatures can move through.

DM Options

Magic Items

Amulet of Spell Conversion

Wondrous item, very rare (requires attunement by a caster who prepares spells)

As an action, you un-prepare one of your prepared spells for the day, and prepare one spell from your spellbook (if you are a wizard or other preparing spellcaster with a spellbook) or your class list (if you are a cleric, dread necromancer, druid, paladin, or other preparing spellcaster without a spellbook). This power cannot be used again until the next dawn.

Bag of Endless Swarms

Wondrous item, uncommon

This is a ratty-looking leather belt pouch cinched shut tightly with a length of thick twine. The bag itself bulges and writhes, almost as if it were filled to near-bursting capacity with insects and vermin. In truth, this gives an excellent clue to the purpose of the bag.

You can use an action to pull a ball of vermin from the bag and throw it up to 20 feet. It remains compact until it reaches its destination (or impacts on a solid barrier), at which point it explodes into a swarm of biting flies and mosquitoes. Treat this swarm of biting swamp insects as a swarm of insects (wasps). The swarm vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three balls of vermin have been pulled from the bag, the bag can't be used again until the next dawn.

Blindfold of True Darkness

Wondrous item, rare (requires attunement)

This black, silky blindfold renders you blinded while you wear it, but grants you the blindsight ability with a range of 60 feet (see the Monster Manual). Because your eyes are protected, you are also immune to gaze attacks, spells, or effects that rely on sight. You cannot use vision in any way while wearing the blindfold.

Bow of Useful Tricks

Weapon (shortbow or longbow), uncommon (requires attunement)

A bow of useful tricks provides an array of minor benefits.

  • As a magic weapon, it bypasses resistance and immunity to nonmagical weapons.
  • Its user gains resistance to force damage.
  • Its user suffers no adverse effects in temperatures as high as 120 F or as low as -20 F

Brainmate

Wondrous item, rare (requires attunement)

This small snowglobe has a tiny shard of an elder brain inside. You can converse with the brainmate, or record memories into it to view them later. You also gain proficiency in two Intelligence skills chosen by the DM. You add twice your proficiency bonus when making checks with these skills.

Dampsuit

Armor (leather), rare

This suit functions as +1 leather armor and allows its wearer to survive from -50 to 140 degrees Fahrenheit without ill effects. It also grants advantage on checks or saves to escape grapples and to resist mundane or magical dehydration.

Elemental Core, water

Wondrous item, Rare

While you hold this orb, all spells that deal cold damage or manipulate water have their save DCs increased by 1, and you gain advantage to attack with such spells.

(thanks Qizi!)

Loresecret Tablet

Wondrous item, rare (requires attunement)

This strange and magical object is useful for merchants, explorers, and archaeologists everywhere. It grants you advantage on Intelligence (Investigation) checks while you are holding it. As an action while holding it, you can touch an object to instantly learn its market value.

The tablet has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it:

  • speak with dead (4 charges)
  • identify transgressor (6 charges)
  • contact other plane (9 charges)
  • identify (1 charge)

When you cast a divination spell, you can use the tablet in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The tablet is not consumed when used in this way.

The tablet regains 1d6 + 4 expended charges daily at midnight. If you expend the tablet's last charge, roll a d20. On a 1, the tablet crumbles to dust and is forever destroyed.

Mindvault

Wondrous item, rare (requires attunement)

This circlet bears a tiny gem, which appears to have a hollow cage deep within its facets. A mindvault offers you temporary shelter from effects that would influence your mind. When you activate a mindvault, your consciousness is transferred into the gem held in the circlet until the end of your next turn. While this effect lasts, you are immune to being charmed, frightened, or otherwise mentally affected. However, you are incapacitated for that duration as well, and your speed is 0 for that duration.

You active a mindvault as a reaction when your ind would be affected. You can activate a mindvault after you learn the result of an incoming mind-affecting effect or ability, but before the effect is applied. For example, after failing your Wisdom save and learning that an enemy wizard has affected you with dominate person, you could activate your mindvault before the domination takes effect (thus negating it entirely).

After being used in this way, the mindvault cannot be used against until the next dawn.

You must wear a mindvault for 24 hours before you can access its abilities. If it is taken off, it becomes inactive until worn for an additional 24 hours.

Minor Schema

Scroll, varies (requires attunement)

A minor schema bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the schema requires the spell’s normal casting time. Once the spell is cast or the casting is interrupted, the schema must recharge.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the schema shuts down for a longer period.

The level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

The recharge time of a schema equals the level of the spell in days, while the shutdown time of a schema equals 1d6 times that.

Papyrus of Deception

Wondrous item, rare

This enchanted sheet of paper usually looks thick and yellowed with age. However, when used as the basis for a forged document, the papyrus is extremely useful, since it changes its size, consistency, and appearance to match the mental description of the forger. When used as part of a forgery kit, papyrus of deception adds a +5 bonus. The papyrus can never duplicate a sheet of paper larger than 18 inches on a side or smaller than 2 inches on a side. Papyrus of deception can be reused.

Rod of Cancellation

Rod, very rare

While holding this rod, you can touch it to a magic item to drain the item of its magical properties. If the object is being worn or carried by a creature that is not incapacitated, that creature can make a DC 17 Dexterity saving throw. On a failed save, the item is touched by the rod. An unattended item is touched automatically. Alternatively, you can touch a rod of cancellation to a prismatic wall, immediately destroying it.

A touched item must succeed on a DC 17 Wisdom saving throw or become permanently nonmagical. The item gains a bonus on this saving throw depending on its rarity (Common, +1; Uncommon, +3; Rare, +5; Very Rare, +7; Legendary, +9). If the item is being worn or carried by a creature, the item uses that creature's Wisdom saving throw modifier if it is higher.

After the rod is used once, it becomes nonmagical and cannot be used again.

Staff of Defense

Staff, rare (requires attunement)

This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a magic quarterstaff or longstaff. While holding the staff, you have a +1 bonus to your Armor Class.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast mage armor (1 charge), or your reaction to cast shield or absorb elements (2 charges). No components are required.

The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Starmantle Cloak

Wondrous item, legendary (requires attunement)

This draping black cloak turns into a sparkling mantle of tiny, cascading stars when worn. The cloak sheds magical bright light for 30 feet and dim light for 30 feet as if cast by a 7th-level spell, renders you impervious to nonmagical weapon attacks, and transforms any nonmagical weapon or missile that strikes you into harmless light, destroying it. Contact with the starmantle cloak does not destroy magic weapons or missiles, but whenever you are struck by such a weapon you can make a DC 15 Dexterity saving throw; success indicates that you take only half damage from the attack. This works with features like Evasion.

Stylus of the Masterful Hand

Wondrous item, very rare

This elegant but sturdy metal stylus grants a +10 bonus to checks made with a forgery kit.

On command, a stylus of the masterful hand can also remember up to 7 different types of handwriting, which allows a later attempt to create a forgery of a document without requiring the forger to have a sample of the handwriting. A second command word allows the user to erase a sample of handwriting stored in a stylus.

Serpent Trident

Weapon (trident), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

On a hit, the target must make a DC 20 Constitution saving throw. On a failure, it loses any immunity to poison damage or the poisoned condition it had for the next hour. This does not work against sarrukhs.

While holding this weapon, you can take an action to exert your will over Scaled Ones. All Scaled Ones within 30 feet of you must make a DC 20 Wisdom saving throw or be charmed by you until you harm them or their allies.

Vial of Ever-Ready Poison

Wondrous item, varies (require attunement)

This vial produces a poison of a type that varies by rarity. Each day at dawn, roll a d20. On a roll of 11 or higher, it is filled with one full dose of the corresponding poison.

Type of Poison Rarity
Assassin's blood Uncommon
Basic poison Common
Burnt othur fumes Rare
Carrion crawler mucus Uncommon
Drow poison Uncommon
Essence of ether Rare
Malice Rare
Midnight tears Legendary
Oil of taggit Rare
Pale tincture Rare
Purple worm poison Legendary
Serpent venom Uncommon
Torpor Very rare
Wyvern poison Very rare

Wand of Anyspell

Wand, rare (requires attunement)

This wand has 7 charges. While holding it, you can expend 1 of its charges to cast any 1st-level spell from it at the normal casting time (so identify takes a minute to cast, while shield takes a reaction and thunderwave takes an action.) You do not need any components to cast these spells.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand vanishes in a flash of blue-green light.

Very rare versions of this wand exist, and they allow the caster to expend 1 charge to cast any 1st or 2nd level spell. Similarly, legendary versions exist, allowing 1st through 3rd spells.

Wand of Disintegrate

Wand, legendary (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the disintegrate spell from it (DC 18). For 1 charge, you cast the 6th-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates itself, and you must make a DC 18 Dexterity saving throw or be affected by a 6th-level disintegrate yourself.

Weapon of Illusion Theft

Weapon, rare (requires attunement)

Any attack with this weapon ignores any chance to miss that would be negated by true seeing (for example, mirror image or blur), but you still must select the right square to attack.

In addition, once per day you can activate the weapon to destroy illusion effects. This ability can take one of two forms:

After hitting a creature, you can target it with a variant form of the dispel magic spell (3rd level, + your casting mod for higher ones) that only affects illusions.

Alternatively, you attempt to dispel a single illusion by touching it with the weapon and speaking the appropriate command word. . For example, touching a silent image spell with the weapon dispells it immediately, while touching a programmed illusion spell would require a check.

In either case, after dispelling an illusion, you can choose to store it in the sword. As soon as the spell is stored, you immediately become aware of its effect and its remaining duration (which is paused until you release it), and you can activate it at any time as a bonus action.