TEXT: MIGHT vs. MAGIC
  MIGHT vs. MAGIC
  New spells, archetypes, and magic items designed to stoke 
  New spells, archetypes, and magic items designed to stoke 
  the age-old conflict between mages and martial characters
  the age-old conflict between mages and martial characters
  Dave Panfilo
  Dave Panfilo
  
  1
  Table of Contents
  Introduction ............................................................................. 1
  Advice for Play ........................................................................ 2
  Chapter I: New Archetypes  
  2
  Artificer — The Dismantler .................................................. 2
  Barbarian — Path of the Pactbreaker ................................ 3
  Bard — College of Propaganda ........................................... 3
  Blood Hunter — Order of the Graven Sky ........................ 4
  Cleric — Purity Domain ........................................................ 5
  Druid — Circle of Fathoms ................................................... 6
  Fighter — Mana Vessel ......................................................... 6
  Monk — Way of Eight Ruins ................................................ 7
  Paladin — Oath of Humility ................................................. 8
  Ranger — Reclaimer Conclave ............................................ 9
  Rogue — The Nemesis ........................................................10
  Sorcerer — Tyrant Bloodline .............................................11
  Warlock — The Magnate Patron .......................................12
  Wizard — Sage of the Sevenfold Veil ...............................12
  Chapter II: Arcane Errata 
           14
  New Spells .............................................................................14
  New Magic Items .................................................................19
  Variant Rules .........................................................................24
  Design Guidelines ................................................................24
  New Background: Revolutionary ......................................26
  Credits
  Written and Developed by Dave Panfilo
  Cover Illustration by Vittoria Pompolani
  Additional Illustrations by Benjamin Bauchau and
   
   
   
   Matthew Dobrich
  Thanks to previewers Onyemachi Davis, Lukas Fauset, 
  Sean Ireland, and Jonathan Ying.
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  Introduction
  Might vs. Magic is a collection of new archetypes, spells, 
  and magic items which evoke (haha) the age-old conflict 
  between fighters and wizards. From classic D&D 
  tropes, to a counterspell expansion pack, to 3rd edition 
  callbacks, and allusions to historical heroism and 
  villainy, this supplement covers a lot of difficult terrain. 
  So naturally, you’re going to want to start with a bit of an 
  overview. A few paragraphs of scrying, if you will!
  The “advice for play” section is just what it says on 
  the tin; informal guidelines to make sure the rest of the 
  supplement is interpreted for maximum fun. The main 
  course of Might vs. Magic is the feast of fourteen new 
  archetypes that make up Chapter I. Some subclasses 
  share a theme of overbearing, authoritarian magic. 
  Others suggest a revolutionary attitude in response. 
  Many of them walk a line that could turn heroic or 
  reactionary depending on the character. Ultimately, 
  every table should have an informed discussion about 
  how explicitly or implicitly political their game is.
  After that, Chapter II begins with "arcane errata": a 
  few changed rules which prepare the reader for the 
  original spells that follow. Several of these spells expand 
  the classic counterspell into an array of specialized 
  tools, ranging from reflect spell to absorb spell. The rest 
  fill in gaps left by the standard selection of magic.
  (The people demand volcanic lightning!)
  Appropriately, the new magic items also emphasize 
  the tension between spellcasters and their discontents. 
  Some items react to magic, others amplify it, and many 
  of them lay bare social dynamics that mirror that same 
  sense of class conflict. The “variant rules” include 
  options for broadening the definition of a spell, or 
  increasing the impact of the new "charged" spell system. 
  Then, at last, the “design guidelines” give insight (with 
  advantage) into the theory and techniques used to 
  create the rest of the content!
  P.S., the Revolutionary Background was added as a 
  free expansion after launch. Enjoy!
  
  2
  Advice for Play
  Rule Zero of Dungeons & Dragons is that the folks 
  playing have the final say in how their table runs the 
  game. But since this supplement includes a a wide array 
  of boundary-pushing new features, here's some friendly 
  advice to start!
  • Make sure the campaign is appropriate for the 
  mixture of oppressive magic and antimagic content 
  you are including. Just as you might not enjoy 
  playing a high seas-themed pirate character in a 
  claustrophobic Underdark campaign, you probably 
  shouldn’t play a Nemesis rogue in a low-fantasy, low-
  magic setting where they have no mages to sabotage!
  • If multiple creatures want to react to the same spell, 
  have them roll an initiative check or use existing 
  initiative order to determine who gets to do so, the 
  same as you would for any other conflicting reactions.
  • This supplement emphasizes the importance of 
  gathering information for players, especially 
  spellcasters. A party who knows they are chasing not 
  just any rival mage, but an illusionist, is at a great 
  advantage when deciding how to prepare.
  • As always, the Dungeon Master should have a 
  solid idea of what the party is capable of. In this 
  supplement, more than ever before, this means 
  knowing what spells the player characters can cast 
  and counter.
  Chapter I:
  New arChetypes
  Presented in the alphabetical order of the classes to 
  which they belong, these new archetypes require only 
  the Player's Handbook to use, with the exception of 
  the Artificer by Keith Baker and the Blood Hunter by 
  Matthew Mercer. New spells from later in Might vs. 
  Magic are marked with an asterisk*.
  Artificer:
  The Dismantler
  Battlefields ridden with eldritch landmines. Derelict 
  golems waiting to be launched into automated violence. 
  Unworthy arcanists wielding ancient and powerful 
  implements. As a sober professional in a world of 
  forsaken responsibility, it falls on you to fix the mistakes 
  of lesser mages. Contracted by peasants and nations 
  alike, you go where your expertise in controlled 
  destruction and threat reduction will be deftly applied to 
  the greater good — however you define it in the moment.
  Dismantler Spells 
   
   
          
  Starting at 3rd level, you always have certain spells 
  prepared after you reach particular levels in this class, 
  as shown in the Dismantler Spells table. These spells 
  count as artificer spells for you, but they don’t count 
  against the number of artificer spells you prepare.
  Artificer Level
  Spells
  3rd
  color spray, break spell*
  5th
  antimagic flash*, knock
  9th
  absorb spell*, feign death
  13th
  banishment, dimension door
  17th
  destructive wave, passwall
  Demolish  
   
   
   
        
  When you specialize as a Dismantler at 3rd level, your 
  favored technique is to break down an opponent brick 
  by brick. When you hit a creature with a melee attack, 
  you may use your reaction to expend an artificer spell 
  slot and choose a damage type from among fire, cold, 
  poison, radiant, or necrotic damage. You then choose 
  one of the following affects to inflict on that creature 
  until you finish a short or long rest:
  • The creature loses immunity to that damage type, and 
  instead gains resistance to it.
  • The creature loses resistance to that damage type.
  • The creature gains vulnerability to that damage type 
  while it is not resistant or immune to it.
  Neutralize  
   
   
   
        
  Also at 3rd level, your commitment to undoing the 
  deadly machinations of your foes grants you the 
  following benefits:
  • You gain proficiency with martial reach weapons and 
  with heavy armor.
  • When you attack with a reach weapon, you can use 
  your Intelligence modifier, instead of your Strength or 
  Dexterity modifier, for the attack and damage rolls.
  • You have advantage on Wisdom (Perception) and 
  Intelligence (Investigation) checks to notice or 
  identify traps.
  • When using thieves’ tools to disarm a trap, you 
  may use your Intelligence modifier in place of your 
  Dexterity modifier for your ability check.
  • Any reach weapon you wield also counts as a set of 
  thieves' tools with reach.
  Extra Attack 
   
   
   
         
  Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  Reverse Engineer 
   
   
         
  Starting at 9th level, you can disassemble and recreate 
  supernatural protections through simple observation 
  and induction. When you expend a spell slot of third 
  level or higher as part of your Demolish feature, you 
  may reverse engineer an immunity or resistance you 
  removed from your target, and grant it to yourself or a 
  creature you can see within 30 feet of you. You may only 
  maintain one reverse engineered resistance or immunity 
  at a time. This resistance or immunity is lost when you 
  finish a short or long rest.
  
  3
  Artificer’s Disjunction 
   
         
  Upon reaching 15th level, you see the lynchpin of 
  every precariously enchanted item. As a bonus action, 
  you may disjoin a magic item or magical object, the 
  entirety of which is within 90 feet of you. If the item has 
  a wielder, that creature makes an Intelligence saving 
  throw against your artificer spell save DC. If it fails, the 
  item’s magical effects are completely suppressed until 
  you resume them as a bonus action, until you finish a 
  long rest, or until you die.
  If the item is an artifact, its wielder has advantage on 
  the saving throw. If the item has no wielder, its magical 
  effects are suppressed without a saving throw.
  You may use this feature once, and must finish a long 
  rest before using it again.
  Barbarian: 
  Path of the Pactbreaker
  All too often, those without the mind for magic find 
  themselves subservient to those who master it. Worse 
  yet, how many once proud warriors have been defiled by 
  a pact with gods, vestiges, demons or worse? This era 
  of arcane indulgence must be brought to a bloody end. 
  Yours is the mettle that will end it. When they speak 
  those putrid words, silence them. When they waggle 
  their uncalloused fingers, sever them. Scream the 
  names of your forefathers, and restore the primal order!
  Rage of the Old Ways  
   
        
  When you start down this Path at 3rd level, your 
  rage is colored by the contempt you hold for those 
  who would rule you. When you rage, you may choose 
  breath weapons or gaze attacks, or you may name two 
  schools of magic. For the duration of that rage, you have 
  resistance to damage from spells of those schools or 
  attacks of that type, and advantage on saving throws 
  against them. In addition, you may choose to end one 
  rage and begin another as part of the same bonus 
  action.
  Swift Revenge 
   
   
   
         
  After reaching 6th level, you lash out in vengeance at 
  those who most frustrate you. When you are targeted 
  by a breath weapon, gaze attack, or hostile non-cantrip 
  spell — or included in their area — you may use your 
  reaction to mark the offending creature for revenge. 
  When you take this reaction, you may either move up to 
  half your speed towards that creature, or gain a critical 
  strike range of 18–20 on your next weapon attack 
  against that creature within 1 minute.
  Ley Cleave  
   
   
   
        
  Upon reaching 10th level, you gain flickering insight into 
  the arcane web that protects a mage and their precious 
  tricks. As a bonus action, you may phase your melee 
  weapons into the Weave and choose one of the three 
  benefits below. Until the start of your next turn, you 
  gain that benefit. You can use this feature once, and it 
  recharges when you finish a short or long rest, or when 
  you succeed on a saving throw granted by the Relentless 
  Rage feature.
  Shatter Focus. Any creature you damage with a 
  melee weapon attack who is currently concentrating on 
  a spell automatically fails its concentration saving throw.
  Pierce Magic. Your melee weapon attacks ignore 
  any spell effect that enhances armor class or inflicts 
  disadvantage on attack rolls, such as invisibility, mage 
  armor, or shield.
  Suffer Well. Your melee weapon hits ignore 
  temporary hit points and do not trigger any effect 
  which reflects damage, such as armor of Agathys or a 
  salamander’s Heated Body.
  Slay Immortal 
   
   
   
        
  Upon reaching 14th level, “restoring the primal order” 
  means killing those who would delay the inevitable. 
  When you deal damage to a creature with a weapon 
  attack that would cause it to drop to 0 hit points, you 
  may force it to make a Charisma saving throw against 
  a DC equal to 8 + your proficiency modifier + your 
  Strength modifier. If it fails, no effect may prevent it 
  from dropping to 0 hit points — or dying upon reaching 
  0 hit points — due to your attack. Vampire Lords, 
  the Tarrasque, and some other especially powerful 
  creatures have advantage on the saving throw. If the 
  creature succeeds on its save, you are reduced to 1 hit 
  point in a reflection of your own hubris and mortality.
  Once a creature fails this saving throw, you cannot use 
  this feature again until you finish a long rest.
  Bard:
  College of Propaganda
  Truth is beauty. Or perhaps it was, in a more innocent 
  time. We could still return there, you know. It’s not too 
  late. If we trust the right people, and join together in the 
  struggle of our era, we can still take the world back from 
  those who have reduced it. Truth is beauty. To deny one 
  is to assault the other. Unlike other so-called “artists”, 
  you have a single, all-pervading message to your work: 
  unite the points of light, and eradicate the ugliness of 
  night. Truth is beauty.
  Skillful Ideology 
   
   
        
  Upon enrolling in this College at 3rd level, you gain 
  proficiency in the Deception skill. If you already have 
  proficiency in Deception, you gain proficiency in one 
  other skill of your choice. In either case, you double your 
  proficiency bonus for any Deception ability check you 
  make. In addition, you know when a creature you can 
  see or hear has succeeded on a Wisdom (Insight) check 
  against you.
  
  4
  Uncomplicate
  More importantly, at 3rd level, you learn when to remove 
  negative information from the conversation. When you 
  use your bonus action to grant a Bardic Inspiration die 
  to a creature, that creature cannot have disadvantage 
  on ability checks, attack rolls, or saving throws until the 
  end of your next turn has passed. Consequently, effects 
  which would normally grant it disadvantage do not 
  “cancel out” advantage on such rolls during this time.
  Ever Vigilant
  When you reach 6th level, you and your audience know 
  you must never show weakness. When you roll initiative, 
  you can expend one use of your Bardic Inspiration to 
  roll one of your Bardic Inspiration dice. Add the number 
  rolled to your initiative check, and the initiative check of 
  up to five creatures who can hear you within 60 feet of 
  you.
  Villainy
  Beginning at 14th level, you reveal the cause of all your 
  people’s problems. As a bonus action, you may name 
  a creature you can see within 60 feet of you as your 
  Villain. When you or an ally is dealt damage by an attack 
  or spell from a hostile creature other than your Villain, 
  you may use your reaction to expend one use of your 
  Bardic Inspiration and roll four Bardic Inspiration dice. 
  You deal psychic damage equal to the total number 
  rolled to your Villain.
  Once you have named a creature as your Villain, it 
  remains your Villain until it begins its turn more than 
  120 feet away from you or until it is reduced to 0 hit 
  points. You may only have one Villain at a time.
  Blood Hunter:
  Order of the Graven Sky
  Yours is an order formed from two crumbling causes 
  who found solice in soldiarity. The blood hunters of the 
  Graven Image used gorgon gas and medusa heads to 
  turn tyrants into memorials of their empty glory. Those 
  of the Meteor Battalion rode to the rescue of embattled 
  revolutions shielded by golem-engraved flesh. When 
  both groups found themselves outlawed and hunted by 
  rising fascism, you were one of the brave volunteers that 
  unified their legacy.
  Adamantine Veins 
   
   
        
  When you join this order at 3rd level, your blood magic 
  flows cold and hard. Whenever a non-cantrip spell 
  cast by a creature currently within 90 feet of you is 
  successfully countered, dispelled, or ends early due 
  to a failed concentration saving throw, you regain one 
  expended use of your Blood Maledict feature. This effect 
  can only trigger once per minute.
  At 7th level, this effect can also trigger when you 
  succeed on a saving throw with Magic Resistance.
  Rite of the Carver
  Also when you reach 3rd level, you learn the Rite of the 
  Carver esoteric rite, detailed below.
  Rite of the Carver. Your rite damage is force damage. 
  While this rite is active, you gain the following benefits:
  • Your weapon attacks ignore resistance to slashing 
  damage.
  • You see through the False Appearance feature, 
  identifying creatures such as galeb duhr or animated 
  armor by sight even if they are motionless.
  • You have a burrow speed of 10 feet. At 9th level, this 
  speed increases to 20 feet and includes solid rock at 
  half speed. At 15th level, this speed increases to 30 
  feet and includes metal and gemstone at half speed.
  Heart of Stone  
   
   
        
  Starting at 7th level, you hew the same runic protections 
  into your flesh as those of a golem or gargoyle. You 
  gain immunity to the petrified condition and advantage 
  on saving throws against gaze attacks. In addition, 
  when you reduce a hostile creature to 0 hit points, your 
  runes pulse with antimagic power and you gain Magic 
  Resistance until the start of your next turn. During this 
  time, you have advantage on all saving throws against 
  spells.
  Brand of Undermining  
   
        
  Beginning at 11th level, your Brand of Castigation 
  punishes those foolish enough to challenge you to a war 
  of attrition. When the subject of your Brand damages 
  you, you may use your reaction to gain temporary hit 
  points equal to half the number of hit points you lost 
  from that damage, rounded up.
  
  5
  Gaze Into The Void 
   
   
        
  Upon reaching 15th level, your steely eyes take on a 
  serpentine appearance. You may use your action to force 
  a creature you can see within 100 feet of you to make a 
  Constitution saving throw against your Hemocraft save 
  DC. If it fails, it begins to turn to stone and its speed is 
  reduced to 0. At the end of its next turn, it repeats this 
  saving throw. If it fails again, it is restrained. At the end 
  of its following turn, it repeats the saving throw for a 
  third and final time. If it fails again, it is petrified and 
  permanently turned to stone. If it succeeds on any of 
  these saving throws, its previous penalties from this 
  feature end. A greater restoration or stronger magic can 
  remove all of these effects.
  If a creature cannot see you or if it averted its eyes 
  on its most recent turn, you cannot target it with this 
  feature. The creature may avert its eyes as a free action 
  at the start of its turn, which gives it disadvantage 
  on attacks against you, and grants you advantage on 
  attacks against it, until the start of its next turn.
  Once a creature fails a saving throw against this 
  feature, you may not use this gaze attack again until you 
  finish a short or long rest.
  Blood Curse of the Gorgon  
        
  From 18th level onward, you release the terror of 
  imminent mortality on those who take life for granted. 
  You gain the Blood Curse of the Gorgon for your Blood 
  Maledict feature, detailed below. This does not count 
  against your number of blood curses known.
  Blood Curse of the Gorgon. As a bonus action, you 
  curse a creature you can see within 30 feet of you. 
  While that creature is subject to this curse, it cannot 
  have advantage on ability checks, attack rolls, or saving 
  throws. Consequently, effects which would normally 
  grant it advantage do not “cancel out” disadvantage on 
  such rolls during this time.
  Amplify. In addition, each time you critically hit the 
  cursed creature, it must roll a Constitution saving throw 
  against your Hemocraft save DC. If it fails, it is instantly 
  turned to stone and permanently petrified.
  Cleric:
  Purity Domain
  There are so many wrong ways to worship, wrong ways 
  to serve, wrong ways to be. Alas, it is not the nature 
  of divine standards to bend. Yours is a god with a 
  particular vision for the way the world should look and 
  behave. It is your duty to bring the material plane closer 
  to that paradise, no matter the means needed. The first 
  step is to make a sober appraisal of your own stained 
  soul. Then, gaze long into the imperfections of your 
  allies before correcting them. As for your enemies... but 
  a moment’s glance will do before the cleansing.
  Purity Domain Spells  
   
       
  Cleric Level
  Spells
  1st
  alarm, purify food and drink
  3rd
  detect thoughts, lesser restoration
  5th
  fireball, remove curse
  7th
  conjure phalanx*, wall of fire
  9th
  dispel evil and good, wall of force
  Unblemish  
   
   
   
        
  At 1st level, you learn the acid splash cantrip, which 
  doesn’t count against the number of cleric cantrips you 
  know. In addition, your acid splash can target up to 4 
  creatures that are within 5 feet of one another, instead 
  of up to 2.
  Cleanliness and Godliness  
        
  When you take on this domain at 1st level, you have 
  advantage on all saving throws against effects that 
  include disease, poison damage, or the poisoned 
  condition. In addition, you gain resistance to poison 
  damage. However, you also gain vulnerability to acid 
  damage, and cannot have resistance or immunity to acid 
  damage.
  Channel Divinity: Forsake the Weak   
  Beginning at 2nd level, you can use your Channel 
  Divinity to sabotage your foes’ healing.
  As a reaction, you present your holy symbol to a 
  creature you can see within 40 feet of you as it would 
  regain lost hit points. It rolls a Wisdom saving throw. 
  If it fails, it takes acid damage equal to your cleric level 
  instead of regaining those hit points.
  Unclean Soul 
   
   
   
        
  Upon reaching 6th level, your condemnation is as good 
  as your deity’s. As a bonus action, you may declare a 
  creature you can see within 80 feet of you to be unclean. 
  If it is unwilling, it must make a Wisdom saving throw 
  against your cleric spell save DC. If it fails, or if it is 
  willing, it is considered undead — in addition to its other 
  creature types — until the start of your next turn. During 
  this time, it is treated as undead by spells and features 
  such as healing word, hallow, and Turn Undead.
  Once a creature is targeted by this feature, it cannot 
  be targeted by it again for 24 hours.
  Potent Spellcasting  
   
        
  Starting at 8th level, you add your Wisdom modifier to 
  the damage you deal with any cleric cantrip.
  
  6
  The Purge  
   
   
   
        
  At 17th level, you remove the 24 hour restriction on 
  repeating targets for Unclean Soul. In addition, undead 
  creatures cannot counter your spells, and damage dealt 
  by undead does not cause you to make a concentration 
  saving throw.
  Druid:
  Circle of Fathoms
  Your realm needs no protector, yet you are its advocate 
  all the same. The denizens of those skinny green husks 
  called continents may sail the sea, but they know little 
  of its depths. The fish-men do toe the line on occasion, 
  but in truth no mere civilization can threaten the darkest 
  blue. Instead, your duty as a druid is as a proxy for the 
  inexorable. Surely it's a comforting thing. To know that 
  no matter how gravely they ruin their realm, a wake is 
  coming to wash the pain away.
  Native of the Vast 
   
   
        
  When you reach 2nd level and enter this circle, you 
  suddenly feel welcome in waters most would find 
  troubled. You gain the following benefits:
  • You can breathe saltwater.
  • You are immune to damage and conditions caused by 
  water pressure.
  • You have a swimming speed equal to your walking 
  speed.
  • You remove the swimming speed limitation from your 
  Wild Shape feature.
  Echolocation 
   
   
   
        
  Also starting at 2nd level, the irises of your eyes turn 
  bone grey. You have blindsight through echolocation 
  for a number of feet equal to your druid level X 10. 
  This sense does not depend on your ability to speak, 
  but does depend on your ability to hear. It is audible to 
  other creatures with echolocation as a series of peculiar 
  clicks from your throat. Likewise, you may detect other 
  creatures using echolocation within range of your 
  blindsight. Blindsight allows you to ignore the effects of 
  invisibility and obscurement on creatures within range, 
  and you may turn this sense on or off at will.
  Rising Tide  
   
   
   
        
  Beginning at 6th level, you can use your bonus action 
  to create saltwater as if you cast the create or destroy 
  water spell at first level. Each time you take this bonus 
  action, you take 1d6 thunder damage which cannot be 
  reduced or prevented.
  In addition, your Challenge Rating limit for Wild 
  Shape is considered to be one third of your druid level 
  (rounded down) when transforming into a beast with 
  a swimming speed, and you may do so as a bonus 
  action. Your melee attacks while in a beast form with a 
  swimming speed count as magical.
  Weight of Waves  
   
   
        
  Upon reaching 10th level, your magic is as deep 
  and dread as the center of the sea. When you fail 
  a concentration saving throw, or one of your spells 
  is countered, or you are forced out of Wild Shape 
  by damage, you may use your reaction to force the 
  offending creature to make a Constitution saving throw 
  against your druid spell save DC. If it fails, it falls prone 
  and is paralyzed until the end of your next turn. If it 
  succeeds, it falls prone and is not paralyzed.
  Once a creature fails this saving throw, you cannot use 
  this feature again until you finish a short or long rest.
  Leviathan  
   
   
   
        
  At 14th level, your shapeshifting becomes more 
  monstrous than bestial. While your current form has 
  a bite attack, you also gain a swallow attack, detailed 
  below. In addition, you may choose to become enlarged 
  when you use Wild Shape, increasing your size category 
  by one step — if there’s room — for the duration of that 
  form. You gain advantage on Strength and Constitution 
  ability checks and saving throws while enlarged.
  Once you attempt to swallow a creature, you must 
  then finish a short or long rest before you may attempt 
  to swallow another.
  Swallow. As an action, you make a bite attack against 
  a creature two size categories or more smaller than you. 
  If the attack hits, in addition to your normal bite effects, 
  the target makes a Strength saving throw against your 
  druid spell save DC. If it fails, it is swallowed. While 
  swallowed, the target is blinded and restrained, it has 
  total cover against attacks and other effects outside of 
  you, and it takes 8d6 thunder damage at the start of 
  each of your turns.
  If you take damage equal to twice your druid level or 
  more on a single turn from the swallowed creature, you 
  have a 50% chance of regurgitating the creature. If you 
  do, it falls prone in a space within 5 feet of you at the 
  end of that turn. It also escapes if you change shape to a 
  form without a bite attack, or if you change shape into a 
  form which is no longer large enough to have swallowed 
  it.
  Fighter:
  The Mana Vessel
  If the mages of the world are captains on a sea of mana, 
  you are their first marine. You reflect the complex 
  somatics of spellcasting in the strokes of your weapons, 
  and feed off the floes of energy in the air around you. 
  No overgrown apprentice, your relationship with magic 
  is one of pragmatic redirection. A short list of elegant 
  techniques, selected for simplicity and throughput! The 
  greatest battles have been won with less. Go forth, and 
  be the scourge or savior of those arcane waters.
  
  7
  Mana Anchors 
   
   
   
         
  As you gain levels in this archetype, you acquire features 
  called Anchors which recharge in response to nearby 
  spellcasting. Each of your Anchor features can be used 
  once, and all of them recharge when you finish a long 
  rest.
  When you first gain an Anchor, choose one of the 
  eight schools of magic to attune it to: abjuration, 
  conjuration, divination, enchantment, evocation, illusion, 
  necromancy, or transmutation. Whenever a non-cantrip 
  spell from that school of magic is cast by a creature 
  within 100 feet of you, recharge the corresponding 
  Anchor’s feature as if you finished a long rest. Do this 
  even if the triggering spell was countered or otherwise 
  failed to have an effect.
  While one Anchor is attuned to a school of magic, no 
  other Anchor can be attuned to that school. Each time 
  you finish a long rest, you may replace one Anchor’s 
  attuned school with one of your unchosen schools, 
  or swap the attuned schools of two already attuned 
  Anchors.
  Anchor of Hearts 
   
   
         
  Beginning when you select this archetype at 3rd 
  level, you learn how to warp abandoned mana in the 
  air around you for good health or ill. When you or a 
  creature you can see within 100 feet of you would 
  roll a saving throw or an ability check using Strength, 
  Dexterity, or Constitution, you can use your reaction to 
  impose advantage or disadvantage on that roll.
  Anchor of Bones  
   
   
        
  When you reach 7th level, you may leech mana from 
  your foe to suddenly repeat your strike. When you deal 
  damage with a weapon attack, you can force your target 
  to make a Constitution saving throw against a DC of 8 + 
  your proficiency modifier + your Constitution modifier. 
  If it fails, you deal the attack’s total damage to that 
  creature again and knock it prone.
  Anchor of Breath 
   
   
         
  At 10th level, you may briefly glide along wayward ley 
  lines in your surroundings. As a bonus action, you can 
  fly up to 50 feet, so long as you end your movement on 
  something solid.
  Anchor of Minds  
   
   
        
  Beginning at 15th level, you may stymie the energy of an 
  incoming spell as if it were a clumsy charge. When you 
  are the only target of a hostile spell, or you are in the 
  direct line of effect for a hostile spell which targets only 
  one creature, you can use your reaction to cast quell 
  spell* with a range of sight in response. Casting quell 
  spell* in this way requires no spell slot or components.
  Stancemancer 
   
   
   
         
  Upon reaching 18th level, you unlock the capacity to 
  rearrange the ley lines running through your weapons, 
  armor and body by taking a few moments to adjust 
  your stance. As a bonus action, you may reattune your 
  Anchored schools, choosing a new arrangement of any 
  four different schools of magic among your four Anchor 
  features.
  You can use this feature once, and must finish a short 
  or long rest before using it again.
  Monk:
  Way of Eight Ruins
  Not all knowledge is wisdom. It is the responsibility 
  of your balanced soul to reign in the volatility of the 
  ambitious. Cruel enchanters must be chained, and 
  reckless evokers must burn. One day you will bask in 
  the shade of a simple nation, and welcome a world 
  without fear of eldritch experiments lurking in so many 
  abandoned towers. Like any other foe; you will press 
  them where they are weak and yield where they are 
  strong. Let the towers fell themselves. Let the books 
  burn with them.
  Deflect Magic 
   
   
   
        
  Starting when you join this tradition at 3rd level, you 
  learn how to freeze lesser magic and deflect it like you 
  would a projectile. You may use your reaction when you 
  are damaged by a cantrip to deflect it with your hands. 
  The damage you take from the cantrip is reduced by 
  1d10 + your Dexterity modifier + your monk level. If a 
  spell hits you with multiple bolts, you choose which one 
  to reduce the damage for with your reaction.
  
  8
  If you reduce the damage to 0, you suffer no other 
  negative effects from the spell, and can catch it in a free 
  hand. If you catch it, you can spend 1 ki point to cast 
  the same spell as part of the same reaction, using the 
  original caster’s spell casting ability but choosing new 
  targets. If the spell has multiple bolts or is area-of-effect, 
  the version you cast has one bolt or affects one 5 foot 
  square, respectively.
  This feature extends to natural spell attacks and 1st 
  level spells when you reach 9th level, and to 2nd level 
  spells when you reach 15th level.
  Ki Recoil  
   
   
   
        
  Beginning at 6th level, you attune your body to accept 
  and redirect part of the power when you are subject 
  to harmful energy. Each time you fail a saving throw 
  against a non-cantrip spell, a gaze weapon, or a breath 
  weapon, you regain one expended ki point. If one effect 
  would call for multiple saving throws from you, this 
  feature triggers only on the first failure.
  Pluck Chakra 
   
   
   
        
  By 11th level, you have memorized how the fabric of 
  the Weave connects to a magician’s ki. When you hit a 
  creature with a weapon attack, you can spend 1 ki point 
  and name a school of magic. That creature cannot cast 
  spells from that school of magic until the start of your 
  next turn. You may only affect one such school of magic 
  per creature at a time.
  Throw Soul 
   
   
   
        
  Upon reaching 17th level, you may bend even the 
  greatest arcanum to the laws of inertia. You can spend 8 
  ki points to cast capture spell* or reflect spell* with all 8 
  schools of magic named.
  Paladin:
  Oath of Humility
  The Oath of Humility is not meant for adventurers, and 
  yet so many great stewards of friendship and culture 
  do adventure upon its taking. When hard times come 
  again, the duty will fall on you to be harder still. Yours is 
  an order of peacemakers, philosophers, and wardens of 
  great temptation. Without statues or even songs to your 
  name, there is but one reward you seek: the dignity of 
  life’s tempest endured.
  Tenets of Humility 
   
   
        
  The tenets of the Oath of Humility came about as a stark 
  reaction to paladins who create more conflict than they 
  resolve. This code encourages its followers to set aside 
  their own delusions of grandeur, and act instead as a 
  calming hand on the shoulder of the zealous.
  Austerity. Go further with less. Ration supplies based 
  on the worst-case scenario. Indulge in neither opulence 
  nor optimism.
  Humbleness. Seek no accolades. Praise is earned, 
  never expected. Do not hesitate to ask advice from the 
  trustworthy.
  Caution. Impetuousness is for children. Guide your 
  allies in planning contingencies, and always have an exit 
  strategy.
  Discipline. You are the only person you can truly 
  control. Only by rooting out your wasteful and wrathful 
  habits can you achieve freedom within.
  Oath of Humility Spells 
   
        
  Paladin Level
  Spells
  3rd
  faerie fire, goodberry
  5th
  invisibility, silence
  9th
  slow, tongues
  13th
  greater invisibility, reflect spell*
  17th
  dream, legend lore
  Channel Divinity  
   
   
        
  When you take this Oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Shared Burden. You clutch your holy symbol close 
  and Channel Divinity as a bonus action. Choose two 
  creatures you can see to make Charisma saving throws. 
  If only one of them fails its saving throw, you become 
  bound to it for the next minute. If both of them fail, they 
  become bound to each other. When one bound creature 
  takes damage from a weapon attack or a single-target 
  spell, the other bound creature takes psychic damage 
  equal to half of the initial damage, rounded down.
  Rebuke Magic. As an action, you present your holy 
  symbol and Channel Divinity to strike down spell 
  casters. Each creature within 30 feet of you capable of 
  casting a spell of 1st level or higher, other than yourself, 
  must make a Wisdom saving throw. Each creature who 
  fails is rebuked for 1 minute. During that time, each 
  spell it casts deals 1d6 psychic damage to itself per spell 
  slot level (1d6 for cantrips).
  Aura of Humility  
   
   
        
  Starting at 7th level, your aura represses the vivacity of 
  those who refuse to learn their place. Enemies within 
  10 feet of you cannot gain temporary hit points, and only 
  regain half as many missing hit points as they normally 
  would from healing effects (rounded down).
  At 18th level, the range of this aura extends to 30 feet.
  Steady Hands 
   
   
   
        
  Beginning at 15th level, your ability to right the ship 
  offers new purpose to the aimless. You add the following 
  option to your Lay On Hands feature:
  As an action, expend 20 hit points from your pool 
  of healing to remove all frightened and all charmed 
  conditions from a creature you touch.
  
  9
  Bring Low  
   
   
   
        
  Upon reaching the height of your power at 20th level, 
  you can make an example of a creature that wins your 
  hard-earned disrespect. You may cast dispel magic at 
  9th level without using a spell slot. If you target a spell 
  affecting one or more creatures, you may choose one of 
  those creatures to take 2d10 psychic damage per level 
  of the spell dispelled.
  You can cast dispel magic once using this feature, 
  then must finish a long rest before you can cast it this 
  way again.
  Ranger:
  Reclaimer Conclave
  Active volcanoes. Hollow fey redwoods. Ancient 
  dwarven garrisons. What commoners might call a 
  dungeon, you call home. Using your arsenal of battle-
  tested rune traps, you lie in wait for those who would 
  besmirch the majestic corners of the world with 
  despotism or brigandry. But in a land of staggering 
  antiquity, the question of "who was here first?" can 
  inspire more fear than the deadliest ambush. Whose 
  claim will you back, "reclaimer"?
  Reclaimer Spells 
   
   
        
  Starting at 3rd level, you learn an additional spell when 
  you reach particular levels in this class, as shown in the 
  table below. These spells count as ranger spells for you, 
  but they don’t count against the number of ranger spells 
  you know.
  Ranger Level
  Spells
  3rd
  break spell*
  5th
  mirror image
  9th
  false spell*
  13th
  siphon healing*
  17th
  mislead
  Rune Trapper 
   
   
   
        
  In your career as a dungeoneer, you develop an array 
  of rune-marked traps that wreak havoc on less savvy 
  parties. When you finish a long rest, you can make a 
  Wisdom (Survival) check and divide the result by 4, 
  rounding down. You may craft that number of traps from 
  among those you know.
  You can maintain a number of Primal Traps equal to 
  the number you know, and a number of Paragon Traps 
  equal to the number you know minus one. When you 
  would exceed these limits, you must first choose an 
  older trap to destroy, deployed or otherwise. Unless 
  otherwise noted, all rune traps have the following 
  attributes:
  • A trap manifests as a 1 lb. shard of bark or stone with 
  a subtly embossed rune representing its effect.
  • You can deploy a trap into a space within 5 feet of you 
  as an action. Its trigger area is a square centered on 
  the space where it is deployed.
  • You cannot deploy a trap such that its trigger area 
  would include another deployed trap, or such that it 
  would be within a deployed trap’s trigger area.
  • A trap can only be triggered by an enemy or stranger.
  • If a trap is deployed with an enemy or stranger 
  already within its trigger area, this does not count as 
  “entering” its area.
  • A trap remains deployed for up to 8 hours, or until it 
  is triggered. After that, it is destroyed. Traps cannot 
  be “undeployed”.
  • A deployed trap is also destroyed if a creature who 
  has spotted it targets it with a damaging attack or 
  spell.
  • An deployed trap can only be spotted with a Wisdom 
  (Perception) or Intelligence (Investigation) check 
  against a DC of 10 + your total bonus to Wisdom 
  (Survival).
  • If deployed in your Favored Terrain, a trap instead 
  remains deployed for up to 1 week while untriggered, 
  and ability checks to spot it have disadvantage.
  • When a trap calls for a saving throw, the DC is equal 
  to your ranger spell save DC.
  Primal Traps 
   
   
   
         
  When you commit to this archetype at 3rd level, you 
  learn how to craft two of the following Primal Traps. You 
  learn one more of these traps at 6th, 9th, and 12th level.
  Pitfall. When a Large or smaller creature enters 
  this 15 foot square, it makes a Dexterity saving throw. 
  If it fails, it falls prone into a 10 foot pit and takes 2d8 
  piercing damage.
  Logjam. When a creature enters this 15 foot square, 
  it makes a Strength saving throw. If it fails, it takes 4d8 
  bludgeoning damage and is pushed back the way it 
  came 15 feet.
  Spider Net. When a creature enters this 5 foot 
  square, it makes a Dexterity saving throw. If it fails, it is 
  restrained until the end of its next turn.
  Quagmire. When a creature enters this 25 foot 
  square, it makes a Strength saving throw. If it fails, it 
  treats this square as difficult terrain for the next minute 
  and may not leave it with movement until they spend an 
  action.
  Razor Wire. When a Large or smaller creature enters 
  this 25 foot square, it takes 2d6 slashing damage and 
  treats it the square as difficult terrain until the end of its 
  next turn.
  Bear Maw. When a Large or smaller creature enters 
  this 15 foot square, it makes a Dexterity saving throw. 
  If it fails, it takes 2d8 piercing damage and its speed is 
  reduced to 0 until it or an adjacent creature spend an 
  action removing the trap.
  
  10
  Dart Volley. When a creature enters this 5 foot 
  square, it makes a Constitution saving throw. If it fails, it 
  takes 1d6 piercing damage, 4d8 poison damage, and is 
  poisoned until the end of its next turn.
  Hostile Environment  
   
        
  Upon reaching 7th level, your deftness at trap placement 
  allows you to weave them into the chaos of battle. 
  When you use your action to place a rune trap, you may 
  use your bonus action on the same turn to make one 
  weapon attack or take the Dodge action.
  Paragon Traps 
   
   
   
        
  When you reach 11th level, a new menu of traps 
  becomes available to you, infused with the world’s 
  supernatural dangers. You learn how to craft two of the 
  following Paragon Traps, and you learn one more at 
  14th, 17th, and 20th level.
  Faerie Flash. When a creature enters this 25 foot 
  square, it cannot benefit from invisibility, etherealness, 
  or obscurement until the end of its next turn. In 
  addition, it is blinded by the trap during this time, which 
  sheds bright light out to 60 feet, and dim light for 60 feet 
  beyond that.
  Shatterstone. When a creature enters this 5 foot 
  square, it makes a Constitution saving throw. If it fails, 
  it is petrified for 1 minute. If it succeeds, it takes 8d6 
  thunder damage. The crackling sound of this trap being 
  triggered carries for 600 feet.
  Acid Slick. When a creature enters this 15 foot 
  square, it makes a Dexterity saving throw. If it fails, it 
  takes 8d8 acid damage, falls prone, and drops whatever 
  it is holding. If it succeeds, it takes half damage and 
  does not fall prone. 
  Spore Smoke. When a creature enters this 35 foot 
  square, it makes a Constitution saving throw. If it fails, it 
  is poisoned for 1 hour. This trap cannot be spotted.
  Diamond Wire. When a creature enters this 25 
  foot square, it takes 4d6 magical slashing damage and 
  treats the square as difficult terrain until the end of its 
  next turn. Every additional 5 feet it moves through this 
  terrain deals 2d6 magical slashing damage to it.
  Antimagic Rune. When a creature casts a spell from 
  within this 25 foot square, it is countered. This trap 
  cannot be spotted.
  The Skewerer. When a creature leaves this 15 foot 
  square, it is teleported to its center and rolls a Charisma 
  saving throw. If it fails, it takes 4d8 magical piercing 
  damage and is frightened of you for 1 minute.
  Living Hazard 
   
   
   
        
  If you make it to 15th level, your mastery of trapping 
  becomes more of an art than a science. When you use 
  your action to cast a spell, you may deploy one of your 
  traps as a bonus action on the same turn.
  Rogue:
  The Nemesis
  History may be written by those who hold the pen, but it 
  is unwritten by those who hold the dagger. A ruiner, an 
  eraser, an arcane saboteur; whatever they may call you, 
  the words sting their tongue. Where assassins end lives, 
  you end plans, even ideas. Though of course, bodies 
  do tend to accrue along the way. How many rituals 
  will you scupper? How many movements will you 
  destabilize? Perhaps you should keep score, hah!
  Bonus Proficiencies 
   
   
        
  When you choose this archetype at 3rd level, you gain 
  proficiency with Intelligence (Arcana) checks and your 
  choice of either Intelligence (Nature) or Intelligence 
  (Religion) checks.
  Rise and Fall 
   
   
   
        
  Starting at 3rd level, you prefer to let natural forces like 
  gravity do your work for you. When you hit a creature 
  with a melee weapon attack at the end of a fall, subtract 
  a number of dice from your falling damage up to your 
  rogue level. Add these dice to your hit, dealing the same 
  damage type as your weapon.
  Fatal Distraction 
   
   
        
  Beginning at 9th level, you learn the precise timing to 
  foil a spell with a well-placed blade or bolt. When you 
  hit a creature with a Readied Action weapon attack as it 
  casts a spell, it must roll a Dexterity saving throw with 
  a DC of 8 + your proficiency bonus + your Intelligence 
  modifier. If it fails, its spell is countered.
  
  11
  Funnel Mana 
   
   
   
        
  Upon reaching 13th level, you know which parts of a 
  spell can still be leveraged once it is spoiled. When you 
  successfully interrupt the casting or concentration of a 
  spell, you trigger a benefit depending on its school and 
  level (cantrips count as first level):
  • Abjuration: You gain 1d6 temporary hit points per 
  spell level.
  • Conjuration: You teleport up to 10 feet per spell level 
  to a space you can see.
  • Divination: The caster is blinded and deafened for 1 
  minute, or until it takes damage.
  • Enchantment: You may move the caster up to 5 feet 
  per spell level, using any movement type already 
  available to that creature.
  • Evocation: You deal 1d4 lightning damage per spell 
  level to the caster and to your enemies within 20 feet 
  of the caster.
  • Illusion: You become invisible for up to 1 minute, 
  until you deal damage to a creature.
  • Necromancy: You deal 1d8 necrotic damage per spell 
  level to the caster.
  • Transmutation: You gain +1 per spell level to the 
  attack roll of your first weapon attack within 1 
  minute. 
  Inescapable Fate  
   
   
        
  At 17th level, even the best laid plans are predictable to 
  you. You gain the following benefits:
  • Remove the word “Dexterity” from your Evasion 
  feature.
  • Your actions and movement cannot trigger automatic 
  hostile spells such as contingency, glyph of warding, 
  or symbol.
  • You may act normally in initiative during another 
  creature’s time stop spell or similar time magic.
  Sorcerer:
  Tyrant Bloodline
  Yours is a lineage not perverted by dragons or shadows, 
  fey or fire. Strength, purer than muscle, passed down 
  from mage to mage, wielded by any willing to cast off 
  the toy morality that keeps other spell casters locked in 
  laboratories or meditation. Your ancestor transgressed 
  into the sort of mystical boundary-breaking that angers 
  gods. Now, an echo of that same courageous creativity 
  has awakened in you. Will you keep yourself in check 
  for the sake of mercy, or reclaim the throne of that lost 
  adamantine age?
  Despotic Legacy  
   
   
        
  Beginning before you selected this origin at 1st level, 
  you were raised with certain “pragmatic” social 
  instincts. When speaking to the upper class of society, 
  such as a land-owner or shaman, you have advantage 
  on Charisma (Persuasion) checks. When speaking to a 
  member of a social underclass, such as a serf or miner, 
  you have advantage on Charisma (Intimidation) checks. 
  When speaking to a member of the middle class, such 
  as an artisan or merchant, you have advantage on 
  Charisma (Deception) checks.
  Blind Ambition 
   
   
   
        
  From 2nd level onward, the intoxication of power drives 
  you to greater risk and reward. When you spend sorcery 
  points on Metamagic or Flexible Casting, you gain 
  temporary hit points equal to the number of sorcery 
  points spent X 5.
  Forbidden Metamagic  
   
        
  When you achieve 6th level, you gain access to 
  deviations of magical force that were invented to cow 
  the oppressed. Choose one of the four Metamagic 
  options below to add to your repertoire. You learn one of 
  the remaining three options upon reaching 13th level.
  Biding Spell. When you cast a spell with a duration 
  of instantaneous, you may spend a number of sorcery 
  points in order to delay its effect until a later time. When 
  you cast a spell in this way, you use its components, 
  choose targets and make other choices associated with 
  the spell as normal. Those choices can be based on your 
  current situation, or a hypothetical situation you expect 
  to be in when its specified time has passed. If these 
  choices are irreconcilable with your environment when 
  the spell’s time comes, it is countered. Otherwise, its 
  effect occurs as if you just cast it.
  If you spend 1 sorcery point, you may delay the spell 
  until the end of your next turn. If you spend 3, you may 
  delay the spell for up to 10 minutes. If you spend 6, you 
  may delay the spell for up to 8 hours.
  Prideful Spell. When a spell you cast would be 
  dispelled, countered, or end early due to failing a 
  concentration saving throw, you may spend 2 sorcery 
  points to ignore that interruption.
  You can use Prideful Spell even if you have already 
  used a different Metamagic option during the casting of 
  the spell.
  Ruthless Spell. When you reduce a creature to 0 
  hit points with damage from a spell, you may spend 1 
  sorcery point to deal all damage in excess of the amount 
  that reduced it to 0 hit points to one other creature 
  within 10 feet of it.
  Unyielding Spell. When you cast a spell, you may 
  spend one sorcery point per level of the spell (minimum 
  1) to ignore its need for “a clear path to the target”. 
  When targeting with such a spell, you may name 
  a creature or a space you cannot see as its target, 
  respecting range but ignoring line of sight and cover.
  Quash Dissent 
   
   
   
         
  Starting at 14th level, you nip new threats in the bud 
  before they can disrupt your grand plans. When you 
  use Flexible Casting to convert a spell slot into sorcery 
  points, you may choose one creature you can see within 
  70 feet of you. That creature takes force damage equal 
  to twice the number of sorcery points you created.
  
  12
  Consolidate Power 
   
   
         
  Upon finally reaching 18th level, your truest instinct is 
  to strike with overwhelming force when the moment 
  is right. You may now use two Metamagic options on 
  one spell when you cast it, in addition to any options 
  which already state they can be used without the “one 
  Metamagic per spell” limit. When you use this feature, 
  add 1 additional sorcery point to the total cost of the 
  Metamagic options used.
  Warlock:
  The Magnate
  You’ve always known you could change the world, if 
  only those in power saw your true merit. Now, at last, 
  one such emperor of industry has graced you with the 
  opportunity for advancement! Yours is a Patron with 
  the brilliance to let their unfathomable wealth work for 
  them. And now, no small part of that wealth is you. The 
  treasure, artifice, and clout at their disposal will have 
  a new avatar. A hard worker. A loyal representative. An 
  “adventurer” who knows promotions come to those who 
  deliver.
  The Magnate Expanded Spells 
         
  The Magnate lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you.
  Spell Level
  Spells
  1st
  feather fall, longstrider
  2nd
  heat metal, locate object
  3rd
  haste, lightning bolt
  4th
  compulsion, locate creature
  5th
  Bigby’s hand, capture spell*
  Panopticon  
   
   
   
        
  Once you accept this contract at 1st level, the Magnate 
  begins to rely on you as their eyes in the field. When you 
  cast a spell using a warlock spell slot, you gain truesight 
  out to a distance of 60 feet until the end of your next 
  turn.
  Truesight allows you to see in normal and magical 
  darkness, to see invisible creatures and objects, and 
  to automatically detect visual illusions and succeed on 
  saving throws against them. You perceive a faint image 
  of the original form of a shapechanger or a creature that 
  is transformed by magic. During this time you can also 
  see 60 feet into the ethereal plane, and can see secret 
  doors hidden by magic.
  Capitalize  
   
   
   
        
  Upon reaching 6th level, your Patron frees you to be 
  aggressive or cautious depending on the circumstances. 
  When you reduce a hostile creature below half of its 
  maximum hit points, you may use your reaction to 
  immediately cast eldritch blast. When an ally you can 
  see within 120 feet of you is reduced below half of its 
  maximum hit points, you may use your reaction to move 
  up to your speed, so long as you end that movement 
  further away from that ally than when you started.
  Liquidate  
   
   
   
        
  Beginning at 10th level, you are encouraged to see no 
  resource as off limits. As a bonus action, you may deal 
  3d10 psychic damage to yourself or a willing creature 
  who can hear you within 120 feet of you. When you do 
  so, you regain one of your expended warlock spell slots. 
  This psychic damage cannot be reduced or negated in 
  any way.
  Once you have used this feature on a creature, you 
  may not target that creature with it again until you have 
  both finished a long rest.
  Reap Profit 
   
   
   
        
  When you near the end of your contract at 14th level, 
  the Magnate finally invites you to feast on the fruits of 
  labor, as they do. As a bonus action, you may inflict two 
  or more levels of exhaustion on a willing creature within 
  120 feet of you. It must be nominally in control of its 
  own actions, and it must be able to hear you. When you 
  take this bonus action, you regain one expended use 
  of your Mystic Arcanum, whose level depends on how 
  many levels of exhaustion you inflicted, as shown in the 
  table below.
  You cannot “restore” a Mystic Arcanum you have not 
  yet earned, and you cannot attempt to inflict exhaustion 
  which would place a creature at more than six total 
  levels of exhaustion.
  Exhaustion Levels
  Mystic Arcanum Spell Level
  2
  6th
  3
  7th
  4
  8th
  5
  9th
  Wizard:
  Sage of the Sevenfold Veil
  Back in the good old days, all these dilettantes wouldn’t 
  have lasted one year and a day in the academy. A real 
  wizard sacrifices things: sleep, sanity, schools of magic 
  that don’t fit into their plans for power. Yours is a pursuit 
  most consider too obscure and confounding to bear. But 
  then, excuses are not a verbal component. The prismatic 
  veil is everywhere, sustaining and dividing the very 
  planes of existence. Your expertise merely reveals it! 
  Selectively. Between you and your critics.
  
  13
  Banned School  
   
   
        
  As a ritualistic penalty upon your admission at 2nd level 
  to this ancient and prestigious scholastic tradition, you 
  must select one (or two) schools of magic to forever 
  forswear. Choose Conjuration, Enchantment, Evocation, 
  Necromancy, Transmutation, or the pair of both 
  Divination and Illusion. You cannot cast spells from that 
  one school (or those two schools) ever again.
  Prismatic Warding 
   
   
        
  More to the point, at 2nd level you begin to master the 
  seven veils of prismatic abjuration. You may place a 
  ward of prismatic energy on the battlefield as an action. 
  Similar to the layers of the prismatic wall spell, each 
  ward has a color and forms a wall up to 45 feet high 
  and 90 feet long, or a sphere with a 30 foot diameter, 
  the entirety of which is 1 inch thick and must be created 
  within 70 feet of you. The ward conforms to solid 
  objects and cannot intersect with other wards, but it 
  shunts any creature it would intersect with to a side of 
  its choice.
  A ward sheds bright light out to 100 feet and dim light 
  an additional 100 feet after that. A ward is destroyed 
  after 10 minutes, or when you dismiss it as a bonus 
  action, or when it has been destroyed as described in its 
  color entry below. Each ward color blocks line of effect 
  for a specified school of magic. You and your allies may 
  ignore the negative effects of your wards, but enemies 
  and strangers cannot.
  When a creature touches or attempts to move through 
  a ward, it must make a Dexterity saving throw. The 
  consequences for success or failure are listed as part of 
  each prismatic color entry.
  Once you place a Prismatic Warding, you must finish 
  a long rest before you may place another. You may place 
  2 wards between long rests starting at 7th level, 3 wards 
  at 13th level, and 4 wards at 19th level. You learn how 
  to place a red ward at 2nd level, an orange ward at 4th 
  level, a yellow ward at 6th level, a green ward at 8th 
  level, a blue ward at 10th level, an indigo ward at 12th 
  level, and a violet ward at 14th level.
  Red. The creature takes fire damage equal to twice 
  your wizard level on a failed save, or half as much 
  damage on a successful one. Evocation spells are 
  blocked. This layer can be destroyed by dealing cold or 
  thunder damage equal to twice your wizard level to it.
  Orange. The creature takes acid damage equal to 
  twice your wizard level on a failed save, or half as much 
  damage on a successful one. Enchantment spells and 
  ranged weapon attacks are blocked. This layer can be 
  destroyed by dealing lightning or poison damage equal 
  to twice your wizard level to it.
  Yellow. The creature takes lightning damage equal 
  to twice your wizard level on a failed save, or half as 
  much damage on a successful one. Conjuration spells 
  are blocked, and the ward cannot be teleported through. 
  This layer can be destroyed by dealing force or piercing 
  damage equal to twice your wizard level to it.
  Green. The creature takes necrotic damage equal 
  to twice your wizard level on a failed save, or half as 
  much damage on a successful one. Necromancy spells 
  are blocked, and incorporeal creatures cannot pass the 
  ward. This layer can be destroyed by dealing acid or 
  slashing damage equal to twice your wizard level to it.
  Blue. The creature takes cold damage equal to twice 
  your wizard level on a failed save, or half as much 
  damage on a successful one. Divination and Illusion 
  spells are blocked. This layer can be destroyed by 
  dealing fire or bludgeoning damage equal to twice your 
  wizard level to it.
  Indigo. On a failed save, the creature is restrained. 
  At the end of each of its turns, it makes a Constitution 
  save. If it reaches three total success, the effect ends. If 
  it reaches three total failures, it is permanently turned 
  to stone and petrified. Transmutation spells are blocked. 
  This layer can be destroyed by dealing radiant damage 
  equal to twice your wizard level to it, or by subjecting it 
  to a daylight, sunbeam, or similar spell.
  Violet. On a failed save, the creature is blinded. At the 
  start of your next turn, it must make a Wisdom saving 
  throw. A successful save ends the blindness. If it fails, 
  it is transported to a plane of the DM’s choosing and is 
  no longer blinded. Abjuration spells are blocked. This 
  layer can be destroyed by dealing psychic damage equal 
  to twice your wizard level to it, or by subjecting it to a 
  banishment, passwall, or sequester spell.
  Self Reflection  
   
   
         
  When you come into your own at 6th level, you are able 
  to transpose yourself across your wards. As an action, 
  you may choose to trade places with a creature you 
  can see within 140 feet of you who is on the opposite 
  side of one of your active wards. An unwilling creature 
  must make a Charisma saving throw to avoid the effect. 
  You and the creature trade places via simultaneous 
  teleportation if both of you would have room at your 
  destination.
  You may use this feature once, and may not use it 
  again until you finish a short or long rest.
  
  14
  Contingent Warding 
   
   
         
  Starting after you reach 10th level, you may use your 
  wards as a prepared rebuttal in desperate times. In a 
  specified circumstance, you may use your reaction to 
  place a sphere-shaped ward centered on yourself. Both 
  the color of the ward and the circumstance that triggers 
  it are chosen or changed when you finish a long rest. For 
  example, your trigger might be when you are targeted 
  by a spell from a certain school of magic, or when an 
  enemy moves within 20 feet of you.
  This Contingent Warding still counts as one use of 
  your Prismatic Warding feature, so it cannot trigger if 
  you have no uses remaining.
  Kaleidoscopic Sanction 
   
         
  Beginning at 14th level, you have mastered prismatic 
  energy such that you can lash out with it against inferior 
  spellcasters. When you counter a spell or block its line 
  of effect with your Prismatic Ward, the spell’s caster 
  must roll a Dexterity saving throw as if it touched the 
  ward color which blocks that spell’s school of magic.
  Chapter II:
  arCaNe errata
  The new spells in this supplement which instruct 
  their caster to "prepare a charge" represent a new 
  mechanism used for reactive magic. A creature may only 
  hold one such charge at a time, regardless of which spell 
  it is for. That charge is lost when the caster expends it 
  as part of its reaction, when the caster is targeted by a 
  sufficiently high level dispel magic, or when the spell 
  finishes its duration.
  In Might vs. Magic, the main application of charged 
  spells is to replace and expand the basic Fifth Edition 
  counterspell with new spells such as break spell, absorb 
  spell, and several others. See variant rules 2 and 3 for 
  other potential applications. You will also find a new 
  dispel magic to replace the original spell of the same 
  name. The remaining new spells can be added to your 
  campaign's library of magic without further ado.
  The rules for identifying a spell as it is cast 
  (Xanathar’s Guide to Everything, p. 85) have been a 
  cause for much consternation among players and DMs 
  alike. Might vs. Magic uses the following two rules 
  instead:
  • While a creature is under an ongoing effect that 
  reacts to a certain school of magic, it instantly 
  recognizes a spell as belonging to that school as it 
  sees or hears such a spell being cast.
  • While a creature could prepare or cast a spell itself, it 
  recognizes the spell by name and spell slot level when 
  it sees or hears that spell being cast.
  When a spell is countered, it fails to have any 
  effect, but still expends an action, a spell slot, material 
  components, or any special resources (such as Sorcery 
  Points) as normal. A creature knows when its spell was 
  countered, and it knows what creature countered its 
  spell if it could see or hear that creature's reaction.
  The time to try to counter a spell is as it finishes 
  casting. So, if you wish to stop a spell with a ten minute 
  casting time while it is five minutes into casting, don't 
  bother countering, just attack the caster!
  The School of Abjuration Wizard (Player’s 
  Handbook, p. 115) is a powerful archetype that already 
  includes a theme of countering their foes’ magic. In 
  order to make up for the loss of their original improved 
  counterspell and dispel magic, it is recommended to 
  replace the full text of their Improved Abjuration feature 
  as follows:
  "Upon reaching 10th level, you may treat your dispel 
  magic as one level higher for the purpose of determining 
  the highest level of magic it may dispel, and you may 
  treat your break spell as having named one additional 
  school of magic."
  The Arcane Trickster Rogue (Player’s Handbook, p. 
  97) is a versatile archetype that sports Spell Thief as 
  its final feature. This feature overlaps with the themes 
  of this supplement, but has the frustrating downside of 
  playing poorly with the Arcane Trickster’s low spell level 
  and limited number of spell slots. It is recommended 
  to replace Spell Thief’s second paragraph with the 
  following text:
  "When a creature casts a spell that targets you or 
  includes you in its area of effect, you can use your 
  reaction to force that creature to make a saving throw 
  with its spellcasting ability against your spell save DC. 
  On a failed save, you counter the spell and then store 
  the spell for up to 8 hours. Once during those 8 hours, 
  you may cast that spell — without using a spell slot — at 
  the same level the countered creature cast it. The stored 
  version of the spell counts as a wizard spell for you and 
  does not require material components."
  New Spells
  These new spells are presented in order of ascending 
  level, and are compatible with all core published Fifth 
  Edition content so long as the Arcane Errata above are 
  also implemented. Each spell entry includes a list of 
  classes which may add it to their core class spell list.
  Amanuensis
  Evocation cantrip
  artificer, bard, cleric, warlock, wizard
  Casting Time: 1 action
  Range: 10 feet
  Components: S
  Duration: Instantaneous
  You swiftly brush your fingers across a blank page, filling 
  it with identically copied text and images from another 
  page you can see within range. Any similar, small 
  surface area counts as a page for this purpose, such 
  
  15
  as one section of a large canvas. Magical text can be 
  copied, but the copy retains no magic of its own.
  This spell can be repeated continuously to copy a 
  longer volume of text, and unlike most spells, doing so 
  does not interfere with a short rest. Ten minutes is long 
  enough to copy 100 pages of content, and so on.
  Promise
  Divination cantrip
  bard, cleric, paladin, warlock
  Casting Time: 1 action
  Range: 40 feet
  Components: V
  Duration: Up to 7 days
  You make a verbal promise to one willing creature who 
  can hear you within range. If at any point in the duration 
  you violate this promise, the spell ends and you and the 
  creature both hear the sound of a great disembodied 
  bell. You may maintain up to three promises at a time, 
  and you break your oldest promise if you would make a 
  fourth.
  Promises are not strictly literal, and whether one 
  would be violated or merely cleverly circumvented by a 
  questionable action is not known until after that action 
  is taken. The dungeon master decides if a promise has 
  been violated.
  Break Spell
  1st-level abjuration
  bard, sorcerer, warlock, wizard
  Casting Time: 1 action
  Range: Self (60-foot reaction)
  Components: S
  Duration: Charged, up to 1 hour
  You name a school of magic and prepare a charge to 
  counter it. You may expend your charge as a reaction 
  to counter one spell of that school as you see or hear it 
  being cast by a creature within 60 feet of you.
  At Higher Levels. If you cast this spell using a spell 
  slot of 2nd level or higher, you may name one additional 
  school of magic for each slot level above 1st.
  If Divination is among the schools named, extend the 
  range of your reaction to 90 feet.
  If Illusion is among the schools named, this spell 
  cannot be dispelled or countered.
  Dispel Magic
  1st-level abjuration
  artificer, bard, cleric, druid, sorcerer, warlock, wizard
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You counter one ongoing 1st level or lower spell effect 
  you can name within range.
  At Higher Levels. If you cast this spell using a spell 
  slot of 2nd level or higher, you may counter an ongoing 
  spell effect up to that level. In addition, increase the 
  range of this spell by 10 feet for each slot level above 
  1st.
  Antimagic Flash
  2nd-level abjuration
  wizard
  Casting Time: 1 action
  Range: Self (20-foot radius)
  Components: V, S
  Duration: Concentration, up to 1 round
  You name a school of magic and prepare to counter it. 
  Until the start of your next turn, you counter all spells of 
  that school cast by creatures within 20 feet of you, and 
  you cannot take reactions.
  At Higher Levels. If you cast this spell using a spell 
  slot of 3rd level or higher, you may name one additional 
  school of magic for each slot level above 2nd.
  If Divination is among the schools named, extend the 
  radius of your counterspells to 40 feet.
  If Illusion is among the schools named, this spell 
  cannot be dispelled or countered.
  Mimic Spell
  2nd-level conjuration
  artificer, bard, sorcerer
  Casting Time: 1 action
  Range: Self (60-foot reaction)
  Components: S
  Duration: Charged, up to 1 hour
  You name a school of magic and prepare a charge to 
  mimic it. You may expend your charge as a reaction to 
  copy one spell of that school as you see or hear it being 
  cast by a creature within 60 feet of you. At the start of 
  your next turn, you may choose to use your action to 
  cast the mimicked spell, regardless of its normal casting 
  time. You must expend a spell slot of the mimicked 
  spell’s level and you must use any spell components 
  required for your copy’s casting as normal.
  At Higher Levels. If you cast this spell using a spell 
  slot of 3rd level or higher, you may name one additional 
  school of magic for each slot level above 2nd.
  If Divination is among the schools named, extend the 
  range of your reaction to 90 feet.
  If Illusion is among the schools named, this spell 
  cannot be dispelled or countered.
  Absorb Spell
  3rd-level abjuration
  sorcerer, wizard
  Casting Time: 1 action
  Range: Self (60-foot reaction)
  Components: S
  Duration: Charged, up to 1 hour
  
  16
  You name a school of magic and prepare a charge to 
  counter it. You may expend your charge as a reaction 
  to absorb one spell of that school as you see or hear it 
  being cast by a creature within 60 feet of you. When 
  you do so, the spell is countered. At the start of your 
  next turn, you may regain one expended spell slot no 
  higher than the absorbed spell’s level (none for cantrips). 
  Doing so requires an action if the spell slot is 6th level 
  or higher, or a bonus action if the spell slot is 5th level or 
  lower.
  At Higher Levels. If you cast this spell using a spell 
  slot of 4th level or higher, you may name one additional 
  school of magic for each slot level above 3rd.
  If Divination is among the schools named, extend the 
  range of your reaction to 90 feet.
  If Illusion is among the schools named, this spell 
  cannot be dispelled or countered.
  Presage
  3rd-level divination
  bard, warlock
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You read a creature within range like a book, requiring 
  it to make a Wisdom saving throw. If it fails, you know 
  what spells it is currently able to cast, which spell slots 
  or daily spell uses it has remaining, and the name of 
  each spell it casts as it begins to cast it.
  At Higher Levels. If you cast this spell using a spell 
  slot of 4th level or higher, you may increase its range 
  by 30 feet and its duration by 1 hour for each slot level 
  above 3rd.
  False Spell
  3rd-level illusion
  bard, sorcerer, wizard
  Casting Time: 1 action
  Range: Self
  Components: Special
  Duration: Concentration, up to 1 minute
  You imitate the verbal, somatic, and (illusory) material 
  components of a spell you know with a casting time of 1 
  action or 1 bonus action. This action is indistinguishable 
  from the act of truly casting the imitated spell, including 
  its apparent school of magic. If a counter spell is 
  discharged in reaction to a false spell, the counter spell 
  has no effect. Otherwise, the false spell counts as a 
  normal illusion spell.
  Once its “casting” is complete, you create an auditory 
  and visual illusion of the imitated spell’s effects, using 
  its range and description as guidelines. If the imitated 
  spell has a duration longer than instantaneous, you 
  may maintain concentration on this illusion for up to 
  1 minute. False spell cannot be used to imitate a spell 
  whose main purpose is indistinguishable from its visual 
  or auditory effect, such as invisibility or daylight.
  A creature which witnesses the false spell fail to 
  produce the normal consequences of the spell it imitates 
  must make a Wisdom saving throw; for instance, if a 
  false fireball fails to harm a pile of hay. If it succeeds 
  on its save, the creature recognizes the spell as an 
  illusion. A creature which would normally be struck by 
  the imitated spell’s effect has advantage on this saving 
  throw; for instance, if the creature was within the area 
  of a false fireball.
  At Higher Levels. If you cast this spell using a spell 
  slot of 5th level or higher, you may imitate a spell you do 
  not know, but have personally seen cast.
  Conjure Phalanx
  4th-level conjuration
  paladin, ranger, wizard
  Casting Time: 1 action
  Range: 80 feet
  Components: V, S, M
  Duration: 1 round
  You brace yourself to receive a charging foe, and a pike 
  made of pure force appears floating at your side. Each 
  ally who can hear you within range receives a similar 
  armament, and you all are considered to be wielding a 
  pike in addition to any other items.
  An affected creature may use your spell attack bonus 
  instead of its own for attacks with its conjured pike. It 
  may also use your spellcasting ability modifier in place 
  of its strength bonus for its force pike weapon damage. 
  It may use its reaction to make one melee attack with 
  its force pike against an enemy entering its reach. The 
  force pikes deal force damage and stop the movement of 
  any creature they damage. At the end of your next turn, 
  all of the force pikes evaporate into thin air.
  
  17
  At Higher Levels. If you cast this spell using a spell 
  slot of 5th level or higher, you may increase its range by 
  40 feet for each slot level above 4th.
  Material Component. The haft of a reach weapon, 
  broken in battle.
  Reflect Spell
  4th-level abjuration
  sorcerer, warlock, wizard
  Casting Time: 1 action
  Range: Self (60-foot reaction)
  Components: S
  Duration: Charged, up to 1 hour
  You name a school of magic and prepare a charge to 
  counter it. You may expend your charge as a reaction 
  to counter one spell of that school with a duration of 
  instantaneous as you see or hear it being cast by a 
  creature within 60 feet of you, targeting you or including 
  you in the spell's area of effect. At the start of your 
  next turn, you may use your action to cast an identical 
  spell, including the original caster’s spellcasting ability, 
  regardless of its normal casting time.
  You may choose new targets or areas for the reflected 
  spell, but cannot change other choices made as part of 
  its casting. Your reflected spell does not require material 
  components or a spell slot.
  At Higher Levels. If you cast this spell using a spell 
  slot of 5th level or higher, you may name one additional 
  school of magic for each slot level above 4th.
  If Divination is among the schools named, extend the 
  range of your reaction to 90 feet.
  If Illusion is among the schools named, this spell 
  cannot be dispelled or countered.
  Siphon Healing
  4th-level necromancy
  bard, cleric, druid, warlock
  Casting Time: 1 action
  Range: Self (60-foot reaction)
  Components: V, S
  Duration: Charged, up to 1 hour
  You may expend your charge as a reaction to siphon 
  power from a healing spell as you see it heal a wounded 
  creature within 60 feet of you. When you do so, reduce 
  the healing that creature receives by up to 20 hit points, 
  and instead restore those siphoned hit points to a 
  creature of your choice within 60 feet of you.
  At Higher Levels. If you cast this spell using a spell 
  slot of 5th level or higher, you may siphon 5 additional 
  hit points of healing for each slot level above 4th.
  Phantom Pain
  5th-level illusion
  bard, cleric, wizard
  Casting Time: 1 action
  Range: 50 feet
  Components: V
  Duration: Concentration, up to 1 minute
  You narrate a terrible wound to a creature who can 
  hear you within range. It makes an Intelligence saving 
  throw. If it fails, it takes 10d12 psychic damage. If it 
  succeeds, it takes half as much damage. When this spell 
  ends, the creature regains a number of hit points equal 
  to the psychic damage it took. At the end of each of the 
  creature’s turns, it rolls a Wisdom saving throw. If it 
  succeeds, this spell ends early.
  At Higher Levels. If you cast this spell using a spell 
  slot of 6th level or higher, you deal 2d12 additional 
  psychic damage for each slot level above 5th.
  Quell Spell
  5th-level abjuration
  wizard
  Casting Time: 1 reaction
  Range: 40 feet
  Components: S
  Duration: Instantaneous
  You may cast this spell as a reaction when you see or 
  hear a creature within range cast a spell. That spell is 
  countered, regardless of its school. However, the spell 
  slot and other non-action resources the target expended 
  to cast the countered spell are restored to it.
  Capture Spell
  5th-level transmutation
  artificer, sorcerer, wizard
  Casting Time: 1 action
  Range: Self (60-foot reaction)
  Components: V, S
  Duration: Charged, up to 1 hour
  You name a school of magic and prepare a charge to 
  counter it. You may expend your charge as a reaction to 
  counter one spell of that school with a duration other 
  than instantaneous as you see or hear it being cast by 
  a creature within 60 feet of you. At the start of your 
  next turn, you may use your action to cast an identical 
  spell, including the original caster’s spellcasting ability, 
  regardless of its normal casting time.
  You may choose new targets for the stolen spell, as 
  well as change choices made as part of its casting. Your 
  stolen spell does not require material components or a 
  spell slot. You may not cast capture spell for its duration, 
  but you may concentrate on two spells during that time 
  if it requires concentration.
  At Higher Levels. If you cast this spell using a spell 
  slot of 6th level or higher, you may name one additional 
  school of magic for each slot level above 5th.
  If Divination is among the schools named, extend the 
  range of your reaction to 90 feet.
  If Illusion is among the schools named, this spell 
  cannot be dispelled or countered.
  
  18
  Spell Disjunction
  6th-level enchantment
  bard, sorcerer, warlock, wizard
  Casting Time: 1 action
  Range: Self (60-foot reaction)
  Components: V, S, M
  Duration: Charged, up to 1 hour
  You name a school of magic and prepare a charge to 
  counter it. You may expend your charge as a reaction to 
  purge one non-cantrip spell of that school from the mind 
  of a creature within 60 feet of you, as you see or hear 
  it cast the spell. When you do so, the spell is countered 
  and the creature cannot attempt to cast that spell again 
  until it finishes a short or long rest.
  At Higher Levels. If you cast this spell using a spell 
  slot of 7th level or higher, you may name one additional 
  school of magic for each slot level above 6th.
  If Divination is among the schools named, extend the 
  range of your reaction to 90 feet.
  If Illusion is among the schools named, this spell 
  cannot be dispelled or countered.
  Material Component. The severed tongue of a 
  creature who could cast or prepare a 6th level or higher 
  spell, which you pinch until it shatters as if frozen, 
  destroying it.
  Volcanic Lightning
  6th-level evocation
  druid, sorcerer, wizard
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: M
  Duration: Instantaneous
  A swath of flashing black smoke blasts out from 
  your mouth, pelting creatures in a 30 foot cone with 
  electric cinders. Each creature in the area must make 
  a Dexterity saving throw. On a failure it takes 2d10 fire 
  damage, 2d10 thunder damage, 2d10 lightning damage, 
  and is deafened for 1 minute. If it succeeds, it takes half 
  as much damage and is not deafened.
  The fire ignites flammable objects in the area that 
  aren’t being worn or carried. This spell is cast too 
  suddenly to be countered.
  Material Component. A ruby embedded in obsidian 
  worth at least 3000 gp. This component can be used 
  as long as it is within 5 feet of the caster, as there 
  is no somatic component requiring it to be actively 
  brandished.
  Exception
  7th-level enchantment
  bard, wizard
  Casting Time: 1 action
  Range: 70 feet
  Components: V, S, M
  Duration: Concentration, up to 1 day
  You snap your fingers at your target and whisper 
  the name of someone you wish to remove from its 
  perception. Your target makes a Wisdom saving throw. 
  If it fails, it forgets about the existence of the creature 
  whose name you whispered. It cannot perceive the 
  forgotten creature with its senses, nor can it target the 
  forgotten creature, and any attempt to point this out by 
  another creature sounds like nonsense to it.
  After 1 minute, the enchanted creature makes another 
  saving throw, ending the spell early if it succeeds. The 
  spell also ends early if the forgotten creature targets 
  the enchanted creature with an attack, spell, or feature. 
  Indirect effects created by the forgotten creature, such 
  as a wall of fire spell created without the enchanted 
  creature in its initial effect area, affect the enchanted 
  creature normally when it encounters them. The 
  enchanted creature simply attributes these effects to 
  something it still believe to exist.
  Material Component. A page of writing from a 
  journal not originally intended for use as a material 
  component, consumed by the spell.
  Counter School
  7th-level divination
  wizard
  Casting Time: 1 action
  Range: Self (sight reaction)
  Components: V, S, M
  Duration: Concentration, up to 8 hours
  You name a school of magic and channel antimagic 
  designed to counter it, uncorking the inkwell and 
  drinking its contents to color your tongue. For the 
  duration of this spell, you may choose to counter any 
  spell of the named school as you see or hear it being 
  cast by a creature you can see. After each time you 
  counter a spell in this way, roll 1d20 and subtract the 
  level of the spell you countered (cantrips count as 0). On 
  a result of 1 or lower, counter school ends early.
  Material Component. A diamond inkwell worth at 
  least 1000 gp, containing rare ink or dye worth at least 
  500 gp. The color of the ink depends on the school of 
  magic named: noon blue for abjuration, fire gold for 
  conjuration, marble grey for divination, dusk pink for 
  enchantment, ash red for evocation, clown purple for 
  illusion, algae green for necromancy, and rust orange for 
  transmutation. The ink is consumed by the spell.
  Empty Howl
  8th-level necromancy
  druid, wizard
  Casting Time: 1 action
  Range: Self (20-foot cone)
  Components: S, M
  Duration: Concentration, up to 1 minute
  You still the air in front of you, inhaling the very voices of 
  your foes. Creatures in a 20 foot cone must each make 
  a Constitution saving throw. On a failure, it falls prone, 
  loses concentration, and cannot speak or use verbal 
  components. It remains mute for up to 1 minute as you 
  
  19
  maintain concentration. If it succeeds on its save, it falls 
  prone but suffers no other consequences.
  Material Component. A jar containing a Small or 
  larger creature’s dying breath, consumed by the spell.
  Loathing Bolt
  8th-level illusion
  warlock, wizard
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M
  Duration: Instantaneous
  A massive helix of hallucinated elements, curses and 
  projectiles streams forth from the skull’s mouth towards 
  a target in range. You make a ranged spell attack against 
  that creature, and deal 20d12 psychic damage if you hit. 
  This illusory assault is highly unstable, and counts as all 
  spell schools for the purpose of being countered.
  Material Component. The skull of a creature that the 
  spell's target knew when it was alive.
  Morph Spell
  9th-level transmutation
  bard, sorcerer
  Casting Time: 1 action
  Range: Self (60 foot reaction)
  Components: S, M
  Duration: Charged, up to 1 hour
  You name a school of magic and prepare a charge to 
  counter it. You may expend your charge as a reaction 
  to counter one spell of that school as you see or hear 
  it being cast by a creature within 60 feet of you. When 
  you do so, you gain knowledge of the full list of spells 
  that creature may cast by any means. Choose a spell 
  from that list or a spell you know with a casting time of 
  1 action or 1 bonus action. You cast that spell as part 
  of the same reaction without using a spell slot or any 
  additional material components.
  Material Component. A delicate butterfly wing, 
  preserved for at least 100 years.
  Unweave
  9th-level abjuration
  cleric, druid, warlock
  Casting Time: 1 action
  Range: 70 feet
  Components: V, S, M
  Duration: Until dispelled
  You crush the ashen brain in your hand, which opens 
  somehow cleaner than before. One creature you can 
  see and hear within range makes a saving throw using 
  its spell casting ability. If it fails, it makes another such 
  saving throw at the end of its next turn. If it fails again, it 
  loses the ability to cast spells from any source forever.
  This ability can only be restored if another creature 
  uses Divine Intervention or casts wish to restore it, in 
  which case the unwoven creature gets a new saving 
  throw and regains its magic if it succeeds. If the target 
  has no existing spellcasting abilities, it automatically 
  fails all saving throws associated with this spell.
  Material Component. The burnt and shriveled brain 
  of a creature who could cast or prepare a 9th level spell, 
  destroyed upon casting.
  New Magic Items
  These new magic items are presented in alphabetical 
  order. They are intended for use by Dungeon Masters 
  looking to grant rewards to their players which reflect 
  the broader themes of Might vs. Magic.
  Adamantine Guillotine
  Wondrous item, very rare
  This collapsable 3 X 3 X 1 foot redwood frame can be 
  stilted to firm ground or a stable structure over the 
  course of one minute of work. It then deploys into an 8 
  feet tall, 3 feet wide guillotine, complete with a heavy, 
  ever-sharpened adamantine blade. This device can fit 
  the head and neck of most Large or smaller creatures 
  which have a head they use to live.
  When a creature is incapacitated and within 5 feet 
  of this deployed item, it may have its head placed in 
  the guillotine with an action by another creature. With 
  another action, the adamantine blade can be dropped 
  on the neck of the incapacitated creature. The blade 
  deals 10d10 magical slashing damage, and if this 
  damage would leave the creature below 2 hit points, it 
  is killed instantly. Dying from an adamantine guillotine 
  permanently kill any creature which would normally 
  avoid true death by storing its soul outside of its body, 
  such as a lich or a vampire. This also negates any effect 
  which would cause an extraplanar creature to return to 
  its home plane instead of truly dying.
  After the guillotine’s blade is dropped, it takes another 
  action to reset the device. It can also be collapsed back 
  into its portable frame with one minute of work. This 
  item can be used to sever the silver thread of an astral 
  projection spell.
  
  20
  Armor of Echoes
  Armor (medium), uncommon
  This ramshackle armor is covered in small roughshod 
  mirrors and effigy pieces. When you are the target of 
  a hostile non-cantrip spell, you may use your reaction 
  to create an effect based on its school of magic. Your 
  spellcasting ability for this effect is your choice of 
  Intelligence, Wisdom, or Charisma. After you create one 
  of these effects, you cannot do so again until you finish a 
  long rest:
  • Abjuration: You gain temporary hit points equal to 5 
  plus half your level, rounded down.
  • Conjuration: You immediately cast poison spray.
  • Divination: You feel an itch from the direction of the 
  caster if it is on the same plane.
  • Enchantment: You immediately cast vicious 
  mockery.
  • Evocation: You immediately cast ray of frost.
  • Illusion: You become invisible until the start of your 
  next turn.
  • Necromancy: You immediately cast chill touch.
  • Transmutation: You immediately cast message.
  Armor of Survivor’s Gilt
  Armor (light, medium, or heavy), very rare (requires 
  attunement)
  You gain an additional +1 bonus to AC while you wear 
  this armor.
  While wearing this gold leaf embellished armor, any 
  bonus to Dexterity saving throws you gain from cover 
  instead applies to all of your saving throws. This armor 
  has 1 charge, which is restored when you are reduced to 
  1 or fewer hit points. You may use this charge to create 
  gold-trimmed castellations in a 5 foot circle surrounding 
  you. These castellations last for 1 minute and provide 
  ¾ cover against other creatures, but you may move 
  through them freely.
  Baymaster’s Ring
  Ring, uncommon
  This burnished silver ring clinks happily whenever you 
  rest your hand on a wooden table. It grants advantage 
  on Intelligence ability checks to predict the likelihood of 
  a future event.
  Bow of Intimacy
  Bow (any), rare (requires attunement)
  This elegant whalebone recurve gains greater 
  effectiveness the more closely the wielder knows their 
  quarry, referring to the most applicable entry on the 
  following table, as determined by the DM.
  Intimacy
  Benefit
  Stranger
  No benefit.
  Acquaintance
  +2 bonus to attack and damage rolls.
  Friend or Rival
  +3 bonus to attack and damage rolls.
  Love or Nemesis
  +5 bonus to attack and damage rolls.
  Decorum
  Shield, legendary (requires attunement)
  While holding this shield, you gain an additional +3 
  magical bonus to AC.
  This shield of unmarrable marble inlay is no heavier 
  than any other, but feels harder to bear the more 
  frustrated its wielder. While wielding this shield, you are 
  immune to damage and hostile spells from creatures 
  who you have never taken a hostile action towards. 
  “Hostile actions” include attacks, hostile spells, verbal 
  insults, rude gestures, and so on. This defensive effect 
  is also broken for a creature when it makes an explicit 
  verbal or written declaration of hostility towards you 
  that you hear or read.
  Dizi Staff
  Staff, rare (requires attunement by a bard, druid, or 
  monk)
  You have a +1 bonus to attack and damage rolls when 
  using this weapon as a magical quarterstaff. You gain 
  a +1 bonus to spell attacks and to your spell save DC 
  when using it as your spell focus. While you are attuned 
  to this item, you are proficient with flutes.
  This glazed bamboo walking stick doubles as a 
  soaring concert flute. When you spend 10 minutes or 
  more playing this instrument as part of a short or long 
  rest, choose one of the benefits below. You and up to 5 
  other creatures who heard your entire concert receive 
  that benefit for one hour. Once a benefit has been 
  chosen, that benefit cannot be chosen again until the 
  next dawn:
  • Enemies exposed to the air treat all terrain as difficult 
  while within 20 feet of you.
  • Gain advantage on Perception checks related to scent 
  and hearing.
  • Suffer no penalties for long range or cover on your 
  ranged attacks.
  Eggshell Walkers
  Wondrous item, uncommon
  When you would make an accidental faux pas due 
  to personal insensitivity or cultural ignorance while 
  wearing these over-padded boots, they stun you for one 
  round before you can err.
  Equinox Armor
  Armor (light), rare
  This leathery armor is laced with faintly glowing 
  orange-grey spider silk. When a spell would cast magical 
  light or darkness on you, you may counter it or end its 
  caster’s concentration. When you do so, the armor’s lace 
  smokes for a moment and you take 1 fire damage for 
  each level of the countered spell. This ability has one 
  use, which recharges each day at dawn.
  
  21
  Five Fang Gauntlet
  Wondrous item, very rare (requires attunement by a 
  barbarian, blood hunter, fighter, or paladin)
  This segmented lacquer gauntlet has a grooved ivory 
  fang affixed to each of its five fingers. When you 
  successfully grapple a creature, that creature suffers 
  1d4 piercing damage for each uncharged fang, and then 
  one fang charges with blood. You know the current and 
  maximum hit points of any creature you have grappled. 
  You may expend fang charges for the following abilities:
  • You can expend 1 charge to cast gaseous form if you 
  are below half of your maximum hit points.
  • You can expend 2 charges to cast vampiric touch as a 
  bonus action if you have a creature grappled. Choose 
  Intelligence, Wisdom, or Charisma as your spell 
  attack ability.
  • You can expend 5 charges to cast power word stun on 
  a creature below half of its maximum hit points that 
  you currently have grappled.
  Glaive of Decline
  Glaive, very rare (requires attunement)
  This great chopping glaive always has the early signs 
  of rust, no matter how well it is maintained. When you 
  finish a long rest while attuned to this weapon, its bonus 
  to attack rolls is set to +10. Each time you hit with a 
  weapon attack using this glaive, its bonus to attack rolls 
  decreases by 1. Its bonus cannot decrease below +1.
  Half-Cape of the Second-Born
  Wondrous item, legendary (requires attunement by an 
  artificer, paladin, ranger, warlock, eldritch knight fighter, 
  or arcane trickster rogue)
  An electrum clasp holds this black and purple half-cape 
  in place over your off-hand’s shoulder. While you wear 
  it, you gain advantage on all Intelligence, Wisdom, and 
  Charisma ability checks pertaining to military creatures 
  or military knowledge. You are immune to the frightened 
  condition, and cannot be knocked prone or forced to 
  move by hostile effects.
  When you attune to this half-cape, choose a creature 
  who trusts you with a level equal to yours or higher. 
  While you and the chosen creature are within 15 
  feet of each other, you both have advantage on all 
  Intelligence, Wisdom, and Charisma saving throws and 
  on concentration saving throws.
  When that creature dies, you regain all of your 
  expended spell slots and missing hit points. When that 
  creature is resurrected, you are stunned until the end of 
  your next turn.
  Hierograph of Condemnation
  Holy symbol, rare (requires attunement by a cleric or 
  paladin)
  You gain a +1 bonus to spell attacks and to your spell 
  save DC when bearing this holy symbol.
  This rendition of your faith’s holy symbol is 
  surrounded by a wreath of dessicated hemlock. While 
  you wield it, a creature has disadvantage on its second 
  saving throw against each of your spells (when they call 
  for multiple saving throws over time).
  Hierograph of Mercy
  Holy symbol, rare (requires attunement by a cleric or 
  paladin)
  You gain a +1 bonus to spell attacks and to your spell 
  save DC when bearing this holy symbol.
  This version of your faith’s holy symbol is covered in 
  harmless ethereal thorns. While you wield it, healing 
  a creature currently at 0 hit points also grants that 
  creature temporary hit points equal to the number 
  healed. When you use this effect on a new creature, any 
  temporary hit points remaining from your previous use 
  are lost.
  High Priority
  Staff, whip, or spear, legendary (requires attunement)
  You have a +3 bonus to weapon attacks and damage 
  rolls with this weapon. You gain a +3 bonus to spell 
  attacks and to your spell save DC when using it as your 
  spell focus.
  This regal weapon is tipped with an small, ornate 
  sandstone sundial. While you wield it, you begin every 
  encounter as if you had surprised your enemies, even 
  if they were well aware of your hostile presence. This 
  element of surprise cannot be prevented by items, 
  spells, and features which normally prevent a creature 
  from being surprised. You and your allies within 60 feet 
  of you cannot be surprised. 
  You may use this weapon to cast the time stop spell. 
  Once you do so, you cannot cast time stop in this way 
  again until the next high noon.
  Idol of the Magnate
  Wondrous item, uncommon
  This eerie golden bull has permanent blood stains on 
  its hooves. While you keep it on your person, you do not 
  use your own bonus when you make an ability check 
  using artisan's tools. Instead, you use the highest bonus 
  from among all of your allies you can see. You lose this 
  benefit on your roll if you acknowledge the source of 
  your bonus while using the tools.
  Impetuous Rod
  Rod, rare
  This copper rod has a broad flat stopper on one end and 
  a button on the other. You can use an action to press 
  the button, which causes the rod to begin moving in the 
  direction of the stopper at a speed of 5 feet per round. 
  The rod can be deactivated with another such action.
  The rod presses forward with a force of 2000 pounds, 
  and continues moving for up to 30 days before it 
  deactivates, and needs 24 hours to recharge. The rod 
  moves through loose dirt or softer material without 
  slowing, but may push or break more solid or brittle 
  material, assuming it has sufficient force to do so.
  
  22
  Journey’s End
  Wand, legendary (requites attunement by a druid, 
  warlock or wizard)
  You gain a +3 bonus to spell attacks and to your spell 
  save DC when using this as a spell focus.
  This petrified maple root sheds tears of acrid sap from 
  unseen crevices each time it gains a charge. It can hold 
  up to 3 charges. It starts with 1. As a bonus action, you 
  may expend 1 charge in order to impose disadvantage 
  on all saving throws against your spells until the end 
  of your next turn. During this time your spells cannot 
  be countered or dispelled, and you succeed on all 
  concentration saving throws. Spells you cast during 
  this time ignore damage resistance and immunity. The 
  following events grant 1 charge to Journey’s End when 
  they take place within 100 feet of you:
  • A crafter’s proudest creation is destroyed.
  • A confession of love goes unrequited.
  • A pious creature loses their faith.
  • A warrior surrenders to someone they hate.
  • A trusted creature betrays their friend.
  • A disciplined creature succumbs to their vices.
  • A wealthy creature loses their fortune.
  • An ambitious creature abandons their goal.
  • A paladin breaks their Oath.
  • A warlock is forsaken by their Patron.
  • A wizard’s last Spellbook is destroyed.
  Landlord’s Cummerbund
  Wondrous item, rare
  Exquisite. The tasteful matte platinum fabric never loses 
  its press. From dawn until dusk on the first day of each 
  month, wearing this cummerbund around your waist 
  grants you the following benefits:
  • Advantage on attack rolls against creatures who have 
  neither property nor title.
  • Advantage and a +5 bonus to all Charisma 
  (Intimidation) and Wisdom (Insight) checks.
  • 1 mile of tremorsense.
  “Letter Opener”
  Dagger, uncommon
  When you damage a creature with a weapon attack 
  using this discreet, tapering blade, you name a spell 
  school. You learn the name of each spell that creature is 
  currently capable of casting of that school.
  Martingale Splint
  Armor (heavy), rare (requires attunement)
  The bands of this armor are each one of twelve different 
  colors, some resembling precious metals and others 
  common counterfeits. Each day at dawn, roll 2d6 and 
  gain resistance to the corresponding damage types 
  on the table below until the next dawn. If you roll the 
  same number twice, instead gain immunity to that 
  damage type. Then, roll 1d6 and gain vulnerability to the 
  corresponding damage type until the next dawn. If you 
  would roll the same result for vulnerability as you did for 
  resistances or immunity, reroll for vulnerability.
  d6
  Damage Type
  1
  Bludgeoning
  2
  Piercing
  3
  Slashing
  4
  Fire
  5
  Necrotic
  6
  Poison
  Meteoric Rise
  Maul, legendary (requires attunement by a creature 
  without a Spellcasting feature)
  You have a +3 bonus to attack and damage rolls made 
  with this magic maul.
  This ancient weapon consists of a long, gripless brass 
  bar that ends in a sphere of deathly cold pyrite and hot, 
  unmelting ice. Any creature reduced to 0 hit points by 
  damage from this weapon or its effect leaves no body, 
  only a blast of soot across nearby surfaces. Each time 
  you are the target of a hostile spell or included in its 
  area, Meteoric Rise gains charges equal to the spell’s 
  level (minimum 1). The weapon begins with 0 charges 
  and returns to 0 charges each time you finish a long rest.
  When you hit a creature with an attack using this 
  maul, you may expend 10 charges to force it to make a 
  Strength saving throw. The save DC for this effect is 8 + 
  your proficiency bonus + your Strength modifier. If the 
  creature fails, you knock it up to 500 feet into the air 
  away from you at an angle of your choice.
  
  23
  When the creature strikes a solid surface or falls to 
  the ground, it takes 10d6 bludgeoning damage or its 
  normal falling damage, whichever is greater. This effect 
  cannot be negated by feather fall, levitate, or any other 
  spell of 5th level or lower.
  Ring of Safe Passage
  Ring, very rare
  While you wear this massive yet snug honeycomb ring, 
  you may use it to cast the passwall spell at will, but only 
  on surfaces made of energy, liquid, or vapor. You may 
  treat such surfaces as if they were made of stone for this 
  purpose. Examples of these surfaces include spells such 
  as wall of fire or forcecage, as well as more esoteric 
  barriers such as fey fog or a waterfall. In addition, the 
  magic items you wear and the spells you cast ignore the 
  antimagic field and antimagic flash spells.
  Rod of Wunderkind
  Rod, very rare (requires attunement by a spellcaster)
  You gain a +1 bonus to spell attacks and to your spell 
  save DC while you bear this rod.
  This ghostbirch-bound ignimbrite rod is delicately 
  carved with the name and reign of its longest wielder 
  (in days, rounded down). It is magically updated when 
  the record is surpassed. Your spell attacks which target 
  creatures born or created before you have advantage. 
  You have resistance to damage from spells — and 
  immunity to all spells with the phrase "power word" 
  in their name — which are cast by creatures born or 
  created before you.
  Scarf of the Critic
  Wondrous item, very rare (requires attunement)
  While wearing this violet velvet scarf around your neck, 
  you gain the following benefits:
  • Whenever a spell you cast of 5th level or lower asks 
  you to name one or more schools of magic, you may 
  name one additional school of magic for that effect.
  • You have advantage on Charisma (Intimidation) 
  checks against creatures who are proficient with any 
  artisan’s tools or musical instrument.
  • You are immune to the charmed condition.
  Shield of Deniability
  Shield, uncommon (requires attunement)
  As an action, you may cause a field of cool mist to 
  extend from this pearly buckler and move with it for 
  up to 10 minutes, or until you dismiss it as a bonus 
  action. The mist provides heavily obscured terrain out 
  to a distance of 10 feet, and lightly obscured terrain out 
  to a distance of 10 feet beyond that. You and up to five 
  creatures you name when you extend the mist ignore 
  this effect.
  Once this shield creates the mist, it cannot do so 
  again until the next dusk.
  Shrunken Ballista
  Hand crossbow, rare (requires attunement)
  You have a +1 bonus to attack and damage rolls made 
  with this magic hand crossbow.
  This peculiar one-handed crossbow has the housing 
  of a much larger weapon. When your first attack on your 
  turn uses this hand crossbow, you may brace yourself 
  for an arced shot and increase its range to 300/1200 
  for that ranged weapon attack. If you extend your 
  attack’s range in this way, you cannot make any more 
  attacks until the start of your next turn. Attacks with this 
  weapon deal double damage to objects and structures.
  Talent Scouter
  Wondrous item, uncommon
  This rectangular monocle has fifteen different focal 
  points and a short brass visor. While wearing it, you can 
  use an action to make a Wisdom (Insight) check against 
  a creature within 200 feet of you that you can see. The 
  DC for this check is equal to 10 + its total bonus to 
  Charisma (Deception) checks. If you succeed, you know 
  the class levels and archetypes of that creature. If you 
  fail, or if the creature is over level 19, the Talent Scouter 
  visibly sparks and deals 1d4 lightning damage to you.
  The Inevitable
  Rapier, legendary (requires attunement)
  You have a +3 bonus to attack and damage rolls made 
  with this magic rapier.
  This bright white rapier moves with the speed of 
  death itself, and its black tassel is made from the funeral 
  shroud of its creator. When you hit a creature with a 
  melee attack using this weapon, you deal 1d8 additional 
  radiant damage and 1d8 additional necrotic damage for 
  each time the creature you hit has returned from death.
  Tiara of Credulity
  Wondrous item, rare
  This azure ivory head band has an empty name plate on 
  the forehead. While wearing it, you may use your action 
  to name one creature whose voice you have heard, 
  whose name becomes etched in small tir’su letters on 
  the nameplate. You may only store one such name at a 
  time.
  You may make a Charisma (Deception) check with 
  advantage to imitate the named creature’s psychic 
  presence when initiating telepathic messages with other 
  creatures. When another creature attempts to initiate 
  a telepathic message with the named creature, and 
  you are within range of the telepathy, you may make a 
  Charisma (Deception) check to intercept the message. 
  If you succeed on either of these checks, you maintain 
  your imitation perfectly for the remainder of that 
  telepathic interaction. If you fail, your true identity is not 
  revealed but your deception is.
  
  24
  Unwelcome Mat
  Wondrous item, uncommon
  This 5 foot square mat has nondescript hempen weave 
  on its top side, and threads of blue-green runes beneath. 
  When it is unrolled and laid rune-side-down as an 
  action, it automatically arms its trap after 1 round. 
  When a creature steps on the armed mat, it is subject to 
  a levitate spell with a save DC of 14. If the creature who 
  triggered the trap fails its Constitution save, the creature 
  who laid the trap may take control of the levitate spell if 
  it is within range.
  After the trap has been triggered, the mat may not be 
  rearmed until the next dawn.
  Wand of Inconvenience
  Wand, uncommon
  This gaudy orange wand has 50 charges. While holding 
  it, you can use an action to expend up to 10 charges to 
  transform that many 5 foot squares of terrain within 120 
  feet of you into difficult terrain.
  The wand regains all of its expended charges 
  whenever a creature within 30 feet of you gains a point 
  of exhaustion. If you expend the wand’s last charge, you 
  cast the freedom of movement spell from it, targeting 
  yourself. At 0 charges, the wand melts into wax and is 
  destroyed.
  Variant Rules
  These optional rules provide flexibility for integrating 
  the material in Might vs. Magic into your campaign, and 
  can be used in any combination.
  1. If you want to run a campaign where the spells and 
  archetypes in this supplement can counterspell more 
  than just magic, consider the following combination of 
  new rules:
  • Treat breath weapons, gaze weapons, and d6 
  recharge features as spells of a spell level equal to a 
  monster’s Challenge Rating divided by 3, rounded up.
  • Treat spell attacks with no need for rest or recharge, 
  such as a devil’s hurl flame, as cantrips.
  • Treat these actions as having a school of magic based 
  on the existence of spells with similar effects, and add 
  this to the monster’s stat block as part of DM prep.
  2. For a game that reduces the restrictiveness of the 
  concentration system, treat some of the simpler 
  concentration spells, such as the smite spells, as charge 
  spells instead.
  3. For a game with tense counter-magical interplay 
  between spellcasters, raise the limit for charged spells 
  to two or more simultaneous charges.
  Design Guidelines
  Howdy! At the end of each of my supplements, I write a 
  postmortem (or mid-mortem, since it’s composed before 
  the product actually launches). Might vs. Magic is the 
  first “themed content” style product I’ve published. The 
  previous two — Last Stand: A Worthy Death, and Wild 
  Magic for Every Class — were “new rules” supplements 
  with very focused scope. The Arcane Errata intro and 
  Variant Rules sections are rather self-explanatory; gaps 
  in the core rules needed to be filled in so that the rest 
  of Might vs. Magic could be coherent and flexible. The 
  other sections, though, bear some behind-the-scenes 
  explaining!
  The number one influence for the new spells in 
  this product was actually another Wizards of the 
  Coast property, Magic: the Gathering. The breadth 
  of counterspells, copied spells, and rules designed 
  to be broken in MtG inspired me to expand, rather 
  than merely replace, the awkward and imbalanced 
  counterspell in core Fifth Edition. The eight schools of 
  magic are one of very few “types” that appear in modern 
  D&D. As such, they provided an existing framework for 
  the new counter spells to react to. The other new spells 
  introduce mechanical concepts from a variety of other 
  games. Phantom pain, for instance, was inspired by 
  illusion of pain from Guild Wars.
  You may have noticed that the subclass introductions 
  are each written in the second person, as if they 
  are describing a new archetype to a character in 
  conversation. This was a creative choice made for 
  the supplement outside of the norm for Fifth Edition. 
  I felt that the usual third person description of an 
  archetype’s abilities sounded more like a sales pitch 
  than an invitation to embody their powers. The result 
  was a marked tradeoff in tone that allowed for more 
  drama, menace, and wit at the expense of thoroughly 
  summarizing mechanics.
  Like the rest of the archetypes in Fifth Edition, those 
  featured in Might vs. Magic vary widely in length and 
  complexity. In fact, the longest entries have about 
  three times as many words as the shortest entries! The 
  reason for this variation is that modern Dungeons & 
  Dragons tries to offer options both for simpler playstyles 
  — children, newbies, and casual “along-for-the-ride” 
  types of players — as well as for more cerebral, tactical 
  players. This supplement skews towards medium-high 
  complexity, since it will only be seen by DM’s Guild 
  users and their party members.
  Subclasses with their own subsystems, like the 
  Sage of the Sevenfold Veil or the Reclaimer, are built 
  for players who relish a deeply differentiated class 
  experience with a wide array of options in combat. 
  Archetypes such as the Pactbreaker or the Way of Eight 
  Ruins, on the other hand, are designed for players who 
  enjoy a clear, decisive set of options that they don’t have 
  to think about too much between sessions. In either 
  case, subclass features are designed to be mechanically 
  synergistic, clearly themed, and consistent with the 
  natural language of the rest of 5E’s rules. For balance, 
  a solid rule of thumb is to design no archetype more 
  powerful than the Circle of the Moon druid. (Seriously).
  
  25
  The magic items, admittedly, are something of a 
  clearinghouse! However, they do fall into three general 
  groups. The first are items which are so peculiar that 
  they might feel “gimmicky” if they were instead rolled 
  into a class feature. This is less about power, and more 
  about difficulty fitting an feature into a broader theme 
  — instead spinning it off into an item. The second group 
  are magic items that could only exist as such because 
  they are otherwise too unwieldy to balance. This 
  includes most legendary items, as well as those with 
  odd recharging restrictions. Finally, the third and most 
  obvious group of items represent feat-like effects that 
  make good tradeable rewards. Naturally, the groups can 
  overlap.
  This supplement required a lot more editing and 
  research than my previous two outings. I refreshed my 
  understanding of real world propaganda principles 
  for the new bard college. I delved into the incredible 
  flavor (and infamous imbalance) of the Initiate of the 
  Sevenfold Veil from 3rd Edition D&D for its reboot. But 
  most importantly, I bounced ideas and drafts off of my 
  close friends and colleagues in the tabletop development 
  community. If you’re new to design or development, 
  don’t fret! Your party’s rules lawyer is a fine starting 
  point for getting constructive criticism — so long as 
  your friendship is safe and mature enough to handle the 
  different social dynamic.
  Stepping back from its design, Might vs. Magic is 
  being released into a historical moment that bears 
  acknowledgment. The DM's Guild does not permit 
  products with an "overt political agenda or views", 
  and I did my best to abide by that rule. However, what 
  is considered political or "off-limits" is always in flux. 
  Acknowledging the racist history of tabletop RPGs used 
  to be taboo among commercial products on official 
  channels, yet now Wizards of the Coast is releasing 
  a lineage system as an alternative to traditional races 
  in the forthcoming Tasha's Cauldron of Everything. 
  Steps like this are only taken when the tabletop RPG 
  community holds its institutions accountable. Celebrate 
  this victory, and then push for the next.
  I almost called this supplement Class Warfare, but 
  then I was worried people would think it was about PvP. 
  Huh, actually, that gives me an idea...
  Totally Chill Mailing List
  Benign marketing tool, common
  If, hypothetically, I were to release more tabletop 
  content in the future, would you be interested in getting 
  a notification? If your answer was "sure man, this was 
  pretty cool actually," then head on over to this humble 
  Google Form and sign up for my mailing list! I promise 
  to send only one email for each piece of new content I 
  launch, and not to spam you in between.
  Last Stand: A Worthy Death
  Epic death insurance, legendary
  My first supplement, a set of over 40 exciting new class 
  options for making player character "permadeath" 
  rewarding and dramatic, is still available on the DM's 
  Guild for only $1.95!
  Wild Magic for Every Class
  Random shenanigans generator, legendary
  My second supplement, a collection of 14 all-new Wild 
  Magic Surge tables — one for each of the core classes, 
  plus the Artificer and Blood Hunter — is available on the 
  DM's Guild for just $2.95!
  
  26
  New Background:
  Revolutionary
  You have grown into a life of political purpose. But 
  unlike a noble or a soldier, your goal is to alter or even 
  destroy the old order, rather than protect it. As an 
  adventurer, you see your journey through the lens of 
  your cause. Your true allies are those who will stand 
  by your side when the time comes to overthrow your 
  oppressor. Everything between now and then is a side-
  quest. Neutrality is not an option.
  Skill Proficiencies: Perception, plus one from among  
   History, Intimidation, or Thievery
  Tool Proficiencies: One type of artisan's tools
  Languages: One local dialect within a language you  
   know from your class or lineage
  Equipment: An extra water skein, a pamphlet of news  
   or propaganda, a durable scarf, a set of worker's   
   clothes, and a pouch containing 30 sp
  Oppressor
  A revolutionary is defined by the system which they 
  seek to overthrow. Whatever your ultimate goal might 
  be, your background will be created in reaction to the 
  political and social problem which radicalized you. 
  Choose one or more oppressive adversaries from your 
  campaign's setting, or from rolling on the table below.
  d8
  Form of Oppression
  1
  An exploitative capitalist class
  2
  A patriarchal social order
  3
  An intolerant religious hegemony
  4
  A xenophobic colonial empire
  5
  A taboo on art, sexuality, or dissent
  6
  A society which forsakes the weak and sickly
  7
  A caste system or aristocracy
  8
  A racist hierarchy of supremacy and inferiority
  Feature: Hope From Chaos
  Revolutionaries often lack the logistical or social 
  benefits of other backgrounds, by nature of living in 
  opposition to their society's status quo. Instead, they 
  flourish when things have been disrupted, overturned, or 
  given to a newly developing order. When you are near a 
  place of political turmoil — such as a riot, a coup, or an 
  impromptu trial — you always identify the local power 
  players, as well as an escape route.
  Suggested Characteristics
  Revolutionaries are diverse in their culture and attitude, 
  but all share the impulse to punch up at an unacceptable 
  social order. On an adventure, they pay great attention 
  to political consequences, but can become myopically 
  focused on their own cause over other worthy goals.
  d8
  Personality Trait
  1
  I often make fun of the absurdity of my oppressor.
  2
  I don't tolerate humor when it comes to my cause.
  3
  I'm inspired to sing or chant slogans in battle.
  4
  I feel compelled to tell my friends and foes how 
  they'll be remembered in the struggle.
  5
  I almost exclusively discuss my cause through 
  metaphor and parable.
  6
  I instinctively try to recruit people I just met.
  7
  I express my politics through graffiti, whether or 
  not it's one of my real skills.
  8
  I apply the narrative of my revolution to other 
  historical and cultural conflicts, sometimes aptly 
  and sometimes to a fault.
  d6
  Ideal
  1
  Comradery. The heart of revolution is the 
  friendship that it forges.
  2
  Persistence. This is a generational endeavor, and 
  we must prepare for the long haul.
  3
  Solidarity. None are free until all are free.
  4
  Retribution. Justice means fair punishment.
  5
  Prophecy. This political struggle is an extension 
  of our legends and faith.
  6
  Anarchy. An authoritarian problem can only be 
  solved through horizontal power.
  d6
  Bond
  1
  My oppressor took someone I love from me, who 
  has come to represent my struggle.
  2
  I was complicit with the oppressor when I was 
  younger, and now I seek redemption.
  3
  I have a creative dream that can only be realized 
  after this persecution is ended.
  4
  I seek to reignite a tradition that has been 
  suppressed by cultural hegemony.
  5
  The rest of my family has abandoned the cause.
  6
  I've had to flee from the revolution's front lines, 
  but one day I will return with crucial aid.
  d6
  Flaw
  1
  I have a blind spot for another form of 
  oppression, other than those I battle.
  2
  I tend to trample on the fears and feelings of my 
  allies when a victory for the cause is in sight.
  3
  I often give in to despair when I suffer a setback 
  against my oppressors.
  4
  I reject anyone who has ever aided my oppressor, 
  even if they were tricked or coerced.
  5
  I am overly trusting of anyone who purports to 
  support my struggle.
  6
  I am ignorant of the more practical needs of 
  revolution, focusing too much on symbolism.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Might vs. Magic.pdf