PapaWhiskey11 Campaign Rules

Chapter 1: Added Variants

Cleaving

As described in the Dungeon Master's Guide (pg 272), this variant rule is available to character with at least 1 level of Barbarian.

When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

Flanking

As described in the Dungeon Master's Guide (pg 251), this variant rule is available to any character that learns a Fighting Style.

Flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy. When you and at least one of your allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, you have advantage on melee attack rolls against that enemy.

When in doubt about whether creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked.

A creature can't flank an enemy that it can't see. A creature also can't flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.

Mark

As described in the Dungeon Master's Guide (pg 271), this variant rule is available to any character with at least 1 level of Rogue.

When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

Tumble

As described in the Dungeon Master's Guide (pg 272), this variant rule is available to any character with at least 1 level of Monk.

A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

Mana (aka Spell Points)

As described in the Dungeon Master's Guide (pg 288), one way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses Spell Points (henceforth called mana) instead spell slots to fuel spells. Mana gives a caster more flexibility, at the cost of greater complexity.

In this variant, each spell has a mana point cost based on its level. The Mana Point Cost table summarizes the cost of spell slots from 1st to 9th level. Cantrips don't require mana points.

Instead of gaining a number of spell slots to cast you spells from the Spellcasting feature, you gain a pool of mana points instead. You expend an amount of mana points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your mana points to less than 0, and you regain all spent mana points when you finish a long rest.

Spells of 6th level and higher are particularly taxing cast. You can use mana to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

The number of mana points you have to spend is based on your level as a spellcaster, as shown in the Mana Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough mana points to create a slot above this maximum, you can't do so.

The Mana Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and the consult the table. For a fighter (Eidritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three.

Mana Cost
Spell Level Mana Cost
1st 2
2nd 3
3rd 5
4th 6

Spell Level Mana Cost
5th 7
6th 9
7th 10
8th 11
9th 13

CHAPTER 1 | ADDED VARIANTS

Mana by Level
Class Level
Mana Maximum
Max Spell Level
1st
4
1st
2nd
6
1st
3rd
14
2nd
4th
17
2nd
5th
27
3rd
6th
32
3rd
7th
38
4th
8th
44
4th
9th
57
5th
10th
64
5th
11th
73
6th
12th
73
6th
13th
83
7th
14th
83
7th
15th
94
8th
16th
94
8th
17th
107
9th
18th
114
9th
19th
123
9th
20th
133
9th

Hit Points

Hit Points at Level 1

Many classes are a heartbeat away from death at early levels. As such, when you determine your hit poitns at 1st level, you may add an additional 50% (rounded down).

Hit Points at Higher Levels

When you gain additional hit points at 2nd level or higher, you can roll your hit dice or take the average. You can make this choice after rolling the hit dice.

CHAPTER 1 | ADDED VARIANTS

Chapter 2: Class Specific

Bards

Default Spells

You automatically know the Vicious Mockery cantrip which does not count against the number of cantrips you know.


Clerics

Default Spells

You automatically know the Spare the Dying cantrip which does not count against the number of cantrips you know. Additionally, the Ceremony spell is always prepared and doesn't count against the number of spells you can prepare.


Druids

Default Spells

You automatically know the Druidcraft cantrip which does not count against the number of cantrips you know. Additionally, the Goodberry spell is always prepared and doesn't count against the number of spells you can prepare.

Wild Shape Duration

You can stay in your beast shape for a number of hours equal to half your druid level. This number is not rounded down.


Paladins

Default Spells

The Ceremony spell is always prepared for you and doesn't count against the number of spells you can prepare. Additionally, you can prepare one smite spell that doesn't count against the number of spells you can prepare. When you finish a long rest you can change this spell to another smite spell.


Ranger

Pagnabros Homebrew Ranger

Please review Pagnabros Homebrew Ranger PDF here. The Ranger class in my games use the core class rules described here. The subclass rules are not available and are still under review.

Tasha's Cauldron of Everything

Favored Foe as described is not available as Rangers get Hunter's Mark as a core class feature, Primal Awareness can replace Wilderness Guide, Nature's Veil is not availabe as you get the improved Vanish as described by Pagnabros.



Sorcerers

Default Spells

You automatically know the Prestidigitation cantrip which does not count against the number of cantrips you know.

Origin Spells

You automatically know certain spells based on your chosen sorcery origin.

Divine Soul

Choose a cleric domain and learn the spells of that domain upon reaching the appropriate level.

Draconic Bloodline
Sorcerer Level Spells
1st Cause Fear, Chromatic Orb
3rd Dragon's Breath, Levitate
5th Fear, Fly
7th Elemental Bane, Leomund's Secret Chest
9th Commune with Nature, Legend Lore
Shadow Magic
Sorcerer Level Spells
1st Disguise Self, Fog Cloud
3rd Blindness / Deafness, Shadow Blade
5th Gaseous Form, Slow
7th Death Ward, Shadow of Moil
9th Creation, Envervation
Storm Sorcerer
Sorcerer Level Spells
1st Feather Fall, Thunderwave
3rd Gust of Wind, Warding Wind
5th Call Lightning, Thunderstep
7th Freedom of Movement, Storm Sphere
9th Control Winds, Wrath of Nature
Wild Magic
Sorcerer Level Spells
1st Chaos Bolt, Color Spray
3rd Enhance Ability, Englarge / Reduce
5th Blink, Hypnotic Pattern
7th Confusion, Dimension Door
9th Far Step, Synaptic Static

CHAPTER 2 | CLASS SPECIFICS

Siphon Energy

When you are the target a spell of 1st level or higher that doesn't have an attack roll or saving throw and is cast by someone else, you can use your reaction to also regain sorcery points equal to half the level of the spell (rounded up).

You can use this feature a number of times equal to your Charisma modifier (minimum 1). When you finish a long rest, you regain all expended uses.

Font of Magic Options

You gain the following ways to spend your sorcery points:

Alter Appearance: As a bonus action, you can spend 1 sorcery point to change the color of part of your body to an unnatural and vibrant color for 1 hour.

CHAPTER 2 | CLASS SPECIFICS

Empowering Reserves: When you make an ability check as an action on your turn, you can spend 2 sorcery points to gain advantage on the check.

Extreme Endurance: As reaction, you can spend 2 sorcery points to gain advantage on the saving throws resulting from extremely hot or cold environments.

Fantastic Fortitude: As an action, you can spend any number of sorcery points to roll a d4 for each point expended. You gain a number of temporary hit points equal to the total rolled.

Forfend Falling: As a reaction to taking falling damage, you can spend any number of sorcery points to reduce the number of d6s rolled for falling damage. You can choose to use your reaction after landing but before any falling damage is rolled. For each sorcery point you spend, the amount of damage is reduced by 1d6.

Imbuing Touch: As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Passive Plus: As a bonus action, you can spend 2 sorcery points to gain a +5 bonus to a passive ability score of your choice for 1 minute.

Stave Suffocation: As a bonus action, you can spend 1 sorcery point to hold your breath for an additional minute.

Default Available Metamagics

At 3rd level, you automatically know the Quickened Spell metamagic option which does not count against the number of metamagics you know.

At 10th level, you automatically know the Twinned Spell metamagic option. If you already know this, you learn a different metamagic option of your choice. This doesn't count against your number of metamagic options known.

Sorcerous Restoration

At 20th level, you regain a number of sorcery points whenever you finish a short rest. The amount of points restored is equal to 4 plus your Charisma modifier.





Warlocks

Default Spells

You automatically know the Eldritch Blast cantrip which does not count against the number of cantrips you know.

Hex

As a bonus action, you place a curse on a creature that you can see within 90 feet of you. For the next 1 hour, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you place this curse. The target has disadvantage on ability checks made with the chosen ability. A Remove Curse cast on the target ends this curse early.

If the target drops to 0 hit points before this curse ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

This curse’s duration increases to 8 hours when you reach level 5, and 24 hours when you reach level 9.

You can place this curse a number of times equal to half your Charisma modifier (rounded up). You regain all expended uses when you finish a short or long rest.


Wizards

Default Spells

You can choose one free cantrip that deals damage and it does not count against the number of cantrips you know. Additionally, the Mage Armor, Magic Missile, and Shield spells are automatically added to your spellbook and do not count towards the six you can choose from at level 1.

CHAPTER 2 | CLASS SPECIFICS

Chapter 3: Rule Changes

Races

Dragonborns

Dragonborn have darkvision to a range of 60 feet.

Tieflings

Tiefling variants from Mordenkain Tome of Foes (page 21) are allowed.


Classes

Druids

Druids can stay in their wild shape and number of hours equal to half their druid level (no longer rounded down).


Combat

Prone

Standing up from the prone condition expends 15 feet of movement (instead of half your movement speed).

Diagonal Movement

When measuring distance, the first diagonal counts as 5 feet, the second counts as 10 feet, the third counts as 5 feet, the fourth as 10 feet, and so on.


Conditions

Grappled

  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.
  • The condition ends if the grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature fram the reach of the grappler or grappling effect, such as when a creature is hurled away by the Thunderwave spell.

Restrained

  • A restrained creature is grappled (see condition).
  • A restrained creature does not add their Dexterity modifier to their Armor Class.
  • A restrained creature has disadvantage on checks made to remove the restrained condition from themself.
  • The condition ends if the restrainer is incapacitated (see the condition).
  • The condition also ends if an effect removes the restrained creature from the reach of the restrainer or restraining effect, such as when a creature is hurled away by the Thunderwave spell.

CHAPTER 3 | Rule Changes

Chapter 4: Combat

Attack & Damage Rolls

Glancing Blows

When a creature attacks with a melee or ranged weapon and exactly matches a target's Armor Class, the target takes half the amount of damage (rounded down) and is not subjected to any on-hit effects.

Two-handed Weapons

When attacking with a two-handed weapon with two hands, creatures add 1.5 x their Strength modifier (rounded down). When prone a creature only adds their Strength modifier.


Turn Order

Held Turns

A creature can delay their entire turn until after another creature in initiative. A creature can only hold their turn once per round.

Tandem Turn

Friendly creatures with the same initiative can take a Tandem Turn. This means they can take any aspect of theirs turns in any combination.


Misc

Kip Up

A creature that is prone can perform a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to expend 10 feet of movement to stand up. If the creature fails, they can either expend an additional 10 feet of movement or remain prone.

A creature carrying more than 5 times their Strength score has disadvantage on this check. A creature carrying weight in excess of 10 times their Strength score automatically fails.

CHAPTER 4 | COMBAT

Chapter 5: Evolving Cantrips

Everybody knows and loves cantrips. The Player's Handbook describes cantrips as simple spells, fixated in the caster's mind. Some cantrips, like Prestidigitation are described as "minor magical tricks that novice spellcasters use for practice". All of the offensive cantrips scale with levels and gain more power as the spellcaster gains more experience while non-damaging cantrips do not have the same benefit. It is strange that a Level 20 wizard can only light up a single candle at a time using Prestidigitation. Or the cleric, who has basically become a champion of a god can merely hold her Thaumaturgy magic for a short while. Offensive cantrips have set up the fact that cantrips can indeed scale in power depending on the power of the spellcaster. As such, the goal of this chapter is to make sure most cantrips have a progression of sorts, allowing the caster to benefit from deeper understanding of them.

Blade Ward

  • At 5th level: The cantrip gains a range of 30 feet and can affect one creature of your choice.
  • At 11th level: You may ignore the verbal component of the spell.
  • At 17th level: Both you and the target get the benefit of the cantrip when you cast it.

Control Flames

  • At 5th level: You can quadruple the area of bright light and dim light cast by the flame.
  • At 11th level: You can have up to six non-instantaneous effects active at a time and can dismiss such effects as a bonus action. Also, you may choose to affect any nonmagical flames within range for the purposes of making them brighter or dimmer.
  • At 17th level: You can affect flames within a 10-foot cube, may expand the flame 5 feet in any direction (provided that fuel is present in the new location) and the duration of noninstantaneous effects increases to 24 hours.

Dancing Lights

  • At 5th level: When you create the lights, you may choose any amount of them to shed bright light in a 10-foot radius and dim light for an additional 10 feet.
  • At 11th level: You may create six lights and ignore the concentration if you simply make them float around within 5 feet of you.
  • At 17th level: You may create eight lights have them combine into a vaguely humanoid form of a Large size.

Druidcraft

  • At 5th level: You gain a deeper control over the elements, allowing you to shield a 10-foot radius sphere (centered on you) from snow and rain for an hour, dim fires instead of snuffing them out, recreate louder effects, like a roar of a tiger or a rumble of thunder, as well as effects related to burning, such as acrid scent of smoke, or burning wood. Additionally, you may touch a creature and remove any smell from it.
  • At 11th level: You may choose to affect all plants within range when you use the cantrip. Make all seeds sprout, all flowers blossom, and all fruit to ripen. You may also create opposite effects: make seeds infertile, plants to wilt and leaves to dry. When lighting or snuffing out small fires, you may affect all of them within range.
  • At 17th level: The range of your cantrip increases to 60 feet. Within your 10-foot radius sphere you may also control the temperature, making it neutral, mildly warm or mildly cold.

Friends

  • At 5th level: The affected creature doesn't magically turn hostile, but it fully knows that you affected it with magic. Creatures may still seek retribution and a creature prone to violence might still attack you.
  • At 11th level: You may substitute the somatic and material components of this cantrip with a verbal component.
  • At 17th level: This cantrip no longer requires concentration when you cast it.

Guidance

  • At 5th level: The range of the cantrip increases to 10 feet.
  • At 11th level: If the target rolls a 1 on the 1d4, the cantrip does not end, until the target either rolls a number higher than 1, or the duration ends.
  • At 17th level: You may select two creatures within range to have them both be affected when casting this cantrip.

Gust

  • At 5th level: Your gust becomes wider, capable of pushing Large creatures 5 feet and pushing all small objects that weigh no more than 5 pounds and aren't held nor carried, that fit within a 5-foot cube away from you. Also, the cantrip may now hedge out vapor within a 5-foot cube.
  • At 11th level: Your gust becomes stronger. You may push Medium or smaller creatures 10 feet, and objects that weigh up to 5 pounds 20 feet. By aiming a gust underneath yourself, you can increase your high jump and long jump distances by 5 feet.
  • At 17th level: The effects of your Gust cantrips can affect all items within a 10-foot cube. By aiming a gust underneath yourself, you can increase your high jump and long jump distances by 10 feet.

Light

  • At 5th level: Your Light cantrip can shed bright light up to 20 feet in radius, to a minimum of 5 feet and dim light for an additional distance, equal to the bright light radius. While the light is within 300 feet of you and you can see it, you can use your bonus action to change the color and the brightness of the light.
  • At 11th level: You may shoot the cantrip out in a bolt of light. It has a range of 120 feet and is under the same limitations as in the description. Unwilling targets must succeed on a Dexterity saving throw to avoid the spell.

CHAPTER 5 | EVOLVING CANTRIPS

  • At 17th level: Your Light cantrip can shed bright light up to 40 feet in radius, to a minimum of 5 feet and dim light for an additional distance, equal to the bright light radius.

Mage Hand

  • At 5th level: Y
  • At 11th level: T
  • At 17th level: M

    • At 5th level, you may ignore the verbal component when casting the cantrip, and may make the Mage Hand fully visible. • At 11th level, the distance of the cantrip increases to 60 feet and you may change its visual style, as long as it still has the structure of a hand. • At 17th level, Mage Hand can carry up to 20 pounds of weight and can be made to appear up to two times bigger than normal.

Magic Stone

  • At 5th level: You may enchant any small non-magical object that fully fits in your palm and weighs less than 1 pound using this cantrip. For example, you can enchant a playing card or a needle, but not a vial with a magical potion. You may enchant up to five objects at the same time. Additionally, an object enchanted in this way can ricochet off an object once, without losing any of its speed, potentially allowing it to shoot a behind corners. If you do not see the target, the attack is made with a disadvantage.
  • At 11th level: If the enchanted object hits the target, it ricochets once. You may make a second attack roll with disadvantage against a target within 10 feet of the original target. You cannot attack the same target twice.
  • At 17th level: You may enchant up to 10 objects and may choose for them to slowly float around you, a few inches out, without dealing damage.

Mending

  • At 5th level: The spell can partially reconstruct mundane objects, if more than 4/5 of the object is present, or the cumulative corrosive damage to a weapon is no more than -3. For example, you may restore a key that has a small part of the tip missing, or restore a chipped sword.
  • At 11th level: The spell can mend any amount of fragments of an object that could fit in a volume of a 1-foot cube, or a tear that is 3 feet in any dimension, or a weapon destroyed by rust or corrosion.
  • At 17th level: The spell can mend any amount of fragments of an object that could fit in a volume of a 5-foot cube, or a tear that is 10 feet in any dimension.

Message

  • At 5th level: You may ignore the somatic component of the cantrip.
  • At 11th level: The range of the cantrip increases to 300 feet.
  • At 17th level: The effect changes to a telepathic connection. You no longer have to whisper the message and may transmit it mentally, alongside a simple mental image. You may ignore the verbal component of the cantrip.



Minor Illusion

  • At 5th level: You may create up to two images of objects or sounds that must all fit in a 5-foot cube.
  • At 11th level: You may create up to five images of objects orsounds that must all fit in a 5-foot cube and the range of the cantrip increases to 60 feet.
  • At 17th level: You may create any amount of images of objects or sounds that must all fit in a 5-foot cube.

Mold Earth

  • At 5th level: You can have up to five non-instantaneous effects of the cantrip active at a time and you can dismiss all of the effects as an action.
  • At 11th level: The shapes and colors you make appear on the dirt or stone last for 12 hours. You can move up to 5 cubic feet of earth along the ground and deposit it up to 15 feet away. Additionally, you may excavate even packed earth.
  • At 17th level: The shapes and colors you make appear on the dirt or stone last for 24 hours. You may cause all dirt or stone within 5 feet of you to turn into difficult terrain, including the ground on which you stand, for 24 hours. Also, you may mold up to 10 cubic feet of dirt or stone.

Prestidigitation

  • At 5th level: You can have up to five non-instantaneous effects of the cantrip active at the same time and can dismiss all of the effects as an action. You can also dry any creature within range.
  • At 11th level: The range of your cantrip increases to 30 feet and you may create non-magical or illusory images trinkets that can fit in both of your hands. You may light or snuff out all of the candles torches and small campfires within range.
  • At 17th level: You may clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. The duration of all of your noninstantaneous effects increases to 8 hours. You may also create a non-magical trinket or an illusory image that can fit in a 1-foot cube.

Resistance

  • At 5th level: The range of the cantrip increases to 10 feet.
  • At 11th level: If the target rolls a 1 on the 1d4, the cantrip does not end, until the target either rolls a number higher than 1, or the duration ends.
  • At 17th level: You may select two creatures within range to have them both be affected when casting this cantrip.

CHAPTER 5 | EVOLVING CANTRIPS

Shape Water

  • At 5th level: You can have up to five non-instantaneous effects of the cantrip active at the same time and can dismiss all of the effects as an action. Additionally, if the water does not have any creatures in it, you may boil it.
  • At 11th level: You may manipulate liquid that is at least half made of water. If such liquid would fit in a 1-foot cube you may make it move through the air within range. If you want to splash that liquid onto a creature, it can make a Dexterity saving throw to dodge out of the way.
  • At 17th level: You may control up to five separate groups of liquid that would each fit in a 1-foot cube at the same time. The duration of all of your non-instantaneous effects increases to 8 hours.

Shillelagh

  • At 5th level: You may use this cantrip on any weapon made of wood. Additionally, as an action, you may make a special attack that releases the magical powers imbued into the weapon. Make a melee spell attack against the target. On a hit, the weapon deals an extra 1d8 damage (2d8) and the spell ends.
  • At 11th level: The damage of the special attack is increased further by 1d8 (3d8).
  • At 17th level: The damage of the special attack is increased by an additional 1d8 (4d8). When you cast Shillelagh, you may apply it to two weapon you are holding at the same time.

Spare the Dying

  • At 5th level: The range of the cantrip increases to 15 feet.
  • At 11th level: You may ignore the somatic component of this cantrip.
  • At 17th level: You may target all dying creatures of your choice within a 10-foot radius around the original target. The affected creatures restore 1 hit point after 1 minute, unless they start dying again.

Thaumaturgy

  • At 5th level: You can change your voice to sound more angelic or more demonic for 1 minute. You can also magnify your voice by up to five times.
  • At 11th level: You can have up to four of the cantrip's 1- minute effects active at a time. You may choose to open or close all unlocked doors and windows within the spell's range. The earth tremors you cause are strong enough to make objects within the area of effect rattle without damaging them.
  • At 17th level: You can choose to make all objects that aren't being worn or carried within the spell's range take 1 damage, whether through a loud noise, intense tremors or unseen waves or slashes. The duration of your 1-minute effects is extended to 1 hour.








True Strike

  • At 5th level: Your next attack gains a +5 bonus to the attack roll, instead of gaining advantage and the spell no longer requires concentration.
  • At 11th level: The duration of the cantrip extends to 1 minute and you learn the target's lowest saving throw between Strength, Dexterity or Constitution.
  • At 17th level: You may spread the bonus to one ally within the range of the spell when you cast it.

CHAPTER 5 | EVOLVING CANTRIPS

Chapter 6: Additional Spells

Bard Spells

Cantrips (0 Level)
  • Repeat
1st Level
  • Deep Pockets
  • Shadow Tag
2nd Level
  • Corpse Explosion
  • Critterkill

Cleric Spells

Cantrips (0 Level)
  • Repeat
1st Level
  • Animate Aide
  • Bind Cranial Familiar
  • Patternweave
  • Visions from the Grave
2nd Level
  • Lingering Poison
  • Minor Animate

Druid Spells

2nd Level
  • Lingering Poison

Ranger Spells

1st Level
  • Patternweave

Sorcerer Spells

1st Level
  • Corpse Explosion
2nd Level
  • Quantum Gravity
  • Shadow Tag

Warlock Spells

Cantrips (0 Level)
  • Repeat
1st Level
  • Deep Pockets
  • Quantum Gravity
  • Shadow Tag
  • Transcription
2nd Level
  • Corpse Explosion
  • Lingering Poison


Wizard Spells

Cantrips (0 Level)
  • Repeat
1st Level
  • Animate Aide
  • Bind Cranial Familiar
  • Deep Pockets
  • Patternweave
  • Quantum Gravity
  • Shadow Tag
  • Transcription
  • Visions from the Grave
2nd Level
  • Corpse Explosion
  • Lingering Poison
  • Minor Animate
CHAPTER 6 | ADDITIONAL SPELLS

Spell Descriptions

Animate Aide

1st-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood, a piece of flesh, a pinch of bone dust, and the severed hand from a humanoid)
  • Duration: 1 hour

This spell creates and undead servant. Choose a severed hand of a Medium or Small humanoid that is not undead. Your spell imbues the hand with a foul mimicry of life, raising it as an undead creature. The hand becomes a Crawling Claw for the duration.

On each of your turns, you can use a bonus action to mentally command any claw you made with this spell if it is within 60 feet of you (if you control multiple claws, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the claw will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the claw only defends itself against hostile creatures. Once given an order, the claw continues to follow it until its task is complete.

The claw is under your control for the duration, after which it decays and is destroyed.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the casting time increases by 1 minute and the duration increases by 1 hour for each slot level above 1st.





Bind Cranial Familiar

1st-level necromancy (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a humanoid skull and 10 gp worth of ground pearl, which the spell consumes)
  • Duration: Instantaneous

You bind a lost soul to a humanoid skull, creating a Floating Skull (stats can be found at the end of this errata) that serves you. It is unable to speak but while it is within 100 feet of you, you can communicate with it telepathically.

The skull acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.

On each of your turns, you can use a bonus action to mentally command the skull if it is within 100 feet of you (if you control multiple skulls, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skull will take and where it will move during its next turn, or you can issue a general command, such as to patrol a particular chamber or corridor. If you issue no commands, the skull acts of its own accord. Once given an order, the skull continues to follow it until its task is complete. When the skull drops to 0 hit points, it is destroyed and turns into a pile of dust, and nothing short of the Wish spell can bring the soul bound to the skull back to life.

You can have a number of skulls bound you equal to your spellcasting ability modifier. If you create another floating skull after that with this spell, a skull chosen by the DM is destroyed and turns into a pile of dust.

Corpse Explosion

2nd-level necromancy


  • Casting Time: 1 aciton
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As you utter a word of condemnation and snap your finger, a dead creature you can see within range explodes with necrotic energy. Each creature in a 5-foot-radius sphere centered on the dead creature must make a Constitution saving throw. A target takes 1d8 necrotic damage or half as much on a success.

If a creature dies by this spell, that creature explodes, repeating the same effect as this spell again.

This spell can explode no more than 2 corpses.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of corpses that can explode increases by 1 for each slot level above 2nd.

Critterkill

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V, S, M (a bit of decaying flesh)
  • Duration: Instantaneous

You whisper a word of power that reaps all creatures of CR 0 within range of life, killing them instantly.

Deep Pockets

1st-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a tiny golden needle and strip of fine cloth)
  • Duration: 8 hours

You touch a non-magical set of clothes and fashion it with numerous hand-sized pockets with extra-dimensional interiors. For the duration of the spell, items placed in the pockets are considered to weigh one tenth of their weight for the purpose of carrying capacity. The pockets combined can hold up to 200 lbs. When the spell ends, the contents of the pockets fall to the floor.

Lingering Poison

2nd-level necromancy


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

You slowly rot the insides of a creature in range. The target must succeed on a Constitution saving throw or be poisoned.

While poisoned, the target takes 1d8 necrotic damage at the start of each of its turns for the duration. The target can make additional saving throws at the end of its turns, ending this spell on a success.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.


Minor Animate

2nd-level necromancy


  • Casting Time: 1 aciton
  • Range: Self (5 foot radius)
  • Components: V, S, M (a dead creature or creatures)
  • Duration: up to 6 hours

You animate up to 2 dead bodies of Tiny or smaller creatures (no higher than CR 0) in a 5 foot radius around you to become your minions. These minions stay close and follow you when not given a command. Each minion has 1 hit point and immediately decays if it dies, rendering it unusable by this spell again. You can issue one command to one or more of them as a bonus action on each of your turns. The commands you can give them are:

Move: One or more minions move up to their movement speed as a group. This can be used along side one other command.

Attack: One or more minions are flung up to 30 feet towards another creature or creatures. Make a ranged spell attack for each minion against its target, dealing 1d4+1 necrotic damage. This command destroys any minions used.

Glow: One or more minions start to emit dim light in a 5 foot radius.

Flash: You case a minion to burst into light. Choose one creature within 5 feet of your minion to make a DC 0 Constitution saving throw or be blinded until the end of its next turn. This command destroys any minion used.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can animate the dead body of one additional creature for each slot level above 2nd.

Patternweave

1st-level divination (ritual)


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

You gain unique insight into things that seem random. While concentrating on this spell, you gain advantage on Intelligence (Investigation) checks and you can benefit from one of the following effects:

• Visualize how something broken looked when it was whole.

• Pick out individual elements in a crowded group (ie. picking out a single set of footprints from a crowded muddy market square).

• Understanding a single voice over a crowd's roar.

• Finding a needle in a haystack.

• Determining the exact number of objects in a group of similar objects.

• Determining there is something different about the fluid in a cup of similar cups.

• At the DM's discretion, you might be able to gain additional unique insights. You must be able to see or hear the thing you're trying to make sense of, and you cannot gain specific information about it beyond what's described above. You can't use this spell to decode a secret message or translate and unknown language.

You can get a basic idea of how to put a broken object back together; Patternweave gives you advantage on checks to repair broken objects. The spell has no effect on magic items.

CHAPTER 6 | ADDITIONAL SPELLS

Quantum Gravity

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self or 60 feet
  • Components: V, S, M (a small nugget of iron)
  • Duration: Concentration, up to 1 minute

You conjure an anti-gravity field centered on you or a gravity well at a point you can see within range. This spell has no affect on objects or constructs.

Anti-Gravity Field: You create a gravity field centered you and extending in a 10 foot radius for the duration. When a creature moves into the area or starts its turn there, it expends half its movement speed and must make a Strength saving throw each time it attempts to move closer to you. On a failed save the creature is unable to move closer to you. If the fail saves by 5 or more the creature is pushed 5 feet away from you.

Gravity Well: You create a gravity well centered on a point you choose within 60 feet of you and extending in a 10 foot radius of that point for the duration. When a creature moves into the area or starts its turn there, it expends half its movement speed and must make a Strength saving throw each time it attempts to move away from the point. On a failed save the creature is unable to move away from the point. If the save fails by 5 or more the creature is pulled 5 feet towards the point.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the Gravity Well or Anti-Gravity Field is increased by 5 feet for every two slot levels above 1st.

Reagent Arcanum

2nd-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (the material you are altering)
  • Duration: Instantaneous

You alter the bonds that hold matter together.

You can turn coins made of precious metal into dust or powder. For example, you can turn silver coin into silver dust (or powder) or back again as needed by some spells.

You can also turn valueable gemstones into dust or powder. If you attempt to turn gemstone dust into a gemstone, you can creatue multiple gemstones but no single gemstone can have a gold value more than 100 times your spellcasting ability modifier.

Alternatively you can turn gemstones into shimmering dust and imbue latent magic into a vial of ink, thus allowing it to be used by to inscribe spell scrolls or spellbooks. A gemstone worth 50 gp can imbue enough ink a single vial of ink used to inscribe one spell level.

You must touch the material throughout the casting of the spell which only transmutes the material upon completion.









Repeat

Illusion cantrip


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

You create an illusion of visible ranged attack that occurred after the start of your last turn. This ranged attack must have occured within 60 feet of your current location.

A illusion appears in the space of the previous attack and looks likes the original creature making the attack. You must have line of sight to the target but line of sight is not required from the space your illusion occupies.

Make a ranged spell attack against the target. On a hit, the target takes 1d10 psychic damage.

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

Shadow Tag

1st-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a sprinkle of soot)
  • Duration: Concentration, up to 10 minutes

You sprinkle yourself with soot, and step into the shadow of another creature, disappearing into the darkness found in the fold of their clothes and the curve of their chin. An unwilling creature can make a Charisma saving throw in order to resist your attempt to hide, ending the spell on a success.

For the duration of the spell you are considered invisible and hidden, cannot perform any motions or actions (such as attacking or casting a spell), and you cannot speak. You move with the targeted creature and are able to see and hear with your normal senses. In addition, you can communicate telepathically with the target, if the target is willing.

A creature that succeeds on an Intelligence (Investigation) check against your spells save DC can discern your presence. A creature with truesight automatically succeeds on this check.

Transcription

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a writing implement, a bottle of ink, and a blank piece of paper or parchment which the spell consumes)
  • Duration: Instantaneous

You instantly and flawlessly copy up to an entire page of non-magical text and/or images to another page or receptive medium. During the transcription process, you can decide to have the contents translated into any of your known languages.

CHAPTER 6 | ADDITIONAL SPELLS

Visions from the Grave

1st-level conjuration


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S, M (a small nugget of iron)
  • Duration: Concentration, up to 1 minute

You burn incense and smudge its ash on the forehead of a Medium or Small humanoid torso. Doing so creates an immobile sentry that obeys any order you give it and understands any language you know. It cannot take any actions, bonus actions, reactions or move.

You can communicate with it telepathically within 500 feet and it can communicate with you. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn, using your vision and any special senses. During this time, you are deaf and blind with regard to your own senses.

This spell ends if the sentry takes any damage

CHAPTER 6 | ADDITIONAL SPELLS

Chapter 7: Monsters & NPCs


Floating Skull

tiny undead, unaligned


  • Armor Class 10
  • Hit Points 3 (1d4)
  • Speed 30 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 11 (+0) 10 (+0) 5 (-3) 8 (-1) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities exhausted, poisoned, prone
  • Senses darkvision 60 ft, passive Perception 9
  • Languages understands the languages it knew in life but can't speak
  • Challenge 0 (10 XP)

Undead Nature. A floating skull does not require air, food, drink, or sleep.

CHAPTER 7 | MONSTERS & NPCs