TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  1 
  Archetypal Spell Compendium: Artificers & Arcanists 
  By Jeremy Forbing 
  HOW TO USE THIS BOOK 
  2 
  Artificer Spells 
  3 
  Bard Spells 
  3 
  Cleric Spells 
  3 
  Druid Spells 
  3 
  Paladin Spells 
  4 
  Ranger Spells 
  4 
  Sorcerer Spells 
  4 
  Warlock Spells 
  5 
  Wizard Spells 
  5 
  Spell Descriptions 
  6 
  Acidic Armor 
  6 
  Adept Skill 
  6 
  Alienated Mind 
  6 
  Psychic Spell List 
  6 
  Anathema 
  8 
  Changing Deities 
  8 
  Arcane Springboard 
  9 
  Ashen Reformation 
  9 
  Barbed Construct 
  9 
  Bastion of Clarity 
  9 
  Spell Lore: Bastion of Clarity 
  9 
  Berserk 
  9 
  Blood Curse 
  10 
  Spell Lore: Blood Curse 
  10 
  Brand of Fire 
  10 
  Caging Glaive 
  10 
  Catfeet 
  10 
  Challenger’s Mark 
  10 
  Spell Lore: Challenger’s Mark 
  11 
  Control Thoughts 
  11 
  Corpse Mask 
  11 
  Crown of Light 
  11 
  Create Item 
  11 
  Create Poison 
  12 
  Dead Man’s Tell 
  12 
  Spell Lore: Dead Man’s Tell 
  12 
  Dread Mercy 
  13 
  Dread Provocation 
  13 
  Echoing Blow 
  13 
  Ego Lash 
  13 
  Elemental Blade 
  13 
  Elemental Burst 
  14 
  Spell Lore: Elemental Burst 
  14 
  Enrage Animals 
  15 
  Eye for an Eye 
  15 
  Far Hearing 
  15 
  Fiery Wrath 
  15 
  Fist of Rage 
  15 
  Forceful Missile 
  16 
  Fortifying Cry 
  16 
  Four-Winds Bag 
  16 
  Frightful Strike 
  17 
  Frostwind Blade 
  17 
  Fungal Bloom 
  17 
  Glasya’s Stride 
  17 
  Spell Lore: Glasya’s Stride 
  17 
  Gravedust Cloud 
  17 
  Greater Acupuncture 
  18 
  Spell Lore: Greater and Lesser Acupuncture 
  18 
  Greater Water to Poison 
  18 
  Hero’s Defiance 
  18 
  Hornet Shot 
  18 
  Intellect Redoubt 
  19 
  Internal Compass 
  19 
  Invasive Id 
  19 
  Spell Lore: Invasive Id 
  19 
  Iron Scarf 
  19 
  Lesser Acupuncture 
  19 
  Lesser Chainfire 
  19 
  Spell Lore: Lesser Chainfire 
  20 
  Lesser Water to Poison 
  20 
  Lifetap 
  20 
  Looming Shadow 
  20 
  Love’s Lament 
  20 
  Magnetism 
  21 
  Major Telekinetic Weapon 
  21 
  Mantle of the Slime Lord 
  21 
  Spell Lore: Mantle of the Slime Lord 
  22 
  Mark of the Unfaithful 
  22 
  Martyr's Cry 
  22 
  Mindspeak 
  22 
  Minor Telekinetic Weapon 
  22 
  Misdirected Mark 
  23 
  Mycontil’s Last Resort 
  23 
  Spell Lore: Mycontil’s Last Resort 
  23 
  Pain 
  24 
  Pocket Cave 
  24 
  Spell Lore: Pocket Cave 
  24 
  Predatory Shards 
  24 
  Predictive Focus 
  24 
  Premonitory Vision 
  25 
  Prescient Sense 
  25 
  Project Object 
  25 
  Protection from Aerial Attack 
  25 
  Magic of the Shining South 
  25 
  Psychic Shield 
  26 
  Psychic Shock 
  26 
  Punishing Strike 
  26 
  Quickling Step 
  26 
  Ray of Reprisal 
  26 
  Read Object 
  26 
  Reaver’s Touch 
  27 
  Redirect Spell 
  27 
  Remote Viewing 
  27 
  Servant Army 
  27 
  Shadow Missile 
  27 
  Shifting Shadow 
  28 
  Soul Homunculus 
  28 
  New Monster: Soul Homunculus 
  29 
  Speed of Thought 
  29 
  Steal Speed 
  30 
  Strahd's Baneful Attractor 
  30 
  Spell Lore: Strahd’s Baneful Attractor 
  30 
  Sustaining Meditation 
  30 
  Tattoo Projectiles 
  30 
  Telekinetic Slam 
  31 
  Telepathic Link 
  31 
  Thought Blast 
  31 
  Thought Projection 
  31 
  Thundering Armor 
  31 
  Thunderous Reprisal 
  32 
  Uncanny Balance 
  32 
  Undersong 
  32 
  Unleash Instincts 
  32 
  Unluck 
  32 
  Wall Run 
  33 
  Warning Roar 
  33 
  Weightless Pursuit 
  33 
  NEW ARCHETYPES 
  34 
  Arcane Sleuth 
  34 
  Clockwork Engineer 
  35 
  Eradicator 
  37 
  Prodigy 
  38 
  The Challenge of the Prodigy 
  40 
  An Added Challenge 
  40 
  Defier Domain 
  41 
  Shugenja 
  42 
  Shugenja in the Forgotten Realms 
  42 
  Shou Towns 
  42 
  Shugenja Elemental Disciplines 
  44 
  Guild Wizardry 
  45 
  Variant: Academic Wizardry 
  45 
  
   
   
   
  2 
  How to Use This 
  Book 
  This is a big book of spells! It also includes new 
  archetype options for some of the main 
  spellcasting classes—the cleric, sorcerer, and 
  wizard, as well as three archetypes for Wizards 
  of the Coast’s new artificer class, recently added 
  to DM’s Guild by Mike Mearls from the 
  Unearthed Arcana playtest article series on the 
  D&D website.  
   In many cases, spells previously appearing in 
  DM’s Guild works by this author or others have 
  been tweaked or rewritten, for purposes of 
  clarity or balance, or to provide additional 
  guidance for certain situations that make come 
  up in play. 
   In addition, several “Spell Lore” sidebars 
  appear, presenting a sense of the origin and use 
  of certain spells, giving a sense of the history and 
  setting connections for each one. Most specific 
  details are given for the Ravenloft and Forgotten 
  Realms settings, but this document is not tied to 
  any one universe, and can be used easily in any 
  of the worlds of D&D—including the ones you 
  invent yourself! 
   
   A Note on Spells: Spells and cantrips marked 
  with asterisks should be noted as follows: 
  *=This is a new spell described in this document. 
  **=This spell appears in the Elemental Evil 
  Player's Companion. 
  ***=This spell appears in the Sword Coast 
  Adventurers Guide. 
   
  Some spells appearing in this document are 
  adapted from the works of other DM’s Guild 
  authors, including The Sterling Vermin 
  Anthology by Benjamin Huffman (corpse mask, 
  fungal bloom), Spells of Ravenloft by Nathan 
  England (berserk, Strahd’s baleful attraction), 
  and Race Compendium Volume One by Juan 
  Marcano (ashen reformation). Special thanks to 
  these authors for adding their work to the body 
  of DM’s Guild’s community content! 
   
   
  This work contains material that is copyright Wizards of the Coast 
  and/or other authors. Such material is used with permission under 
  the Community Content Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright 2017 by Jeremy 
  Forbing and published under the Community Content Agreement for 
  Dungeon Masters Guild  
  Cover Art by Tan Ho Sim 
  Some art from Publisher's Choice Quality Stock Art © Rick Hershey/ 
  Fat Goblin Games 
  Most interior art pieces come via Sine Nomine Publishing, who 
  rendered a great service to small publishers everywhere by releasing 
  all the art paid for by the kickstarters for their games Godbound, 
  Scarlet Heroes, Silent Legions, Spears of the Dawn, and The House of 
  Bone and Amber into the public domain as a free resource. If you 
  appreciate publishers who take the time to contribute to the 
  industry as a whole, please check out their stuff! 
  With additional art from the public domain, or as provided by 
  Wizards of the Coast for DM's Guild use with permission. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the 
  dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s 
  Guide, D&D Adventurers League, all other Wizards of the Coast product 
  names, and their respective logos are trademarks of Wizards of the Coast in 
  the USA and other countries. All characters and their distinctive likenesses 
  are property of Wizards of the Coast. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast. 
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. 
  Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. 
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, 
  Middlesex, UB11 1ET, UK. 
  
   
   
   
  3 
  New Spells 
  These new spells supplement those in the Player’s 
  Handbook or the D&D Basic Rules. Per the spell lists below, 
  the spells detailed in this document can be cast by many of 
  the existing classes. After each spell, its school of magic is 
  listed in parentheses, as is whether it can be cast as a 
  ritual. 
  create poison (transmutation, ritual)* 
  dead man’s tell (divination, ritual)* 
  iron scarf (transmutation)* 
  soul homunculus (conjuration, ritual)* 
  speed of thought (transmutation)* 
  thundering armor (abjuration)* 
  weightless pursuit (enchantment)* 
  arcane springboard (transmutation)* 
  elemental blade (transmutation)* 
  greater acupuncture (necromancy)* 
  lifetap (necromancy)* 
  major telekinetic weapon (conjuration)* 
  four-winds bag (conjuration)* 
  magnetism (transmutation)* 
  predatory shards (transmutation)* 
  tattoo projectiles (illusion)* 
  eye for an eye (abjuration)* 
  forceful missile (transmutation)* 
  lesser water to poison (transmutation)* 
  thunderous reprisal (evocation)* 
  create item (conjuration)* 
  echoing blow (abjuration)* 
  far hearing (divination)* 
  mindspeak (divination)* 
  project object (conjuration)* 
  remote viewing (divination)* 
  warning roar (evocation)* 
  alienated mind (enchantment)* 
  corpse mask (transmutation, ritual)* 
  create poison (transmutation, ritual)* 
  fortifying cry (enchantment)* 
  frightful strike (enchantment)* 
  misdirected mark (illusion)* 
  psychic shield (abjuration)* 
  shadow missile (conjuration)* 
  thundering armor (abjuration)* 
  undersong (transmutation)* 
  elemental blade (transmutation)* 
  unluck (enchantment)* 
  berserk (enchantment)* 
  control thoughts (enchantment)* 
  dread mercy (enchantment)* 
  love’s lament (enchantment)* 
  tattoo projectiles (illusion)* 
  lesser water to poison (transmutation)* 
  pain (enchantment)* 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  greater water to poison (transmutation)* 
  servant army (conjuration)* 
  read object (divination, ritual)* 
  martyr’s cry (evocation)* 
  blood curse (necromancy)* 
  challenger’s mark (enchantment)* 
  fortifying cry (enchantment)* 
  lesser acupuncture (necromancy)* 
  protection from aerial attack (abjuration)* 
  reaver’s touch (necromancy)* 
  frightful strike (enchantment)* 
  shadow missile (conjuration)* 
  thundering armor (abjuration)* 
  bastion of clarity (abjuration)* 
  elemental blade (transmutation)* 
  greater acupuncture (necromancy)* 
  lifetap (necromancy)* 
  major telekinetic weapon (conjuration)* 
  unluck (enchantment)* 
  berserk (enchantment)* 
  control thoughts (enchantment)* 
  predatory shards (transmutation)* 
  redirect spell (abjuration)* 
  crown of light (abjuration)* 
  forceful missile (transmutation)* 
  thunderous reprisal (evocation)* 
  caging glaive (conjuration)* 
  lesser chainfire (enchantment)* 
  pocket cave (conjuration)* 
  gravedust cloud (necromancy)* 
  martyr’s cry (evocation)* 
  mantle of the Slime Lord (abjuration)* 
  mark of the unfaithful (enchantment, ritual)* 
  brand of fire (evocation)* 
  anathema (enchantment)* 
  catfeet (abjuration)* 
  create item (conjuration)* 
  far hearing (divination)* 
  frostwind blade (evocation)* 
  
   
   
   
  4 
  fungal bloom (conjuration)* 
  internal compass (divination)* 
  lesser acupuncture (necromancy)* 
  mindspeak (divination)* 
  punishing strike (necromancy)* 
  quickling step (transmutation)* 
  reaver’s touch (necromancy)* 
  uncanny balance (transmutation)* 
  warning roar (evocation)* 
  create poison (transmutation, ritual)* 
  dead man’s tell (divination, ritual)* 
  elemental burst (transmutation)* 
  enrage animals (enchantment)* 
  fiery wrath (conjuration)* 
  frightful strike (enchantment)* 
  frostwind blade (evocation)*
  ashen reformation (transmutation)* 
  elemental blade (transmutation)* 
  greater acupuncture (necromancy)* 
  lifetap (necromancy)* 
  four-winds bag (conjuration)* 
  predatory shards (transmutation)* 
  sustaining meditation (transmutation, ritual)* 
  tattoo projectiles (illusion)* 
  lesser water to poison (transmutation)* 
  pain (enchantment)* 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  hornet shot (transmutation)* 
  greater water to poison (transmutation)* 
  pocket cave (conjuration)* 
  acidic armor (abjuration)* 
  unleash instincts (transmutation)* 
  mantle of the Slime Lord (abjuration)* 
  mark of the unfaithful (enchantment, ritual)* 
  brand of fire (evocation)* 
  anathema (enchantment)* 
  dread mercy (enchantment)* 
  dread provocation (enchantment)* 
  frightful strike (enchantment)* 
  thundering armor (abjuration)* 
  protection from aerial attack (abjuration)* 
  weightless pursuit (enchantment)* 
  bastion of clarity (abjuration)* 
  elemental blade (transmutation)* 
  major telekinetic weapon (conjuration)* 
  redirect spell (abjuration)* 
  ray of reprisal (evocation)* 
  eye for an eye (abjuration)* 
  hero’s defiance (enchantment)* 
  caging glaive (conjuration)* 
  create poison (transmutation, ritual)* 
  dread mercy (enchantment)* 
  enrage animals (enchantment)* 
  iron scarf (transmutation)* 
  shadow missile (conjuration)* 
  speed of thought (transmutation)* 
  weightless pursuit (enchantment)* 
  elemental blade (transmutation)* 
  tattoo projectiles (illusion)* 
  four-winds bag (conjuration)* 
  sustaining meditation (transmutation, ritual)* 
  forceful missile (transmutation)* 
  lesser water to poison (transmutation)* 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  hornet shot (transmutation)* 
  greater water to poison (transmutation)* 
  adept skill (divination)* 
  challenger's mark (enchantment)* 
  create item (conjuration)* 
  echoing blow (abjuration)* 
  far hearing (divination)* 
  fist of rage (enchantment)* 
  frostwind blade (evocation)* 
  lesser acupuncture (necromancy)* 
  mindspeak (divination)* 
  minor telekinetic weapon (conjuration)* 
  looming shadow (illusion)* 
  quickling step (transmutation)* 
  project object (conjuration)* 
  remote viewing (divination)* 
  shifting shadow (conjuration)* 
  steal speed (necromancy)* 
  punishing strike (necromancy)* 
  elemental burst (transmutation)* 
  fiery wrath (conjuration)* 
  frightful strike (enchantment)* 
  predictive focus (divination)* 
  protection from aerial attack (abjuration)* 
  psychic shield (abjuration)* 
  shadow missile (conjuration)* 
  soul homunculus (conjuration, ritual)* 
  speed of thought (transmutation)* 
  telekinetic slam (evocation)* 
  weightless pursuit (enchantment)* 
  bastion of clarity (abjuration)* 
  elemental blade (transmutation)*  
  
   
   
   
  5 
  greater acupuncture (necromancy)* 
  major telekinetic weapon (conjuration)* 
  unluck (enchantment)* 
  four-winds bag (conjuration)* 
  invasive id (enchantment)* 
  predatory shards (transmutation)* 
  redirect spell (abjuration)* 
  tattoo projectiles (illusion)* 
  lesser water to poison (transmutation)* 
  pain (enchantment)* 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  Strahd’s baneful attractor (evocation)* 
  greater water to poison (transmutation)* 
  lesser chainfire (enchantment)* 
  read object (divination, ritual)* 
  unleash instincts (transmutation)* 
  mantle of the Slime Lord (abjuration)* 
  brand of fire (evocation)* 
  Mycontil’s last resort (evocation)* 
  blood curse (necromancy)* 
  challenger’s mark (enchantment)* 
  echoing blow (abjuration)* 
  far hearing (divination)* 
  frostwind blade (evocation)* 
  fungal bloom (conjuration)* 
  looming shadow (illusion)* 
  project object (conjuration)* 
  punishing strike (necromancy)* 
  quickling step (transmutation)* 
  reaver’s touch (necromancy)* 
  shifting shadow (conjuration)* 
  steal speed (necromancy)* 
  wall run (transmutation)* 
  warning roar (evocation)* 
  alienated mind (enchantment)* 
  corpse mask (transmutation, ritual)* 
  create poison (transmutation, ritual)* 
  dead man’s tell (divination, ritual)* 
  dread provocation (enchantment)* 
  enrage animals (enchantment)* 
  frightful strike (enchantment)* 
  shadow missile (conjuration)* 
  speed of thought (transmutation)* 
  weightless pursuit (enchantment)* 
  ashen reformation (transmutation)* 
  elemental blade (transmutation)* 
  lifetap (necromancy)* 
  berserk (enchantment)* 
  four-winds bag (conjuration)* 
  invasive id (enchantment)* 
  predatory shards (transmutation)* 
  tattoo projectiles (illusion)* 
  forceful missile (transmutation)* 
  lesser water to poison (transmutation)* 
  pain (enchantment)* 
  Strahd’s baneful attractor (evocation)* 
  thunderous reprisal (evocation)* 
  caging glaive (conjuration)* 
  greater water to poison (transmutation)* 
  hornet shot (transmutation)* 
  pocket cave (conjuration)* 
  servant army (conjuration)* 
  acidic armor (abjuration)* 
  gravedust cloud (necromancy)* 
  unleash instincts (transmutation)* 
  Glasya’s stride (transmutation)* 
  mantle of the Slime Lord (abjuration)* 
  barbed construct (conjuration)* 
  adept skill (divination)* 
  blood curse (necromancy)* 
  challenger’s mark (enchantment)* 
  create item (conjuration)* 
  echoing blow (abjuration)* 
  far hearing (divination)* 
  frostwind blade (evocation)* 
  looming shadow (illusion)* 
  project object (conjuration)* 
  punishing strike (necromancy)* 
  quickling step (transmutation)* 
  reaver’s touch (necromancy)* 
  shifting shadow (conjuration)* 
  steal speed (necromancy)* 
  uncanny balance (transmutation)* 
  alienated mind (enchantment)* 
  corpse mask (transmutation, ritual)* 
  create poison (transmutation, ritual)* 
  dead man’s tell (divination, ritual)* 
  elemental burst (transmutation)* 
  fiery wrath (conjuration)* 
  frightful strike (enchantment)* 
  iron scarf (transmutation)* 
  protection from aerial attack (abjuration)* 
  shadow missile (conjuration)* 
  speed of thought (transmutation)* 
  telekinetic slam (evocation)* 
  thundering armor (abjuration)* 
  weightless pursuit (enchantment)* 
  arcane springboard (transmutation)* 
  ashen reformation (transmutation)* 
  elemental blade (transmutation)* 
  lifetap (necromancy)* 
  unluck (enchantment)* 
  
   
   
   
  6 
  berserk (enchantment)* 
  control thoughts (enchantment)* 
  invasive id (enchantment)* 
  magnetism (transmutation)* 
  predatory shards (transmutation)* 
  redirect spell (abjuration)* 
  tattoo projectiles (illusion)* 
  forceful missile (transmutation)* 
  lesser water to poison (transmutation)* 
  pain (enchantment)* 
  prescient sense (divination)* 
  Strahd’s baneful attractor (evocation)* 
  thunderous reprisal (evocation)* 
  caging glaive (conjuration)* 
  greater water to poison (transmutation)* 
  hornet shot (transmutation)* 
  pocket cave (conjuration)* 
  servant army (conjuration)* 
  acidic armor (abjuration)* 
  gravedust cloud (necromancy)* 
  read object (divination, ritual)* 
  mantle of the Slime Lord (abjuration)* 
  barbed construct (conjuration)* 
  Mycontil’s last resort (evocation)* 
  Spell Descriptions 
  All new spells referenced in this document are listed 
  alphabetically in this section. 
  Acidic Armor 
  6th-level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You conjure a layer of translucent green energy 
  resembling plate armor, which emits noxious fumes and 
  corrodes attacking enemies. Choose an ally you can see 
  within range. That ally gains resistance against acid 
  damage, and until the spell ends, any creature that touches 
  that ally or hits it with a melee attack while within 5 ft. of 
  it takes 1d10 acid damage. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, the acid damage increases by 
  1d10 for each slot level above 5th. 
  Adept Skill 
  Divination cantrip 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Once before this spell ends, you can roll a die and add it to 
  one ability check of your choice. You must roll this die 
  before making the ability check.  
   If you do not already add your proficiency bonus to this 
  ability check, the die rolled is a d4. If you are adding your 
  proficiency bonus to the ability check, or if you are rolling 
  an initiative check, you roll a different die depending on 
  your level, as follows: 
  Level 
  Adept Skill Die Rolled 
  1st-4th 
  d4 
  5th-8th 
  d6 
  9th-12th 
  d8 
  13th-16th 
  d10 
  17th-20th 
  d12 
  The spell ends when the die is used. 
  Alienated Mind 
  1st-level enchantment 
  Casting Time: 1 action  
  Range: Self  
  Components: V, S 
  Duration: 1 round 
  You garble your own thought processes into maddening 
  chaos, then force those thoughts onto everyone around 
  you. Each living creature (not a construct or undead) 
  within a 15-foot sphere originating from you must make 
  an Intelligence saving throw. On a failed save, a creature 
  takes 2d10 psychic damage, and until the end of your next 
  turn it forgets any languages that it knows and is 
  incapable of meaningful communication. On a successful 
  save, the creature takes half as much damage but suffers 
  no other effects. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d10 
  for each slot level above 1st. 
  Alienated mind is one of many sorcerer spells in this document 
  which arose from arcane spellcasters with psionic potential, who 
  harnessed that power into their spells rather than pursuing psychic 
  abilities as a separate discipline. For players who wish to portray a 
  psionic character without using a new class or archetype beyond the 
  main D&D rule set (such as the mystic), a sorcerer who sticks to the 
  list of psychic spells can provide most of the powers traditionally 
  associated with psionic characters. A list of psychic spells—from 
  both this document and the existing corpus of D&D spells—follows 
  below: 
  adept skill (abjuration)* 
  booming blade (evocation)*** 
  blade ward (abjuration) 
  catfeet (abjuration)* 
  challenger’s mark (enchantment)* 
  control flames (transmutation)** 
  create item (conjuration)* 
  far hearing (divination)* 
  fist of rage (enchantment)* 
  friends (enchantment) 
  gust (transmutation)** 
  internal compass (divination)* 
  
   
   
   
  7 
  mage hand (conjuration) 
  mindspeak (divination)* 
  minor illusion (illusion) 
  minor telekinetic weapon (conjuration)* 
  mold earth (transmutation)** 
  quickling step (transmutation)* 
  project object (conjuration)* 
  psychic shock (illusion)* 
  resistance (abjuration) 
  remote viewing (divination)* 
  shape water (transmutation)** 
  shifting shadow (conjuration)* 
  steal speed (necromancy)* 
  thaumaturgy (transmutation) 
  thought blast (enchantment)* 
  thought projection (enchantment)* 
  thunderclap (evocation)** 
  true strike (divination) 
  uncanny balance (transmutation)* 
  wall run (transmutation)* 
  warning roar (evocation)* 
  absorb elements (abjuration)** 
  alienated mind (enchantment)* 
  animal friendship (enchantment) 
  beast bond (divination)** 
  catapult (transmutation)** 
  charm person (enchantment) 
  command (enchantment) 
  comprehend languages (divination, ritual) 
  dread mercy (enchantment)* 
  detect poison and disease (divination, ritual) 
  earth tremor (evocation)** 
  ego lash (enchantment)* 
  expeditious retreat (transmutation) 
  false life (necromancy) 
  feather fall (transmutation) 
  fiery wrath (conjuration)* 
  frightful strike (enchantment)* 
  jump (transmutation) 
  longstrider (transmutation) 
  predictive focus (divination)* 
  psychic shield (abjuration)* 
  silent image (illusion) 
  speed of thought (transmutation)* 
  soul homunculus (conjuration, ritual)* 
  telekinetic slam (evocation)* 
  telepathic link (divination, ritual)*  
  weightless pursuit (enchantment)* 
  aid (abjuration) 
  alter self (transmutation) 
  animal messenger (enchantment, ritual) 
  augury (divination, ritual) 
  bastion of clarity (abjuration)* 
  beast sense (divination, ritual) 
  blindness/deafness (necromancy) 
  blur (illusion) 
  calm emotions (enchantment) 
  crown of madness (enchantment) 
  darkvision (transmutation) 
  detect thoughts (divination) 
  enhance ability (transmutation) 
  enthrall (enchantment) 
  heat metal (transmutation) 
  heroism (enchantment) 
  hold person (enchantment) 
  invisibility (illusion) 
  lesser restoration (abjuration) 
  levitate (transmutation) 
  locate animals or plants (divination, ritual) 
  major telekinetic weapon (conjuration)* 
  mirror image (illusion) 
  phantasmal force (illusion) 
  protection from poison (abjuration) 
  pyrotechnics (transmutation)** 
  rope trick (transmutation) 
  shatter (evocation) 
  silence (illusion, ritual) 
  spider climb (transmutation) 
  suggestion (enchantment) 
  clairvoyance (divination) 
  control thoughts (enchantment)* 
  erupting earth (transmutation)** 
  fear (illusion) 
  feign death (necromancy, ritual) 
  fly (transmutation) 
  haste (transmutation) 
  intellect redoubt (abjuration)* 
  invasive id (enchantment)* 
  magnetism (transmutation)* 
  major image (illusion) 
  protection from energy (abjuration) 
  read object (divination, ritual)* 
  sending (evocation) 
  slow (transmutation) 
  sustaining meditation (transmutation)* 
  tongues (divination) 
  water breathing (transmutation, ritual) 
  water walk (transmutation, ritual) 
  arcane eye (divination) 
  compulsion (enchantment) 
  confusion (enchantment) 
  control water (transmutation) 
  dominate beast (enchantment) 
  freedom of movement (abjuration) 
  greater invisibility (illusion) 
  hallucinatory terrain (illusion) 
  locate creature (divination) 
  pain (enchantment)* 
  phantasmal killer (illusion) 
  premonitory vision (divination, ritual)* 
  prescient sense (divination)* 
  staggering smite (evocation) 
  antilife shell (abjuration) 
  dominate person (enchantment) 
  dream (illusion) 
  geas (enchantment) 
  hold monster (enchantment) 
  legend lore (divination)  
  lesser chainfire (enchantment)* 
  mislead (illusion) 
  modify memory (enchantment) 
  
   
   
   
  8 
  Rary’s telepathic bond (divination, ritual) 
  scrying (divination) 
  seeming (illusion) 
  telekinesis (transmutation) 
  wall of force (evocation) 
  eyebite (necromancy) 
  find the path (divination) 
  globe of invulnerability (abjuration) 
  investiture of fire (transmutation)** 
  investiture of stone (transmutation)** 
  magic jar (necromancy) 
  mass suggestion (enchantment) 
  move earth (transmutation) 
  primordial ward (abjuration)** 
  true seeing (divination) 
  unleash instincts (transmutation)* 
  wind walk (transmutation) 
  etherealness (transmutation) 
  forcecage (evocation) 
  mirage arcane (illusion) 
  Mordenkainen’s sword (evocation) 
  plane shift (conjuration) 
  project image (illusion) 
  regenerate (transmutation) 
  reverse gravity (transmutation) 
  sequester (transmutation) 
  antipathy/sympathy (enchantment) 
  control weather (transmutation) 
  earthquake (evocation) 
  feeblemind (enchantment) 
  glibness (transmutation) 
  mind blank (abjuration) 
  power word stun (enchantment) 
  telepathy (evocation) 
  astral projection (necromancy) 
  foresight (divination) 
  power word kill (enchantment) 
  storm of vengeance (conjuration) 
  time stop (transmutation) 
  weird (illusion) 
  Anathema 
  9th-level enchantment 
  Casting Time: 1 action 
  Range: Special 
  Components: V, S, M (a book or scroll inscribed with the 
  target’s name and especially consecrated for this purpose, 
  detailing the crimes (real or imagined) for which the 
  subject is being condemned) 
  Duration: Permanent 
  You can permanently exclude a creature from the benefits 
  of your faith. The chosen creature suffers the following 
  effects: 
  • They can no longer cast any cleric, druid, paladin, or 
  ranger spells gained from the worship of your deity.  
  • They can no longer use the Channel Divinity feature if it 
  is derived from the worship of your deity. 
  • They cannot benefit from any of your faith’s services, 
  such as spellcasting provided by a temple of your faith, 
  or naming, marrying, or burial services. 
  • If they die, their soul is barred from entry into your 
  deity’s plane, just as though they had never declared 
  allegiance to your deity. (In the Forgotten Realms, 
  faithless souls are condemned to eternally writhe in the 
  Wall of the Faithless on the Fugue Plane.) 
   You can pronounce an anathema effect upon any 
  creature, even if they are on a different plane. You cannot 
  pronounce an anathema against someone who is already 
  dead. Some deities do not allow an anathema to be 
  pronounced against the innocent or against their chosen, 
  while others grant their most powerful servants free use 
  of this most terrible of divine curses. 
   On a more personal level, the anathema spell marks the 
  subject as accursed to others of your faith. If they are 
  aware that a creature is anathema, members of your faith 
  feel instinctively that they will displease their deity if they 
  speak to that creature, look at them, or even acknowledge 
  their existence. The common members of the faith are 
  only aware that the creature is anathema if so informed by 
  a member of your church hierarchy; however, clerics, 
  paladins, druids and rangers of your faith automatically 
  detect an anathema effect simply by looking at the subject. 
   The effect is permanent until lifted, either by you or 
  another member of your faith of higher level who can cast 
  this spell. This spell is unaffected by dispel magic or 
  counterspell, and it can be neither copied nor undone by a 
  wish spell. 
   For less traditional faiths (such as the worship of whole 
  pantheons or gods with multiple aspects), the DM 
  determines how the effects of this spell will work and 
  explains them before the spell is cast. Divine spellcasters 
  or creatures with the Channel Divinity feature can regain 
  their lost divine powers by choosing a new deity to 
  worship. 
  It is possible for a cleric or paladin to abandon their chosen deity 
  and take up the faith of another. In doing so, the divine spellcaster 
  severs ties with the organized clergy of the abandoned deity, and 
  must choose a new Domain or Oath appropriate to the new deity. (If 
  the existing Domain or Oath is one the new deity provides, it may be 
  retained, and the transition may be easier.) 
   Once this conversion is made, the cleric or paladin receives the 
  powers of their new Domain or Oath on a provisional basis. Before 
  the next time they gain a level, they must find a cleric of the new 
  deity (this may be a paladin of the new deity if the character is a 
  paladin) and perform a similar act of devotion to the absolution a 
  paladin who breaks a vow must seek. This may be an all-night prayer 
  vigil, a fast, or even a quest for the new church (often recovering a 
  lost relic valued by the deity). After rites of devotion confirming the 
  character's devotion to their new deity, the character starts fresh.  
   If the character does not receive this confirmation in their new 
  faith before they accumulate enough experience to gain a new level, 
  they have two choices: They may delay the process of leveling 
  (continuing to accrue experience points but without the benefit of 
  gaining a level) until they are confirmed in their new faith, or they 
  
   
   
   
  9 
  may continue adventuring without the benefits of a Domain or Oath 
  until they attain confirmation. They can still cast spells as normal 
  for their class, but do not gain the spells from their Domain or Oath, 
  nor any other Domain or Oath features. If this continues too long, a 
  paladin in this position may be forced to accept the Oathbreaker 
  paladin option described in the Dungeon Master's Guide, and a cleric 
  may be forced to convert to the Defier Domain (a new domain 
  introduced in this document). 
  Arcane Springboard 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a small square of specially prepared 
  cloth) 
  Duration: Concentration, up to 1 minute 
  You infuse a section of the ground with arcane energy, 
  creating a bouncy surface that launches any who step on it 
  in a desired direction. Choose a 5-foot square space within 
  range. Any creature who enters that space can use 
  immediately their reaction to make a Jump check. Their 
  jump distance for that check is multiplied by 5. 
  Ashen Reformation 
  2nd-level transmutation 
  Casting Time: 1 reaction, which you take in response to 
  being damaged by an attack 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  When part of you is subjected to harm, you can shed that 
  part into a cloud of swirling ashes that reforms whole and 
  intact. The attacker must make their damage roll twice. 
  You take the lower of the two damage rolls. You can 
  choose to cast this spell after the initial damage roll is 
  made, but before it is applied to your hit points. 
  Barbed Construct 
  8th-level conjuration 
  Casting Time: 1 minute 
  Range: 90 ft 
   
  Components: V, S, M (a small knot of inscribed barbed 
  wire) 
  Duration: Concentration, up to 1 minute  
  You hurl a small knot of inscribed barbed wire, which 
  grows and springs to life, attacking your foes and 
  protecting you from harm. The magical construct you 
  summon appears in an unoccupied space that you can see 
  within range. The barbed construct has the same statistics 
  as a shield guardian, except that it does not have the spell 
  storing trait, its fist attacks inflict piercing damage, and 
  the amulet to which it is bound appears as a temporary 
  glowing tattoo around your neck. The barbed construct 
  disappears when it drops to 0 hit points or when the spell 
  ends. 
   The barbed construct obeys any verbal commands you 
  issue to it. Roll initiative for the barbed construct, which 
  has its own turns. If you don't issue any commands to the 
  celestial, it defends itself from hostile creatures and uses 
  its Shield reaction to protect you but otherwise takes no 
  actions. The DM has the barbed construct's statistics. 
  Bastion of Clarity 
  2nd-level abjuration 
  Casting Time: 1 reaction, which you take when you roll 
  an Intelligence or Charisma save 
  Range: 10 feet 
  Components: V, S  
  Duration: 1 round  
  You erect a psychic shield to protect your mind from 
  assault, and you ward your allies as well. Choose any 
  number of creatures within range of this spell. Until the 
  end of your next turn, you and the creatures you choose 
  have advantage on Intelligence and Charisma saves 
  (including against the triggering effect). 
  The mysterious race who first developed this technique were known 
  as the kalashtar. They were said to be hybrid creatures, with their 
  humanoid bodies providing refuge for bodiless refugees who fled 
  the Plane of Dreams. They intended it as a defense against psionic 
  attacks, especially those of the horrors who forced them to flee their 
  home plane. They were able to teach their technique to certain 
  psychically-gifted sorcerers, who developed it into a spell. 
  Berserk 
  3rd-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a bear claw) 
  Duration: Concentration, up to 1 minute 
  You drive an intelligent creature around you into a 
  frenzied rage. Choose one creature within range, which 
  must make a Wisdom saving throw. On a failure, the 
  creature gains temporary hit points equal to your 
  proficiency bonus + your spellcasting ability score, and is 
  temporarily overwhelmed by an unreasoning battle fury. 
  While berserk, the target has the following traits: 
  • They have advantage on Strength checks, Strength 
  saving throws, and melee weapon attacks.  
  • When they make a melee weapon attack using Strength, 
  they add their proficiency bonus to damage if the attack 
  hits. 
  • They have resistance to nonmagical bludgeoning, 
  piercing, and slashing damage. 
  • They are unable to cast or concentrate on spells. 
  • Attack rolls against them have advantage. 
  In addition, at the beginning of their turn, if the creature 
  has no creatures within reach, they must move towards 
  the nearest creature and attack it. Otherwise, the target 
  must use its action before moving on each of its turns to 
  make a melee attack against a creature other than itself. If, 
  after moving at its full speed towards the nearest creature, 
  the target still has no creatures within reach, it uses its 
  action to dash towards the nearest creature. If it cannot do 
  so, it attacks an object within range, which may be the 
  
   
   
   
  10 
  ground or a wall. Whenever there are multiple creatures 
  equally close to the target, the DM randomly chooses 
  which one they move towards or attack. 
  At the end of each of its turns, if the target has made a 
  melee attack since the end of its previous turn, it can make 
  a Wisdom saving throw. On a success, the spell ends. It 
  also ends early if the target is incapacitated. 
  Blood Curse 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S  
  Duration: 1 round 
  You gamble some of your own life force on a curse that 
  bedevils your enemy but may empower you. You may not 
  cast this spell if you currently have less than 5 hit points. 
  Choose a target within range that can see or hear you. The 
  target makes a Wisdom save. If it fails, the target takes 1d4 
  psychic damage. You also take the same amount of psychic 
  damage, which cannot be reduced or redirected in any 
  way. Before the beginning of your next turn, if the target is 
  hit with an attack, it takes an additional 1d4 necrotic 
  damage, and the spell ends. When this happens, you also 
  gain temporary hit points equal to your spellcasting ability 
  modifier plus the amount of necrotic damage the creature 
  took.  
   The necrotic damage increases by an extra 1d4 when 
  you reach 5th level (2d4), 11th level (3d4), and 17th level 
  (4d4). 
  Depending on the source, the creation of this spell is variously 
  attributed to one of two nomadic peoples: the Vistani tribes of 
  Barovia and the other mysterious Domains of Dread, or the Gur 
  people who travel the Western Heartlands and the Hordelands of the 
  continent of Faerûn. However, while some members of the Vistani 
  are skilled in the magic of curses, wise sages note that in many cases 
  associating this kind of magic with traveling peoples is a vile 
  slander. Such superstitions arise from a prejudiced attempt to paint 
  entire human ethnicities as somehow innately villainous. Those who 
  know these culture groups well will attest that they are no more 
  worthy of general mistrust than any other human group that 
  happens to includes spellcasters. 
  Brand of Fire 
  8th-level evocation 
  Casting Time: 1 action 
  Range: 90 feet  
  Components: V, S  
  Duration: Instantaneous 
  Your solemn curse causes fire to leap at your enemies to 
  brand them. Choose up to three creatures within range 
  that you can see. Each creature must roll a Dexterity 
  saving throw, taking 8d6 fire damage on a failed save or 
  half as much on a success. The next time a creature who 
  failed its saving throw against this spell is hit by an attack 
  roll before the end of your next turn, it takes 20 additional 
  fire damage. 
   At Higher Levels. If you use a 9th-level spell slot to cast 
  this spell, the fire damage increases to 10d6, the range 
  increases to 150 feet, and you choose up to 5 creatures. 
  Caging Glaive 
  5th-level conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 round 
  An otherworldly polearm made of smoldering green iron 
  appears in your two free hands. Both your hands must be 
  empty when you cast this spell. The weapon is similar in 
  size and shape to a glaive, and it lasts until the end of your 
  next turn. You can use your action to make a melee spell 
  attack with this unearthly polearm. Your reach for this 
  spell attack is 10 feet. On a hit, the target takes 5d8 
  necrotic damage, its speed is reduced by half, and you pull 
  it 5 feet closer to you. In addition, all melee attacks against 
  it gain advantage until it starts its turn further than 5 feet 
  away from you. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, the damage increases by 1d8 for 
  every two slot levels above 5th. 
  Catfeet 
  Abjuration cantrip 
  Casting Time: 1 reaction, which you take when you would 
  take damage from falling 
  Range: Self  
  Components: V 
  Duration: Instantaneous 
  You gain resistance to damage from falling. If you fall less 
  than 30 feet, you land on your feet instead of falling prone 
  unless you take damage from the fall equal to more than 
  half your maximum Hit Points. 
  Challenger’s Mark 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee weapon attack against one creature within the 
  spell's range, otherwise the spell fails. On a hit, the target 
  suffers the attack's normal effects, and you exchange a 
  moment of silent, instinctive communication that 
  expresses your personal challenge. Before the beginning 
  of your next turn, the target has disadvantage on the next 
  attack roll it makes that does not target you. Also, if the 
  target willingly moves more than 30 feet away from you 
  or makes an attack that suffers disadvantage from this 
  spell, it immediately takes 1d8 psychic damage, and the 
  spell ends.  
   This spell's damage increases when you reach higher 
  levels. At 5th level, the melee attack deals an extra 1d8 
  
   
   
   
  11 
  psychic damage to the target, and the damage the target 
  suffers for moving more than 30 feet away from you 
  increases to 2d8. Both damage rolls increase by 1d8 at 
  11th level and 17th level. 
  Many of those who can cast this cantrip have indicated they do not 
  consider it a magical effect, but rather part of the training of a true 
  warrior. The discipline required to master such martial techniques 
  teaches one to recognize the presence of another warrior, and to 
  respect the urgency of a personal challenge issued by such an 
  opponent. Wizards learned in such things, however, say that this 
  effect is at the very least  magical enhancement of the phenomenon 
  described.  
  Control Thoughts 
  3rd-level enchantment 
  Casting Time: 1 action  
  Range: 90 feet  
  Components: V, S, M (a metal ring) 
  Duration: 1 round 
  You project your thoughts into another creature’s mind so 
  completely that it takes on your intentions instead of its 
  own for a few seconds. As an action, you target a creature 
  within range that you can see or which has communicated 
  with you since the beginning of your last turn. The target 
  must make an Intelligence saving throw. On a failed save, 
  the target is charmed until the end of its next turn, during 
  which you choose its movement and action. On a 
  successful save, the target is unaffected, and you can’t 
  target that creature with this spell again until you finish a 
  long rest. 
  Corpse Mask 
  1st-level transmutation, ritual 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
  Touching the corpse of a humanoid, you transform your 
  physical appearance—including your clothing, armor, 
  weapons, and other belongings on your person—to look 
  like the corpse did in life minutes before its death. You 
  retain all of your own ability scores, features, traits, and 
  other abilities. 
   While disguised as the dead you also instinctively mimic 
  its mannerisms. Creatures familiar with the deceased 
  humanoid can attempt to ascertain if you are in fact the 
  deceased by usings its action to make an Intelligence 
  (Investigation) check against your spell save DC. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the duration increases to 8 
  hours. When you cast this spell using a spell slot of 5th 
  level or higher, the duration increases to 24 hours. 
  Crown of Light 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  Blazing light coalesces over your ally to form a crown 
  whose radiance pierces surrounding foes. Choose an ally 
  you can see within range. That ally gains temporary hit 
  points equal to your proficiency bonus + your spellcasting 
  ability score and is considered proficient with all saving 
  throws until the end of its next turn. Also, every hostile 
  creature within 5 feet of the ally must make a Dexterity 
  saving throw. On a failure, they take 4d6 radiant damage, 
  and on a success, they take half that much. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the radiant damage increases by 
  1d6 for each slot level above 4th. 
  Create Item 
  Conjuration cantrip  
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V, S 
  Duration: 
  Concentration, up to 1 
  hour 
  From thought, you 
  create matter, 
  equipping yourself with 
  the simple implement 
  you need. You summon 
  one piece of 
  adventuring gear worth 
  2 gp or less which you 
  can hold in one hand, 
  and which must weigh 
  less than 10 lbs. It 
  cannot be a weapon or 
  a piece of armor, and 
  you cannot use it as an 
  improvised weapon, or 
  to attack or hinder 
  another creature in any 
  way. If the item is more 
  than 10 feet away from 
  you at the end of your 
  turn, the spell ends if 
  you are not touching it 
  again by the end of the 
  following turn. This 
  object may simulate the 
  effects of a tool or tool 
  set which requires 
  proficiency, but it can 
  only be used to make 
  one ability check, for a 
  task that takes 1 round 
  or less, after which time 
  
   
   
   
  12 
  the spell ends. Anyone who holds the item or examines it 
  closely can tell it is not real. When the spell ends, the item 
  disappears. 
  Create Poison 
  1st-level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Self (one vessel on your person) 
  Components: V, S, M (a small bottle or other container 
  that can hold a draught of water) 
  Duration: Instantaneous 
  You use some combination of scavenged substances, 
  focused meditation, and magic to transform the water in a 
  container you have on your person into a one dose of 
  improvised poison. This dose can be applied to one 
  weapon, up to three pieces of ammunition, or up to three 
  separate portions of food or drink. Once applied, the 
  poison retains potency until someone must roll a saving 
  throw against it, or for 1 minute, after which point it dries 
  or dissolves. If a creature is struck with the poisoned 
  weapon or ammunition, or if it ingests the poisoned food 
  or drink, it must make a Constitution save or be poisoned 
  for 1 minute and take 1d8 poison damage, or 2d8 if the 
  poison is ingested). Creatures that succeed on their save 
  take half damage, but suffer no other effects. 
   A poison you create can only be used by you, and has no 
  value if you try to sell it. If you cast this spell again, any 
  doses of poison you have previously created with this 
  spell instantly become water again. Otherwise, poison 
  doses created with this spell retain their potency until the 
  next time you finish a long rest, at which point they return 
  to being water. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, you create one additional dose 
  of poison for every two levels above 1st. When you cast 
  this spell using a spell slot of 4th level or higher, the 
  poison gains an extra effect: if a creature fails the saving 
  throw by 5 or more, its Constitution score is reduced by 
  1d4.  
  Dead Man’s Tell 
  1st-level divination (ritual) 
  Casting Time: 1 minute 
  Range: Touch (one dead body part) 
  Components: V, M (one part of a criminal’s corpse, which 
  must be flexible in some way) 
  Duration: Until dispelled 
  You imbue a body part taken from a criminal’s corpse—
  such as a hand, finger or head—with divinatory powers 
  that cause it to react. Choose one of the categories of 
  things it can detect and react to below. When something 
  that falls within the chosen category or selected 
  subcategories comes within 30 feet of the body part that 
  has become the dead man’s tell item, it activates. You can 
  choose one of the following categories of things to activate 
  the dead man’s tell item: 
  • Alignment. Choose one of the following alignments: 
  good, evil, lawful, or chaotic. The dead man’s tell item 
  activates when it is within 30 feet of a creature that has 
  such an alignment.  
  • Consecration/Desecration. The dead man’s tell item 
  activates when it is within 30 feet of a place or object 
  that has been magically consecrated or desecrated (as 
  with the hallow spell). 
  • Creature. Select one or more types of creatures from 
  the following list: aberrations, beasts, constructs, 
  dragons, elementals, fey, fiends, giants, monstrosities, 
  oozes, plants, or undead. You can also choose one or 
  more races of humanoids (such as humans or goblins). 
  You can choose as many or as few of these types as you 
  like. The dead man’s tell item activates when it is within 
  30 feet of one of the chosen creature types. 
  • Disease. The dead man’s tell item activates when it is 
  within 30 feet of an object or creature that carries a 
  disease with which it can infect other creatures. 
  • Magic. Choose magic items, spellcasting, scrying 
  attempts, or general magical effects. The dead man’s tell 
  item activates when it is within 30 feet of one of the 
  chosen effects. 
  • Poison. The dead man’s tell item activates when it is 
  within 30 feet of poison or poisonous creatures, 
  • Secret Door. The dead man’s tell item activates when it 
  is within 30 feet of a secret door. 
  • Trap. The dead man’s tell item activates when it is 
  within 30 feet of a hidden trap or disguised pit or snare. 
  The first time the dead man’s tell item detects one or more 
  of the chosen category or subcategories of subjects within 
  30 feet, it activates. When activated, the item violently 
  spasms for one round; a hand clenches, a finger jerks, jaws 
  chatter and the like. The dead man’s tell item does not 
  indicate the power or location of the subject it has 
  detected, merely its presence within 30 feet at the time of 
  its activation. After being activated, the spell ends, and the 
  body part rapidly decays and dessicates (meaning the 
  same body part cannot be used for this spell again once it 
  has been activated). 
   Subjects are not detected by the dead man’s tell item if 
  they are separated from it by 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood of 
  dirt, or if they are protected by an effect that prevents 
  divination (such as a nondetection spell). 
   The same spellcaster cannot have multiple dead man’s 
  tell items affected with this spell at once. When you cast 
  the dead man’s tell spell again, any previous castings of 
  this spell end immediately. 
  This is one of a handful of spells in this document said to have 
  originated in the demiplane known as the Domains of Dread, which 
  some call Ravenloft. Rumors say that a paranoid artificer in the 
  domain of Darkon created it as a means of protecting himself from 
  rivals. 
  
   
   
   
  13 
  Dread Mercy 
  1st-level enchantment 
  Casting Time: 1 reaction, which you take when you 
  reduce a creature within 60 feet to 0 hit points with a 
  weapon attack 
  Range: 60 feet 
  Components: V 
  Duration: Concentration, up to 10 minutes 
  You offer an opponent mercy in exchange for their 
  cooperation. Choose one creature within range that you 
  have just reduced to 0 hit points. You instead reduce that 
  creature to 1 hit point and immediately command their 
  surrender. It must immediately make a Wisdom saving 
  throw. On a success, the creature is frightened of you for 
  the spell’s duration, and suffers only the normal effects of 
  being frightened. On a failure, the creature is still 
  frightened, but rather than fleeing, the frightened creature 
  stays where it is and does not move unless you tell it to. 
  For the duration of the spell, the creature that failed its 
  save will not attack you, and it fearfully obeys any 
  instructions it can hear and understand that will not 
  directly harm it (for example, it will not knowingly drink 
  poison or walk off a cliff).  
   While affected, the creature will not deliberately say 
  anything to you that it believes to be a lie, though it can 
  simply remain silent if you do not ask any direct 
  questions. If you ask it a direct question that can be 
  answered in one or two sentences, it will not give you an 
  answer that it considers false, though it may leave things 
  out, especially if you ask a question that takes more than 
  one or two sentences to answer. It may avoid answering 
  questions to which it would normally respond with a lie 
  by giving short or evasive answers, as long as what it does 
  say remains within the boundaries of what it believes to 
  be the truth. 
   Whenever you or one of your allies attempt to harm the 
  creature, or if you give it instructions that would harm it 
  or force it to make a saving throw against another effect, it 
  repeats its Wisdom saving throw against this spell, ending 
  the effects of the initial failed save on a success. You 
  always know if a creature has succeeded or failed on a 
  saving throw against this spell. When the spell’s effect 
  ends, the creature is unaware it was ever affected by this 
  spell, knowing you could have killed it and believing its 
  fear of you was merely natural. 
    At Higher Levels. When you cast this spell using a 3rd 
  level or higher spell slot, the duration is increased to 1 
  hour. If you use a 6th level or higher spell slot, the 
  duration is increased to 8 hours. 
  Dread Provocation 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: Instantaneous 
  After a feint and an attack against your foe, you appear 
  defenseless, but otherworldly power disguises your 
  cunning readiness to capitalize on their next move. As part 
  of the action used to cast this spell, you must make a 
  melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  target suffers the attack's normal effects and takes an 
  additional 1d10 psychic damage, and until the start of 
  your next turn, you and the target have advantage on 
  attack rolls against each other, but disadvantage on attack 
  rolls against all other creatures. In addition, the next time 
  the target attacks you before the start of your next turn, it 
  provokes opportunity attacks from you and any other 
  allies of yours within 5 feet of it. 
  Echoing Blow 
  Abjuration cantrip  
  Casting Time: 1 action  
  Range: 30 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  an unarmed strike or weapon attack against one creature 
  within the spell's range, otherwise the spell fails. On a hit, 
  the target suffers the attack's normal effects, and if the 
  target is concentrating on a spell when this attack hits, the 
  attack deals an an extra 1d6 thunder damage, which 
  creates a loud noise that can be heard up to 100 feet away. 
  In addition, the first time the target you hit with this 
  cantrip makes a Constitution saving throw to maintain 
  concentration on a spell before the end of your next turn 
  (including against the damage of this cantrip), you roll 1d6 
  and subtract the number rolled from that saving throw.  
   This spell's damage increases when you reach higher 
  levels. At 5th level, the melee attack deals an extra 1d6 
  thunder damage to the target, and the damage the target 
  suffers if they are concentrating on a spell increases to 
  2d6. Both damage rolls increase by 1d6 at 11th level and 
  17th level. 
  Ego Lash 
  1st-level enchantment 
  Casting Time: 1 action  
  Range: 30 feet  
  Components: V, S 
  Duration: Instantaneous 
  You lash out with mental energy against a creature within 
  range. Make a melee spell attack against the target. If the 
  attack hits, the creature takes 3d8 psychic damage, and it 
  must make an Intelligence saving throw. If it fails, it 
  cannot take reactions until the end of your next turn. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d8 
  for each slot level above 1st. 
  Elemental Blade 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a plum blossom) 
  Duration: Concentration, up to 1 minute 
  
   
   
   
  14 
  When you cast this spell, a sword blade of elemental 
  energy appears in the hand of the creature you touch (who 
  must be a willing recipient). You choose one of the 
  following damage types when you cast this spell: acid, 
  cold, fire, lightning, or poison. The elemental blade is the 
  size and shape of a normal shortsword, but is virtually 
  weightless. If the wielder lets go of the blade, it 
  disappears, but you can evoke it for them again as a bonus 
  action. 
   Once on its turn while it holds the blade, the wielder can 
  use its action to create one of two effects: 
  • The wielder can make a melee attack with the blade, 
  rolling the attack as if they were attacking with a regular 
  shortsword, but on a hit the target takes 5d4 damage of 
  the type chosen when this spell was first cast, instead of 
  the normal damage it would take from such an attack. 
  Since the blade is immaterial, the wielder’s Strength or 
  Dexterity modifiers do not apply to the damage, nor 
  does any extra damage from special abilities the wielder 
  may possess (such as sneak attack). 
  • The wielder can unleash energy on a single target 
  within 30 feet. The wielder’s chosen target makes a 
  Dexterity saving throw against your spellcasting DC. If 
  the target fails, it takes 4d4 damage of the type chosen 
  when this spell was first cast. If it succeeds, it takes half 
  damage and can take reactions normally.  
  The blade sheds bright light in a 10 foot radius and dim 
  light for an additional 10 feet. A creature who takes 
  damage from this spell suffers an additional effect 
  depending on the type of damage inflicted, as follows: 
  • Acid. The creature cannot take reactions until the 
  beginning of the wielder’s next turn. 
  • Cold. The creature’s speed is reduced by half until the 
  end of its next turn. 
  • Fire. The creature must choose to either fall prone to 
  extinguish flames on its body or take 1d4 extra fire 
  damage. Creatures wearing metal armor are immune to 
  this effect. 
  • Lightning. The creature takes an extra 1d4 lightning 
  damage if it is wearing metal armor. 
  • Poison. The creature is poisoned until the end of its next 
  turn. 
   At Higher Levels. When you cast this spell using a 3rd 
  level or higher spell slot, the damage increases by ld4 for 
  each slot level above 2nd. 
  Elemental Burst 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (burning incense for air, soft clay for 
  earth, sulfur and phosphorus for fire, water and sand for 
  water, or any kind of vegetable matter for wood) 
  Duration: Instantaneous 
  You release the magical energy in one of the five elements 
  recognized in eastern cultures with a sudden, explosive 
  burst. You choose a point within range that contains one 
  of the five elements (wood, fire, water, earth (which can 
  include metal or stone), or air) to release its energy. Each 
  creature within a 15-foot cone emanating from that point 
  must make a saving throw or take 2d6 damage (half 
  damage on a successful save). The type of saving throw 
  required and damage inflicted depend on the element, as 
  determined on the table below. 
  Elemental Burst Effects 
  Element Type 
  Saving Throw 
  Damage Type 
  Air 
  Dexterity 
  Lightning 
  Earth 
  Strength 
  Acid 
  Fire 
  Dexterity 
  Fire 
  Water 
  Constitution 
  Cold 
  Wood 
  Constitution 
  Poison 
  In addition to taking damage, each creature that fails their 
  saving throw suffers an additional effect, depending on the 
  element type. These effects are detailed below, along with 
  descriptions of each element’s exact effect: 
  • Air. There is a sudden flash of light and peal of thunder 
  as a gust of wind whips up out of nowhere, heavy with 
  static electricity that shocks those nearby. Creatures 
  who fail their save are knocked prone. Objects that 
  aren’t being worn or carried become electrified for 1 
  minute, inflicting 1d6 lightning damage on the next 
  person who touches them within the next minute. 
  • Earth. Clumps of metal and rock spray out, oozing a 
  corrosive substance. Creatures who fail their save are 
  pushed back 10 feet away from the point at the center of 
  the effect, as are objects weighing less than 100 lbs. that 
  aren’t being worn or carried. 
  • Fire. The fire shoots out glowing sparks. It ignites 
  flammable objects in the area that aren't being worn or 
  carried, and creatures who fail their save take an 
  additional d6 damage at the beginning of their next turn,  
  • Water. Icy water pushes out in a freezing wave that 
  crashes into those nearby. Creatures who fail their save 
  reduce their speed by half until the end of their next 
  turn, and objects weighing less than 100 lbs. that aren’t 
  being worn or carried are pushed back 15 feet away 
  from the point at the center of the effect. 
  • Wood. The element throws off sharp slivers of the same 
  material as itself, infused with a poisonous sap. 
  Creatures who fail their save cannot take reactions until 
  the end of their next turn. This effect inflicts piercing 
  damage instead of poison damage on objects 
  The explosive noise of this spell can be heard up to 100  
  feet away. The spell does not noticeably affect the 
  structure of the point or object that is the source of the 
  elemental affect, unless it is an object that is not being 
  worn or carried. If that is the case, the object suffers the 
  same 2d6 damage a creature that failed its saving throw 
  would take. 
   At Higher Levels. When you cast this spell using a 2nd 
  level or higher spell slot, the damage increases by 1d6 for 
  each slot level above 1st. 
  This spell is said to have been created in the realms of Kara-Tur, 
  where sages identify five elements instead of four. Scholars differ, 
  however, as to whether the first user of this spell was a member of 
  the mystic order known as the wu-jen or one of the sorcerers called 
  the shugenja. 
  
   
   
   
  15 
  Enrage Animals 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 minute 
  This spell incites and enrages animals, making them 
  hostile and vicious. Roll 6d10; the total is how many hit 
  points of creatures this spell can affect. Eligible beasts 
  within 30 feet of a point you choose within range are 
  affected in ascending order of their current hit points 
  (ignoring unconscious creatures, non-beasts, or beasts 
  with an Intelligence score of 4 or higher, who are 
  unaffected). 
  Starting with the creature that has the lowest current hit 
  points, each creature affected by this spell enters a terrible 
  rage for the spell’s duration. Subtract each creatures’ hit 
  points from the total before moving on to the creature 
  with the next lowest hit points. A creature’s hit points 
  must be equal to or less than the remaining total for that 
  creature to be affected. 
  A beast that is magically bound to a master or trained 
  only to attack on order is allowed a Wisdom saving throw 
  against this effect; other beasts are not. For example, you 
  could enrage a normal bear or wolf with little trouble, but 
  it’s more difficult to drive a trained guard dog into a frenzy 
  so that it attacks its master. Creatures who succeed on 
  their saving throws are still deducted from the total 
  number of hit points of creatures you can affect. 
  At the beginning of their turn, if a beast affected by this 
  spell has no creatures within reach, they must move 
  towards the nearest creature and attack it. Otherwise, 
  each affected beast must use its action before moving on 
  each of its turns to make a melee attack against a creature 
  other than itself. If, after moving at its full speed towards 
  the nearest creature, the beast still has no creatures 
  within reach, it uses its action to dash towards the nearest 
  creature. If it cannot do so, the beast attacks an object 
  within range, which may be the ground or a wall. 
  Whenever there are multiple creatures equally close to the 
  beast, the DM randomly chooses which one they move 
  towards or attack. 
  After you cast this spell, the first two attacks made by 
  beasts you successfully enraged with it are made at 
  advantage. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, roll an additional 2d10 for each 
  slot level above 1st. 
  Eye for an Eye 
  4th-level abjuration 
  Casting Time: 1 reaction, which you take when a creature 
  within 30 feet of you hits one of your allies with an attack 
  roll 
  Range: 30 feet 
  Components: V, S, M (a weapon) 
  Duration: Instantaneous  
  You raise your weapon defiantly and shout an imprecation 
  to blind a foe that dares to assault your comrade. You 
  make a weapon attack against the attacker. If you attack 
  with a melee weapon, that weapon’s reach for this attack 
  is increased to 30 feet. If the attack hits, it deals an extra 
  3d8 radiant damage to the target. Whether you hit or miss, 
  the target must make a Constitution saving throw. On a 
  failed save, it is blinded until the end of its next turn. 
  Far Hearing 
  Divination cantrip 
  Casting Time: 1 bonus action  
  Range: 60 feet 
  Components: S 
  Duration: Concentration, up to 1 round 
  For a moment, you hear even distant whispers. Choose 
  one point within range that you can see. Until the effect 
  ends, you hear as if you were at that point instead of 
  where you actually are. 
  Fiery Wrath 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a candlewick) 
  Duration: Instantaneous 
  You create fire with only the concentrated power of your 
  inner rage. Choose any flammable object within range. If it 
  is not on someone’s person, it suddenly bursts into flames. 
  Each creature within 5 feet of the point where the fire 
  exploded must make a Dexterity saving throw. A creature 
  takes 2d6 fire damage on a failed save, or 1 point of fire 
  damage on a successful one. You then choose one creature 
  within the affected area and make a ranged spell attack 
  against the creature. On a hit, that creature takes 1d6 
  psychic damage and must choose to either immediately 
  fall prone or take an additional 1d6 fire damage at the 
  beginning of their next turn. 
   If a creature has the flammable object you ignite on 
  their person, you must make the ranged spell attack first, 
  and must choose to make the attack against that creature. 
  If you hit, it suffers the same effects from your ranged 
  spell attack described above, and the object bursts into 
  flames. Each creature within 5 feet of the ignited object 
  must then make the Dexterity saving throw as normal. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the fire damage increases by 
  1d6 for each slot level above 1st.  
  Fist of Rage 
  Enchantment cantrip 
  Casting Time: 1 action  
  Range: 90 feet  
  Components: V, S 
  Duration: Instantaneous 
  You focus your thoughts into a burst of aggressive 
  emotion that you unleash as a blow of telekinetic force. 
  Make a ranged spell attack against a target you can see 
  within range. If the attack hits, the creature takes 1d6 
  psychic damage, and if the creature is Large or smaller, 
  you push the creature up to 5 feet away from you. 
  
   
   
   
  16 
   This spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6). 
  Forceful Missile 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (a ranged weapon) 
  Duration: Instantaneous 
  You infuse a rune-inscribed projectile with magic, making 
  it deliver an impact that belies its size. As part of the 
  action of casting this spell, you must make a ranged 
  weapon attack, otherwise the spell ends. If that attack hits, 
  the target takes an additional 4d12 force damage, and it is 
  pushed 15 feet away from you and knocked prone. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, the force damage increases by 
  1d12 for each slot level above 4th. 
  Fortifying Cry 
  Enchantment cantrip  
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You assume an empowering stance and give a loud shout, 
  rousing your own fighting spirit and defying fear. (In lands 
  where they make an advanced study of ki, such a battle cry 
  is often called a kiai.) Roll1d6 when you cast this spell. You 
  gain temporary points equal to the number rolled, and you 
  add that same number as a bonus on the next saving 
  throw against exhaustion or becoming frightened you 
  make before the end of your next turn.  
   If you wish, when you cast this cantrip, you may also 
  choose a creature within 5 feet of you and force it to roll a 
  Wisdom saving throw. If it fails, it takes 1d4 psychic 
  damage. The amount of psychic damage you inflict with 
  this spell increases by 1d4 when you reach 5th level (2d4), 
  11th level (3d4), and 17th level (4d4). 
  Four-Winds Bag 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You create a windstorm within a small cloth bag, and then 
  you unleash the winds to move yourself and your allies. 
  Choose any number of creatures within range. You and 
  each chosen creature may immediately use a reaction to 
  take the dash action. Any creature who does so may fly for 
  some or all of the movement of that dash. 
  
   
   
   
  17 
  Frightful Strike 
  1st-level enchantment 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon with at least one drop of 
  blood on it) 
  Duration: 1 round 
  You bark or whisper a terrifying threat to the creature 
  your weapon strikes. As part of the action of casting this 
  spell, you must make a melee attack against one creature 
  within the spell's range, otherwise the spell fails. On a hit, 
  in addition to the attack’s normal effect, the creature 
  struck takes an additional amount of psychic damage 
  equal to 1d4 plus your Charisma modifier (minimum of 1) 
  and must make a Wisdom saving throw. On a failed save, it 
  is frightened of you until the end of your next turn. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage is increased by 1d4 
  for each slot level above 1st. 
  Frostwind Blade 
  Evocation cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee weapon attack against one creature within the 
  spell's range, otherwise the spell fails. Your weapon leaves 
  a frosty trail as it cuts through the air, striking blows that 
  inflict winter's wrath. On a hit, the target suffers the 
  attack's normal effects, and the next time the target makes 
  an attack roll before then, it must either accept 
  disadvantage on that attack roll or take 1d10 cold damage 
  and make the attack roll normally. A creature within 5 feet 
  of you that takes cold damage from this cantrip reduces 
  their speed by half until the end of your next turn.  
   This spell's damage increases when you reach higher 
  levels. At 5th level, the melee attack deals an extra 1d10 
  cold damage to the target, and the damage the target 
  suffers for not taking disadvantage on their next attack 
  increases to 2d10. Both damage rolls increase by 1d10 at 
  11th level and 17th level. 
  Fungal Bloom 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, M (ranged weapon) 
  Duration: Instantaneous 
  You send a projectile towards an enemy in range and it 
  explodes into a shower of fungal spores when it hits. As 
  part of the action used to cast this spell, you must make a 
  ranged attack with a weapon against one creature within 
  the spell’s range, otherwise the spell fails. On a hit, the 
  target suffers the attack’s normal effects, and a fungal 
  bloom appears in three unoccupied spaces of your choice 
  adjacent to the creature. These fungal blooms remain until 
  the end of your next turn. When a creature moves through 
  a fungal bloom the fungal bloom is destroyed and the 
  creature takes 1d6 poison damage. If another fungal 
  bloom created by this spell appears in a space that already 
  has one, both are destroyed. 
   This spell’s damage increases when you reach higher 
  levels. At 5th level, the ranged attack deals an extra 1d6 
  poison damage to the target, and each fungal bloom deals 
  an additional 1d6 poison damage when destroyed by a 
  creature who moves through it. Both damage rolls 
  increase by 1d6 at 11th level and 17th level. 
  Glasya’s Stride 
  7th-level transmutation 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S 
  Duration: Instantaneous 
  You summon the strength and horrific majesty of the 
  terrifying Princess of the Nine Hells to wreak havoc among 
  your enemies. As part of the action used to cast this spell, 
  you can move up to 30 feet. For each new space you enter 
  during this movement, you choose one creature within 5 
  feet of that space whom you have not yet attacked as part 
  of this spell, and you make a melee spell attack against 
  that creature. On a hit, the target takes 8d6 necrotic 
  damage, and you push them up to 5 feet away from you. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 8th level or higher, the number of feet you move as 
  part of this spell is increased by 10 feet for each slot level 
  above 7th. 
  This spell is, of course, named for the devil Glasya, duchess of the 
  Sixth, a Princess of the Nine Hells and the daughter of Asmodeus. It 
  is said she first granted this spell to a warlock who served her via an 
  infernal pact. Since that time, it has been adapted for the use of 
  warlocks serving all patrons, though some good-aligned warlocks 
  still prefer to avoid it for its diabolical associations. 
  Gravedust Cloud 
  6th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  You direct a bag of ash at your foes, which explodes in a 
  pale cloud that saps their life and transfers it to your allies. 
  Each hostile creature of your choice in a 30-foot-radius 
  sphere centered on that point must make a Constitution 
  saving throw. A target takes 5d8 necrotic damage on a 
  failed save, or half as much damage on a successful one. 
  Choose up to six creatures in the same 30-foot-radius 
  sphere. Each target regains hit points equal to the necrotic 
  damage that creature failing its saving throw would take 
  from this spell (whether any creature fails its saving throw 
  or not). This spell has no effect on undead or constructs. 
  
   
   
   
  18 
   At Higher Levels. When you cast this spell using a spell 
  slot of the 7th level or higher, the healing increases by 1d8 
  for each slot level above the 5th. 
  Greater Acupuncture 
  2nd-level necromancy 
  Casting Time: 1 minute  
  Range: Touch 
  Components: S, M (acupuncturist’s needles) 
  Duration: Instantaneous 
  By carefully placing needles into precise centers of ki in a 
  creature’s body, you purge of it of negative energies. You 
  can cure the target of one disease or neutralize one poison 
  affecting it, and it regains a number of hit points equal to 
  2d10 + your spellcasting ability modifier. This spell has no 
  effect on undead or constructs. 
   At Higher Levels. When you cast this spell using a 3rd 
  level or higher spell slot, for every slot level above 2nd you 
  can choose to do one of the following:  
  • Increase the healing by an additional 1d10; 
  • Cure the target of one additional disease; 
  • Neutralize one additional poison affecting the target. 
  Acupuncture, the insertion of thin needles into the body, is a 
  traditional healing technique that constitutes a key component of 
  the spiritual medicine practiced in the nation of Shou Lung. It draw 
  upon the study of ki, the same natural energy used by monks to fuel 
  their preternatural martial techniques. 
  Greater Water to Poison 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a serpent’s tooth) 
  Duration: Concentration, up to 1 minute 
  You transform any large quantity of water within a 10-foot 
  cube centered on a point you choose into a deadly poison. 
  This spell only affects bodies of water of at least 10 gallons 
  or more within the affected area, not separate smaller 
  quantities of water. It can also be liquid that is mostly 
  water (such as blood, sewage, or wine), but a living 
  creature’s vital fluids cannot be affected. Any creature 
  with its head one of its breathing passages (such as a 
  humanoid’s nose or mouth) currently submerged into 
  water you have transformed with this spell must make a 
  make a Constitution saving throw at the beginning of any 
  turn in which they are so submerged. On a failure, the 
  creature is poisoned for the duration, and they take 4d8 
  poison damage. If the creature fails the saving throw by 5 
  or more, its Constitution score is reduced by 1d4. On a 
  success, the creature can choose to spit the water out and 
  take no damage, or continue to swallow it and take half 
  damage. If the creature failed its save, at the start of each 
  of the creature's turns before the spell ends, it must 
  succeed on a Constitution saving throw or take 3d10 
  poison damage. On a successful save, the spell ends. 
   Creatures who do not need to save against the spell but 
  who are within 5 feet of the transformed water can use an 
  action to apply poison to one weapon, piece of 
  ammunition, or portion of food or drink. Once applied, the 
  poison retains potency for the duration of the spell or until 
  someone must save against it. If a creature is struck with 
  the poisoned weapon or ammunition, or if it ingests the 
  poisoned food or drink, it must make a Constitution save 
  or be poisoned for the duration and take 1d8 poison 
  damage, or 2d8 if the poison is ingested. If the creature 
  fails the saving throw by 5 or more, its Constitution score 
  is reduced by 1d4.   Creatures that succeed on their save 
  take half damage, but suffer no other effects. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, you can affect one additional 
  creature who is drinking at the same time, and the damage 
  increases by 1d8 for each slot level above 5th. 
  Hero’s Defiance 
  4th-level enchantment 
  Casting Time: 1 action  
  Range: 30 feet  
  Components: V, S, M (a melee weapon) 
  Duration: 1 round 
  You demand that your foes meet you in battle, then strike 
  fiercely against one of them. Choose any number of hostile 
  creatures within range of this spell. You may pull each 
  target up to 30 feet closer to you. At the end of this 
  movement, if there is a hostile creature within reach of 
  your melee weapon, you can make a melee weapon attack 
  against it. If the attack hits, it deals an extra 3d6 psychic 
  damage, and creature you hit has disadvantage on the next 
  attack roll it makes against any creature other than you 
  before the end of its next turn. 
  Hornet Shot 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (a ranged weapon) 
  Duration: Concentration, up to 1 minute 
  Your weapon buzzes with toxic energy as you infuse it 
  with magic, and when it strikes your target it emits a cloud 
  of hornet-like motes that sting your foe and nearby 
  enemies. As part of the action of casting this spell, you 
  must make a ranged weapon attack, otherwise the spell 
  ends. If that attack hits, the target takes an additional 3d10 
  piercing damage and attack rolls against it from further 
  than 10 feet away are made with advantage. At the end of 
  each of the target's turns before the spell ends, the target 
  must succeed on a Constitution saving throw or take 2d10 
  poison damage. On a successful save, the spell ends. 
   For the duration of the spell, any creature that moves 
  within 5 feet of the target for the first time during a turn 
  or starts its turn there is attacked by the motes and must 
  make a Constitution saving throw. It takes 2d6 poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  
   
   
   
  19 
   At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, the piercing damage increases 
  by 1d10 for each slot level above 5th. 
  Intellect Redoubt 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S  
  Duration: Concentration, up to 10 minutes 
  You use the energies of your own disciplined mind to 
  protect against psychic attack. Choose a number of 
  creatures within range of this spell, You and the creatures 
  you choose gain the following benefits for the duration of 
  the spell: 
  • You have advantage on Intelligence, Wisdom, and 
  Charisma saves. 
  • You gain resistance to psychic damage. 
  Internal Compass 
  Divination cantrip 
  Casting Time: 1 bonus action  
  Range: 90 feet  
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  With a moment’s concentration, you sense which way is 
  true north. Until this cantrip ends, you always know which 
  way is north and cannot become lost except by magical 
  means. If you make a Wisdom or Intelligence check to 
  navigate natural terrain, you may choose to roll a d6 and 
  add the number rolled to your result. If you do so, the spell 
  ends immediately. 
  Invasive Id 
  3rd-level enchantment 
  Casting Time: 1 action  
  Range: Self (30 foot cone) 
  Components: V, S 
  Duration: Instantaneous 
  You project the power of your own darkest thoughts 
  against enemies in your path. Each creature of your choice 
  within a 30-foot cone must make an Intelligence saving 
  throw. A creature takes 4d8 psychic damage on a failed 
  save, or half as much damage on a successful one. 
  Creatures who fail the saving throw cannot take reactions 
  until the end of your next turn. 
  A slave of the mind flayers, who found her sorcerous potential 
  awakened when she was subjected to a hideous experiment, created 
  this spell while still in bondage. She based it on the mind blasts of 
  her illithid captors, and used it to turn the tables on them before 
  escaping. It is unclear whether the mind flayers considered their 
  experiment a failure or a success, as they did not survive their 
  specimen’s attack.  
  Iron Scarf 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a silk scarf) 
  Duration: Instantaneous 
  You seize a silk scarf and lash it towards one creature 
  within range that you can see. The scarf magically extends 
  and becomes as hard as iron on impact. Make a ranged 
  spell attack against the target. On a hit, the target takes 
  3d6 bludgeoning damage, and is restrained until the end 
  of your next turn by the scarf, which wraps around it like a 
  constricting snake. A creature restrained by the scarf can 
  use its action to make a Strength check against your spell 
  save DC. On a success, it frees itself. The scarf snaps back 
  onto your person and resumes its normal size as soon as it 
  is no longer restraining its target. 
   At Higher Levels. When you cast this spell using a 2nd 
  level or higher spell slot, the damage increases by ld6 for 
  each slot level above 1st. If the spell slot is 5th level or 
  higher, the range increases to 60 feet. 
  Lesser Acupuncture 
  Necromancy cantrip  
  Casting Time: 1 minute  
  Range: Touch 
  Components: S, M (acupuncturist’s needles) 
  Duration: Instantaneous 
  Inserting needles into precise centers of ki in the body, 
  you energize a creature’s natural healing abilities. The 
  creature may spend 1 Hit Die, and it it can roll 1d4 and 
  add the result to any Constitution saving throws it makes 
  before the end of its next turn. Once a creature benefits 
  from this cantrip, it cannot be cast on them again until 
  they finish a short or long rest. 
   As you gain levels, the number of Hit Dice the affected 
  creature can spend increases. When you reach 5th level, 
  the creature can spend up to 2 Hit Dice, when you are 11th 
  level they may spend up to 3, and when you are 17th level 
  they may spend up to 4. This spell has no effect on undead 
  or constructs
  Lesser Chainfire 
  5th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
  A column of magical fire and light descends on your 
  enemy, then spreads out to not only burn other foes 
  physically, but burn away their ties to the ally you 
  targeted. Make a ranged spell attack against one creature 
  within range. On a hit, the target takes 3d8 radiant 
  damage. 
   Whether the attack hits or misses, a column of psychic 
  fire consumes it and the creatures around it. Each creature 
  of your choice in a 10-foot-radius, 40-foot-high cylinder 
  centered on the target (including the target) must make a 
  Wisdom saving throw. A creature takes 2d6 fire damage 
  
   
   
   
  20 
  and 2d6  psychic damage on a failed save, or half as much 
  damage on a successful one. 
   In addition, each creature besides the target who fails 
  the Wisdom saving throw becomes indifferent towards 
  the target and forgets the target ever existed, as if their 
  memories were altered by a modify memory spell. This 
  effect lasts for 1 minute. During that time, the creatures 
  take no action to cooperate with the target and make no 
  special effort to keep it from harm. If it is in a position of 
  authority, affected creatures do not obey its orders. When 
  the effect ends, all affected creatures regain their normal 
  memories. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, the psychic damage increases by 
  1d6 for each slot level above 5th. 
  The lesser chainfire spell is said to have a more powerful variant, 
  greater chainfire, which is capable of permanently erasing all 
  memory of a target from their world’s entire population. It is 
  perhaps ironic that, according to sages, all memory of the plane 
  where this spell was originally created has now been lost. 
  Lesser Water to Poison 
  4th-level transmutation 
  Casting Time: 1 reaction, which you take when a creature 
  within 30 feet drinks 
  Range: 30 feet 
  Components: S, M (a vessel of water or a beverage which 
  is partially water, with which you make a toasting gesture 
  to the target as you both drink) 
  Duration: Concentration, up to 1 minute 
  Waiting for just the right moment, you transform the 
  water someone is drinking into deadly poison. The 
  quantity of water does not matter, just that the target 
  drinks more than a sip. It can also be a beverage that is 
  partially water (such as wine, beer, or juice). The creature 
  who drinks makes a Constitution saving throw. On a 
  failure, the creature is poisoned for the duration, and they 
  take 4d8 poison damage. If the creature fails the saving 
  throw by 5 or more, its Constitution score is reduced by 
  1d4. On a success, the creature can choose to spit the 
  water out and take no damage, or continue to swallow it 
  and take half damage. If the creature failed its save, at the 
  start of each of the creature's turns before the spell ends, 
  it must succeed on a Constitution saving throw or take 
  4d8 poison damage. On a successful save, the spell ends. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, you can affect one additional 
  creature who is drinking at the same time, and the damage 
  increases by 1d8 for each slot level above 4th. 
  Lifetap 
  2nd-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (two identical needles) 
  Duration: Instantaneous 
  You launch two magical darts, one at an ally and one at an 
  adversary, and the foe’s dart transfers life force to your 
  friend in a golden flash. Make a ranged spell attack against 
  a hostile creature. On a hit, the target takes necrotic 
  damage equal to 2d10 plus your spellcasting ability 
  modifier. On a hit, a friendly creature within range gains 
  temporary hit points equal to the damage inflicted, 
  otherwise that same friendly creature gains temporary hit 
  points equal to your spellcasting ability modifier. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the necrotic damage increases 
  by 1d10 for each slot level above 2nd. 
  Looming Shadow 
  Illusion cantrip  
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a thrown or ranged weapon attack against one creature 
  within the spell's range, otherwise the spell fails. If the 
  weapon or ammunition hits the target, a shadowy 
  duplicate of it appears, hanging in the air just short of 
  where the original struck, and you choose one of your 
  allies within 30 feet of the target. The first time the target 
  attacks the chosen ally or includes that ally in a harmful 
  area of effect before the end of your next turn, the second 
  weapon or piece of ammunition automatically strikes, 
  inflicting 1d10 psychic damage.  
   This spell's damage increases when you reach higher 
  levels. At 5th level, the ranged attack deals an extra 1d10 
  psychic damage to the target, and the damage the target 
  suffers for attacking the chosen ally or including them in a 
  harmful area of effect increases to 2d10. Both damage 
  rolls increase by 1d10 at 11th level and 17th level. 
  Love’s Lament 
  3rd-level enchantment 
  Casting Time: 1 standard action 
  Range: Self (60-foot cone) 
  Components: V, M (a musical instrument) 
  Duration: Instantaneous 
  The music created by this spell draws upon the sadness, 
  guilt, and despair of those around you. Each creature in a 
  60-foot cone has disadvantage on Wisdom (Perception) 
  checks related to hearing until the end of your next turn 
  and must make an Intelligence saving throw. Those who 
  fail take 3d10 psychic damage and are poisoned until the 
  end of their next turn, as they call to mind memories of all 
  their lost loves and disappointments in life. 
   At Higher Levels. When you cast this speIl using a spell 
  slot of 4th level or higher, the damage increases by 1d10 
  for each slot level above 3rd. 
  
   
   
   
  21 
  Magnetism 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a lodestone) 
  Duration: Concentration, up to 1 minute 
  This spell allows you to draw iron or steel objects to 
  yourself by projecting a magnetic ray at any object within 
  range. Choose one object within range that is nonmagical 
  and made of ferrous metal. This object must weigh less 
  than 40 lbs. Each round the spell lasts, you can target one 
  object you can see within range of the spell with this effect 
  as an action,  
   If the object isn’t being worn or carried, it immediately 
  flies into your space, where you either catch it with your 
  hand (requiring no action) or let it fall at your feet. 
  If the object is being held or carried by a creature, that 
  creature must roll a Strength saving throw. If it fails, the 
  creature drops the object, and the object flies to your 
  space, where you either catch it with your hand or let it 
  fall at your feet, as above. If the object is being worn by the 
  creature (like a helm or a chain shirt), the creature makes 
  the same Strength saving throw, but has advantage on the 
  roll. 
   If the item is secured in some way (such as being 
  chained to a wall or tied down with rope), you make an 
  ability check to break the restraint, as if you were making 
  a Strength check to break or burst whatever is securing it 
  with your own hands. Instead of making a Strength check, 
  you make a check with your spellcasting ability score 
  (adding your proficiency bonus). If the check succeeds, 
  you free the item and it flies to your space as described 
  above. 
   You can also attempt to move a metal creature that 
  weighs less than your limit for this spell (such as some 
  kind of tiny construct). The creature makes a Strength 
  saving throw with advantage against this effect. If it fails, 
  you can move it to you just as you would move an object 
  with this spell. 
   Until this spell ends, your ability to carry, lift, push, or 
  drag any objects you have moved to your space with this 
  spell is calculated as if you had a Strength score of 20 
  (giving you a carrying capacity of 300 lbs. and allowing 
  you to push, lift, or drag up to 600 lbs. if you are Small or 
  Medium sized).  
   If you move during the spell’s duration, you can choose 
  for any object that you moved to your space with this spell 
  which you are not carrying, lifting, pushing, dragging, or 
  wearing to either move with you as you go (levitating just 
  above the level of your feet) or remain in the square you 
  moved it to. 
   Once you have moved an object to your space with this 
  spell, you have advantage on saving throws and opposed 
  rolls against effects that would cause you to drop it, and 
  creatures seeking to move the item from your space have 
  disadvantage on rolls to do so. When the spell ends, if you 
  are holding, wearing, or carrying an object that is too 
  heavy for you, it falls softly to the ground, landing 
  harmlessly at your feet. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the weight limit of objects you 
  can move with this spell increases by 10 lbs. for every 
  spell level above 3rd. When you cast this spell using a spell 
  slot of 5th or 6th level, you can choose up to two objects 
  within range each time you use your action for this spell, 
  instead of just one. If the spell slot is 7th level or higher, 
  you can choose up to three objects instead. 
  Major Telekinetic Weapon 
  2nd-level conjuration 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You summon a simple or martial weapon weighing no 
  more than 20 lbs that normally costs no more than 75 gp. 
  It appears in your free hand, ready to be wielded, and lasts 
  for the duration. It is a magical weapon made of your 
  psychic energies. If you let go of the weapon, it disappears, 
  but you can evoke the weapon again as a bonus action. 
   You can use your spellcasting ability instead of Strength 
  or Dexterity for the attack and damage rolls of melee 
  attacks using this weapon, and any damage the weapon 
  inflicts is psychic damage instead of the normal damage 
  type for that weapon. When the weapon hits a living 
  creature (not an undead or construct), it inflicts an 
  additional 1d6 psychic damage. 
   If the weapon normally has the ammunition property, 
  this version does not have it, but you must go through the 
  physical motions of loading it normally as part of the spell. 
  Doing so creates temporary magical ammunition that you 
  use normally as part of the attack, but that ammunition 
  ceases to exist after the attack hits or misses and any 
  damage is inflicted. 
   Though it is no more delicate than a common version of 
  that weapon, it manifests as a semi-transparent solid the 
  same color as your eyes. This weapon has the simplest 
  possible geometric shape it can have while still 
  functioning as the chosen type of weapon. At the end of 
  the spell's duration, it dissipates harmlessly.  
   At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, it gains a magical +1 bonus to 
  attack rolls and damage rolls and inflicts an additional 1d6 
  psychic damage (for a total of 2d6 psychic damage). When 
  you use a spell slot of 6th level or higher, the magical 
  bonus to attack and damage rolls increases to +2, and the 
  additional psychic damage increases to 2d6 (for a total of 
  3d6). 
  Mantle of the Slime Lord 
  7th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M 
  Duration: Concentration, up to 10 minutes 
  You surround yourself with a glossy nimbus of energy that 
  looks like a gelatinous layer of thick, dirty water to 
  
   
   
   
  22 
  observers, but does not hinder you in the least. For the 
  duration of the spell, you gain the following benefits: 
  • Oozes with an Intelligence of 3 or lower will not attack 
  you unless you attack them or force them to make a 
  saving throw. 
  • You are immune to poison damage. 
  • You are immune to the paralyed, poisoned, restrained, 
  and stunned conditions. 
  • You are immune to any spell or effect that would alter 
  your form. 
  • Magic can’t put you to sleep. 
  • When you are subjected to critical hit or sneak attack 
  damage, you gain resistance to that damage. 
  This spell began as a special gift given by Ghaunadaur (gone-ah-
  dowr), the god of oozes, slime, and abominations, to his clerics. He 
  is sometimes known as the Elder Eye, though his relationship to the 
  Elder Elemental Eye is unclear. Originally a member of the drow 
  pantheon, the Elder Eye was touched by the Far Realm and chose to 
  leave the Inner Planes and strike off on his own. Since that time, his 
  only known allies have been two beings now believed dead, the mold 
  god Moander and the archomental Bwimb. His enemies, however, 
  are many, including all the gods of elves and all the other gods of the 
  Underdakr, as well as Malar and Gargauth. Some say that Lolth 
  spurned Ghaunadaur's romantic interests, driving him to fit of fury 
  in which he made his greatest worshipers mad or mindless. Certain 
  sages note that if such an event did occur, it was fortuitous, since in 
  ancient times some slimes and oozes possessed great intelligence, 
  and they would be a far more terrible threat to mortal life today if 
  this were still so. 
  Mark of the Unfaithful 
  7th-level enchantment (ritual) 
  Casting Time: 1 action 
  Range: Special 
  Components: V, S, M (a book or scroll inscribed with the 
  target’s name and especially consecrated for this purpose, 
  detailing the crimes (real or imagined) for which the 
  subject is being condemned) 
  Duration: Permanent 
  You permanently place a mark upon a character or 
  creature that identifies it as an enemy of your faith. The 
  chosen creature suffers the following effects: 
  • Any member of your faith feels innately hostile towards 
  the chosen creature, even if they are disguised in some 
  way. This hostility might not induce the viewer to 
  attack, but they will instinctively distrust or disbelieve 
  anything the marked one says. 
  • Members of your faith have advantage on Wisdom 
  checks against the chosen creature. 
  • They cannot benefit from any of your faith’s services, 
  such as spellcasting provided by a temple of your faith, 
  or naming, marrying, or burial services. 
   You can place the mark of the unfaithful upon any 
  creature, even if they are on a different plane. You cannot 
  pronounce cast this spell on someone who is already dead. 
   Clerics, druids, paladins, and rangers of your faith 
  automatically detect this effect simply by looking at the 
  subject. 
   The effect is permanent until lifted, either by you or 
  another member of your faith of higher level who can cast 
  this spell. This spell is unaffected by dispel magic or 
  counterspell, though it can be copied or undone by a wish 
  spell. 
  Martyr's Cry 
  6th-level evocation 
  Casting Time: 1 reaction, which you take in response to 
  an attack made by a creature within range that inflicts 
  damage reducing you to half your maximum hit points or 
  fewer 
  Range: 30 feet 
  Components: V 
  Duration: 1 minute 
  You cry out in pain at your wounds, and your suffering 
  weakens the enemy who inflicted it. The creature who 
  damaged you takes 2d12 thunder damage and must 
  succeed on a Charisma saving throw or become poisoned 
  and restrained for the duration. At the end of each of its 
  turns, the target can make another Charisma saving throw. 
  On a success, the spell ends on the target. It also ends if 
  you regain hit points that bring your current total to 
  higher than half your maximum. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, the range increases by 30 feet 
  for each slot level above 6th. 
   
  Mindspeak 
  Divination cantrip 
  Casting Time: 1 action  
  Range: 120 feet 
  Components: V, S 
  Duration: 1 round 
  You send a telepathic message to one creature within 
  range. The target (and only the target) receives the 
  message as your voice whispering in their mind. They can 
  send a telepathic message back in reply. This ability to 
  communicate lasts until the start of your next turn. You 
  can’t communicate with an unwilling creature. 
  Creatures with Intelligence scores of 2 or less aren’t 
  affected by this spell. You don’t need to share a language 
  with a creature for it to understand your telepathic 
  utterances, but the creature must understand at least one 
  language in order to communicate this way. If you cannot 
  see or hear the target, you must be familiar with the target 
  and know its approximate location with range. If the 
  creature is not within range, the spell fails. 
  Minor Telekinetic Weapon 
  Conjuration cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V, S 
  Duration: 1 round 
  
   
   
   
  23 
  You summon a simple or martial melee weapon weighing 
  no more than 10 lbs that normally costs no more than 25 
  gp. It appears in your free hand, ready to be wielded, and 
  lasts for the duration. It is not a magic weapon, but merely 
  a concentrated extension of your own personal energies. If 
  you let go of the weapon, it disappears and this spell ends. 
  Otherwise, it lasts until the end of your next turn. 
  You can use your spellcasting ability instead of Strength 
  for the attack rolls of melee attacks using this weapon, but 
  unlike a normal weapon, you don’t add your ability 
  modifier to the damage of attacks with this weapon. 
  However, when you inflict damage with an attack using 
  this weapon, if that damage is inflicted on a living creature 
  (not an undead or construct), it inflicts additional psychic 
  damage equal to 1d4 + your spellcasting ability modifier. 
   Though it is no more delicate than a common version of 
  that weapon, it manifests as a semi-transparent solid the 
  same color as your eyes. This weapon has the simplest 
  possible geometric shape it can have while still 
  functioning as the chosen type of weapon. At the end of 
  the spell's duration, it dissipates harmlessly. 
   This spell's damage increases when you reach higher 
  levels. At 5th level, the psychic damage this weapon deals 
  against living creatures increases by another 1d4. This 
  damage roll increases by an additional 1d4 at 11th level 
  and 17th level. 
  Misdirected Mark 
  1st-level illusion 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S 
  Duration: 1 round 
  You conceal your arcane attack, mentally influencing your 
  foe into both believing the attack came from one of your 
  allies and focusing on that ally obsessively. Make a ranged 
  spell attack against a target within range. On a hit, the 
  target takes 4d6 psychic damage, and you choose one 
  friendly creature who is within 30 feet of both you and the 
  target. Until the end of your next turn, the target has 
  disadvantage on attack rolls against all creatures except 
  for the ally you chose. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the damage increases by 1d6 
  for each slot level above 1st. 
  Mycontil’s Last Resort 
  9th-level evocation 
  Casting Time: 1 action 
  Range: Self (30-ft.-radius sphere) 
  Components: V, S, M (a staff of wood capped with the 
  fingerbone of an archmagi, which has been packed in 
  diamond dust worth 5,000 gp for 1 week, and which you 
  break over one knee or against a solid object) 
  Duration: Instantaneous 
  You unleash deadly explosive power, similar to the effects 
  of the retributive strike created by breaking a staff of 
  power or staff of the magi (as described in the Dungeon 
  Master’s Guide). The spell converts any remaining 
  unexpended spell slots you have into a blast of magical 
  energy, releasing your arcane power in an explosion that 
  expands to fill a 30-foot-radius sphere centered on you. 
   You have a 50 percent chance to instantly travel to a 
  random plane of existence, avoiding the explosion. If you 
  fail to avoid the effect, you take force damage equal to 16 x 
  the number of unexpended spell slots you had when you 
  cast this spell. 
   Every other creature in the area must make a Dexterity 
  saving throw. On a failed save, a creature takes an amount 
  of damage based on how far away it is from the point of 
  origin, as described below. On a successful save, a creature 
  takes half as much damage. 
   All creatures within 10 feet of you take force damage 
  equal to 8 x the number of unexpended spell slots you had 
  when you cast this spell, creatures from 11 and 20 feet 
  away from you take force damage equal to 6 x the number 
  of unexpended spell slots you had when you cast this spell, 
  and creatures between 21 and 30 feet away take force 
  damage equal to 8 x the number of unexpended spell slots 
  you had when you cast this spell. 
  This spell was created in the nation of Halruaa in the Forgotten 
  Realms. It is widely thought that Mycontil and his assistants used 
  this spell in a circle magic ceremony to defeat the Arkaiun barbarian 
  chieftain, Reinhar I of Dambrath, during Dambrath’s invasion of 
  
   
   
   
  24 
  Halruaa. Mycontil and his assistants vanished after the blast and 
  were presumed destroyed. According to Elminster the Sage, there 
  has been no other recorded use of the spell. 
  Pain 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a live leech) 
  Duration: Concentration, up to 1 minute 
  This spell strikes creatures with wracking pains and 
  agony. Roll 12d8; the total is how many hit points of 
  creatures this spell can affect. Creatures within 20 feet of a 
  point you choose within range are affected in ascending 
  order of their current hit points (ignoring unconscious 
  creatures and constructs, who are not affected by this 
  spell). Subtract each creature's hit points from the total 
  before moving on to the creature with the next lowest hit 
  points. A creature's hit points must be equal to or less than 
  the remaining total for that creature to be affected. 
   Starting with the creature that has the lowest current 
  hit points, each creature affected by this spell has 
  disadvantage on attack rolls and ability checks until the 
  spell ends. They can attempt to resist, but only at the risk 
  of making their agony even worse. Each creature affected 
  can choose whether or not to make a Constitution saving 
  throw to try resisting this effect at the end of each of its 
  turns, ending the effect on itself with a success. However, 
  if the creature fails, it takes 3d6 psychic damage. A 
  creature that fails this saving throw four rounds in a row 
  is incapacitated with pain, in addition to the spell's other 
  effects. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 5th level or higher, roll an additional 2d8 for each 
  slot level above 4th. 
  Pocket Cave 
  5th-level conjuration 
  Casting Time: 1 minute  
  Range: Touch 
  Components: V, S, M (a black piece of cloth shaped like an 
  arched doorway)  
  Duration: 8 hours 
  You conjure up an extradimensional cave that has a single 
  entrance on the plane from which the spell was cast. You 
  can only cast this spell on a surface made of rock or some 
  form of earth within range. The entry point looks like a 
  dark cave entrance that is 5 feet wide and 10 feet high. 
  Only those you designate can enter the cave, and all other 
  creatures and objects are barred from passing through it.  
  Spells and other magical effects can’t extend through the 
  entry portal or be cast through it. The entry portal is shut 
  and made invisible behind you when you enter. You can 
  open it again from your side at will. 
   You can choose the shape of the cave inside. You can 
  form it into a hemispherical dome or a sphere with a 
  radius of up to 30 feet. It takes the form of a dark, wet 
  cavern. The place contains enough oxygen to sustain as 
  many creatures as can fit in the area for the duration of 
  the spell. Edible fungus grows along the walls, and 
  condensation drips down one wall into a pool of fresh, 
  clean water that never seems to run dry. External 
  conditions such as weather do not affect the pleasant 
  atmosphere of the cave, and nothing except the designated 
  creatures can pass through the portal in either direction. 
  Until the spell ends, you can command the interior to 
  become dimly lit or dark. 
   At the end of the spell’s duration, all within the pocket 
  cave return to the spot where they entered the cave or else 
  to the nearest open space, if that spot is occupied. 
  One of the orc gods was the first to grant this spell to their clerics, 
  and though shamans of the orc pantheon have argued with one 
  another as to which deity first bestowed this power, most grudgingly 
  agree that it was Gruumsh. This agreement has little to do with 
  historical evidence however, and is generally based on fear of the 
  one-eyed god as the most powerful deity of his pantheon. 
  Predatory Shards 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: S, M (a ranged weapon) 
  Duration: Instantaneous 
  On impact, your rune-inscribed projectile creates a cloud 
  of magical shards hostile to your enemies. As part of the 
  action of casting this spell, you must make a ranged 
  weapon attack, otherwise the spell ends. If that attack hits, 
  the target takes an additional 2d10 piercing damage. Hit 
  or miss, the area around the target is then filled with 
  magical shards. The target and each creature within 5 feet 
  of the target must succeed on a Dexterity saving throw or 
  take 5d6 force damage. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the force damage increases by 
  1d6 for each slot level above 3rd. 
  Predictive Focus 
  1st-level divination 
  Casting Time: 1 bonus action 
  Range: 90 feet 
  Components: V 
  Duration: Concentration, up to 1 hour 
  You devote all your focus to understanding one particular 
  opponent, tracking their surface thoughts and body 
  language to predict what they will do next. Until the spell 
  ends, you deal an extra 1d6 psychic damage to the target 
  whenever you hit it with an attack, and the target has 
  disadvantage on opposed Charisma and Dexterity checks 
  against you. If the target drops to 0 hit points before this 
  spell ends, you can use a bonus action on a subsequent 
  turn of yours to move your focus a new creature. If you 
  roll a Constitution saving throw to maintain your 
  concentration on this spell due to taking damage, you have 
  disadvantage on that saving throw if some of that damage 
  was psychic. 
  
   
   
   
  25 
   At Higher Levels. When you cast this spell using a spell 
  slot of 3rd or 4th level, you can maintain your 
  concentration on the spell for up to 8 hours. When you use 
  a spell slot of 5th level or higher, you can maintain your 
  concentration on the spell for up to 24 hours. 
  Premonitory Vision 
  4th-level divination (ritual) 
  Casting Time: 1 reaction, which you take when you finish 
  a short rest or a long rest 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You perceive a series of images which show you future 
  events. You ask a single question concerning a specific 
  goal, event, or activity to occur within 7 days. The DM 
  offers a truthful reply. The reply might be short phrase, an 
  explanation of your own emotional reaction, or a 
  description of a single image you saw. 
   The spell doesn’t take into account any possible 
  circumstances that might change the outcome, such as the 
  casting of additional spells or the loss or gain of a 
  companion. 
   After you cast this spell, unless you treat yourself with a 
  special calming tincture that uses 25 gp worth of 
  ingredients, for 10 minutes you have disadvantage on 
  Wisdom, Dexterity, and Intelligence checks, and on 
  Constitution saves to maintain concentration. 
   If you cast the spell two or more times before finishing 
  your next long rest, you receive increasingly confusing 
  visions that muddle your mind. For each casting after the 
  first, the duration of the negative effects for not imbibing a 
  calming tincture increases by an additional (cumulative) 
  10 minutes, and there is a cumulative 25 percent chance 
  that the information you perceive is random and possibly 
  unrelated to the question asked. The DM makes this roll in 
  secret. 
  Prescient Sense 
  4th-level divination 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You extend your senses to perceive the near future. For 
  the duration of the spell, you gain the following benefits: 
  • You have advantage on all Wisdom checks and initiative 
  checks. 
  • Once per round, when you hit a creature that has not yet 
  acted in this combat with an attack roll, that attack deals 
  an extra 1d8 damage. 
  • If you are surprised, you can end this spell immediately 
  to no longer be surprised. 
  • If you are attacked, you can use your reaction to end this 
  spell immediately and give yourself a +5 to AC, including 
  against the triggering attack, until the beginning of your 
  next turn.  
  • If you roll a Dexterity save, you can use your reaction to 
  end this spell immediately and give yourself advantage 
  on that Dexterity save and all other Dexterity saves until 
  the beginning of your next turn. 
  Project Object 
  Conjuration cantrip  
  Casting Time: 1 bonus action  
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  Your force of will teleports an object a short distance 
  away. You teleport an object you are holding to an 
  unoccupied space within range. Alternatively, you can 
  teleport the object to a willing creature within range. You 
  can either cause the object to land at that creature’s feet 
  when it appears, or you can give the creature the option of 
  grasping it with a free hand, requiring them to make a 
  Dexterity (Acrobatics) check (DC 11). If they succeed, they 
  are instantly holding the object; if they fail, it falls at their 
  feet. This cantrip can only teleport objects that weigh 25 
  lbs. or less, and cannot affect objects you are not already 
  holding. 
  Protection from Aerial Attack 
  1st-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a heavy lead weight shaped like a 
  shield) 
  Duration: Concentration up to 10 minutes 
  Until the spell ends, one willing creature you touch is 
  protected against flying creatures. Creatures with fly 
  speeds have disadvantage on attack rolls against the 
  target, and when such a creature causes the target to make 
  a Dexterity saving throw, the target has advantage on that 
  roll.. The target also can’t be charmed or frightened by 
  them. If the target is already charmed or frightened by 
  such a creature, the target has advantage on any new 
  saving throw against the relevant effect. 
  Some of the more unique magical effects described in this document 
  (such as protection from aerial attack and Mycontil’s last resort) 
  were first practiced among the spellcasters of the area of Faerûn 
  known as the Shining South. In this region of trade and commerce, 
  many consider magic a commodity just like precious metals and 
  foodstuffs. Ship sarrive in every port along the coast of the Great Sea 
  carrying strange and wondrous spells, items, and components from 
  distant lands. Of course, the most prevalent magic of all is that of 
  the wizards of Halruaa, who do not sell their secrets, but are certainly 
  interested in buying everyone else’s. The clerics of the Adama in 
  Durpar hold sway over their flock with a different kind of magic, but 
  one that holds sway in the everyday practice of trade. 
  
   
   
   
  26 
  Psychic Shield 
  1st-level abjuration 
  Casting Time: 1 reaction, which you take when you roll 
  an Intelligence or Charisma save or when you would take 
  psychic damage 
  Range: Self  
  Components: V, S  
  Duration: 1 round  
  You quickly fortify your mind against a sudden psychic 
  attack. You gain 4 temporary hit points, and until the start 
  of your next turn, you gain the following benefits, 
  including against the triggering effect:  
  • You have advantage on Intelligence and Charisma saves 
  • You gain resistance to psychic damage. 
  Psychic Shock 
  Illusion cantrip 
  Casting Time: 1 action  
  Range: 60 feet  
  Components: V, S 
  Duration: Instantaneous 
  You invade another creature’s mind, and for one split 
  second you cause them to perceive some image, noise, or 
  memory that would cause them stress. Choose a target 
  you can see or hear within range. The creature makes an 
  Intelligence saving throw. If it fails, the creature takes 1d6 
  psychic damage, and it has disadvantage on the next 
  Wisdom check it makes before the end of your next turn. If 
  the creature has not yet acted this combat, it suffers an 
  additional effect: it makes its next attack roll at 
  disadvantage.  
   If the creature fails the saving throw by 5 or more, it 
  does not realize a cantrip caused this effect, and believes 
  the flash of emotional pain it experienced came from its 
  own mind. 
   This spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6). 
  Punishing Strike 
  Necromancy cantrip  
  Casting Time: 1 action  
  Range: 5 feet  
  Components: V, S  
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  an unarmed strike or melee weapon attack against one 
  creature within the spell's range, otherwise the spell fails. 
  On a hit, the target suffers the attack's normal effects, and 
  also a black web of necrotic energy radiates across its skin 
  from where it was struck until the start of your next turn. 
  If the target willingly takes a reaction before then, it 
  immediately takes 1d8 necrotic damage, and the spell 
  ends.  
   This spell's damage increases when you reach higher 
  levels. At 5th level, the melee attack deals an extra 1d8 
  necrotic damage to the target, and the damage the target 
  suffers for taking a reaction increases to 2d8.  Both 
  damage rolls increase by 1d8 at 11th level and 17th level. 
  Quickling Step 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: S 
  Duration: 1 round 
  You gain the speed of a magical creature. For the rest of 
  the turn, your walking speed is increased by 10 feet, and 
  you have advantage on Dexterity (Acrobatics) checks. 
  Ray of Reprisal 
  3rd-level evocation 
  Casting Time: 1 reaction, which you take when a creature 
  within 30 feet of you hits one of your allies with an attack 
  roll 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous  
  You direct a beam of fierce radiance against an enemy and 
  force it to feel the pain of the wounds it inflicted onyour 
  comrade. Make a ranged spell attack against the attacker. 
  If the attack hits, it inflicts 4d6 radiant damage on the 
  target. 
  Read Object 
  6th-level divination (ritual) 
  Casting Time: 10 minutes  
  Range: Touch (1 object) 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You can concentrate on an object you are touching, 
  reading psychic impressions left on it by recent events. At 
  the end of the time you spend casting this spell, you learn 
  of any events within the past 24 hours that occurred 
  within 30 feet of the object. You see the events from the 
  object’s point of view, seeing and hearing and smelling 
  those events as if you had been where it was at that time. 
   You also see a mental image of the last creature that 
  handled the object, also from the object’s perspective, no 
  matter how long ago the object was last held. The only 
  information you receive about the creature is their 
  appearance at that time (including a sense of its size), 
  whether it was alone (although you can’t see any other 
  creatures that might have been with it), and a one or two-
  word description from the DM describing that creature’s 
  emotional state the last time it touched the object (such as 
  “Enraged”, “Extremely Agitated”, “Relaxed”, “Satisfied”, 
  “Utterly Emotionless”, etc.). If the creature was not 
  capable of emotion, or if it’s mental state was too alien for 
  you to understand, the DM will tell you that instead. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 7th level or higher, if the object has been handled 
  by multiple creatures within the last week, you get the 
  same information about each creature who handled it 
  during that time that you would normally receive about 
  the last creature who handled it. 
  
   
   
   
  27 
  Reaver’s Touch 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  The touch of your hand drains a target’s life energy, 
  allowing you to sacrifice animals or sometimes other 
  creatures to make their vitality your own. Make a melee 
  spell attack against the target. You have advantage on the 
  attack if your target is a beast. On a hit, the target takes 
  1d6 necrotic damage, and you gain temporary hit points 
  equal to half the damage inflicted (rounded up). The 
  spell’s damage increases by 1d6 when you reach 5th level 
  (2d6), 11th level (3d6), and 17th level (4d6). 
  Redirect Spell 
  3rd-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You create a magical connection between yourself and an 
  ally, such that any spells that would harm the ally are 
  redirected to you. Touch a willing creature when you cast 
  this spell. Whenever you are within 15 feet of that 
  creature, if they would roll a saving throw against a spell 
  or they are targeted by a spell attack, the spell targets you 
  instead. If the spell forced a saving throw, you make your 
  own saving throw against it and undergo the effects of 
  success or failure. If the spell is an attack, the attack roll is 
  made against you. 
   This spell ends early if the chosen creature is ever more 
  than a mile away from you. 
  Remote Viewing 
  Divination cantrip 
  Casting Time: 1 bonus action  
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 round 
  An image forms in your mind, revealing what you would 
  see if you were standing some distance away. Choose one 
  point within range that you can see. Until the effect ends, 
  you perceive visually from that point instead of where you 
  actually are. You determine line of sight from that point as 
  well. 
  Servant Army 
  5th-level conjuration (ritual) 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a small stick crossbar to which 
  many lengths of knotted thread are attached) 
  Duration: Concentration, up to 1 hour 
  You create a number of invisible, mindless, shapeless 
  forces that perform simple tasks at your command. Roll 
  3d4 to determine how many servants you create. They 
  obey any verbal commands that you issue to them (no 
  action required by you), but if you don't issue any 
  commands, they do nothing, waiting for your command.  
   Once you give a command, each servant performs the 
  task to the best of its ability until it completes the task, 
  then waits for your next command. They can run and fetch 
  things, open unstuck doors, and hold chairs, as well as 
  clean and mend. They can also be used for common 
  laboring tasks, provided that you carefully direct them. 
  They are no better or faster at any particular task than a 
  basic, unskilled commoner would be. 
   The servants can serve food or wine at a banquet, help 
  dig earthworks, row a ship, act as porters, fold clothes, or 
  assist in a farmer’s fields. Each servant can perform only 
  one activity at a time, but it repeats the same activity over 
  and over again if told to do so, thus allowing you to 
  command one servant to clean the floor and then turn 
  your attention elsewhere as long as you remain within 
  range. Servants can open only normal doors, drawers, lids, 
  and so forth. They have an effective Strength score of 2 (so 
  they can carry 30 pounds, and push, drag, or lift 60 
  pounds). They can trigger traps and such, but they can 
  exert only 60 pounds of force, and that is not enough to 
  activate certain pressure plates and other devices. Their 
  speed is 15 feet. 
   The servants cannot attack in any way; they are never 
  allowed to make an attack roll. They have AC 10 and 6 hit 
  points. They cannot be killed, but they dissipate if they 
  take 6 points of damage. (They do not make saving 
  throws.) If you attempt to send a servant beyond the 
  spell’s range (measured from your current position), that 
  servant ceases to exist. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, you create 1d4 additional 
  servants for every level above 5th. When you cast this 
  spell using a spell slot of 7th level or higher, the duration 
  is increased to 8 hours. 
  Shadow Missile 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
  When you cast this spell, a wickedly bladed dart or 
  throwing star made of black metal appears in your hand, 
  and you hurl it instantly. Make a ranged spell attack 
  against the target. You have advantage on this attack if you 
  are lightly or heavily obscured. The creature is considered 
  to have half cover against this attack if it is standing in 
  direct sunlight (half cover grants +2 AC). On a hit, the 
  target takes 1d10 piercing damage. Hit or miss, the 
  projectile breaks and explodes in a shower of shrapnel, 
  The target and each creature within 5 feet of it must 
  succeed on a Constitution saving throw or take one level 
  of exhaustion and 1d8 necrotic damage. When a creature 
  that already has one or more levels of exhaustion gains a 
  new level of exhaustion from this spell, it becomes 
  immune to gaining further levels of exhaustion from this 
  spell for 24 hours.  
  
   
   
   
  28 
   At Higher Levels. When you cast this spell using a 2nd 
  level or higher spell slot, the necrotic damage increases by 
  ld8 for each slot level above 2nd. 
  Shifting Shadow 
  Conjuration cantrip 
  Casting Time: 1 action  
  Range: Self 
  Components: S 
  Duration: Instantaneous 
  Too quickly for mortal eyes to perceive, you move no 
  further than the reach of your shadow. Your movement 
  doesn't provoke opportunity attacks for the rest of the 
  turn, and you instantly move to an empty space within 5 
  feet. 
  Soul Homunculus 
  1st-level conjuration (ritual) 
  Casting Time: 1 hour  
  Range: 10 feet  
  Components: V, S, M (10 gp worth of mandragora root 
  and other herbal supplies, which become the homunculus 
  and are consumed, and a glass bottle with a tiny 
  laboratory inside that costs 25 gp) 
  Duration: Instantaneous  
  You remove a portion of your soul to create an alchemical 
  homunculus (see Appendix A) that resembles you. This is 
  a complicated process, as it first requires the creation of 
  special clear glass bottle, wide-mouthed and slightly larger 
  than a wine bottle, that contains a miniature alchemical 
  laboratory. It costs 25 gp to obtain this, whether you 
  create the bottle laboratory yourself or have it made. 
  When you cast this spell, you mix an alchemical paste and 
  use it to treat a fresh mandragora root, which then 
  magically shrinks down to be inserted into the bottle. Over 
  the course of the hour casting time, the treated root and 
  inserted, and then transforms into a small version of an 
  infant of your race. It then matures at an unnerving rate 
  over, reaching the same age as you before the end of the 
  ritual, its development ending when it becomes a smaller 
  yet otherwise identical copy of you. 
   During that same hour, the magic of this spell adjusts 
  the laboratory in the bottle to suit the needs of its 
  inhabitant, including scribing basic references into the 
  blank books within it and manifesting appropriate attire 
  for the homunculus—generally the garb of a sage, student, 
  or research scholar, but with extra protective layers for 
  experimentation. The magic also strengthens the bottle, 
  transforming it from glass into unbreakable crystal. Once 
  this spell is cast, the bottle cannot be broken or destroyed 
  while you are alive. 
   Upon creation, the homunculus is ready to work. While 
  your soul homunculus is within 120 feet of you, you can 
  communicate with it telepathically. It can always use the 
  Help action for Intelligence (Arcana) or Wisdom 
  (Medicine) checks you make, whether it is in its bottle or 
  not, as long as it is within 120 feet of you. 
   The soul homunculus can leave the bottle, growing to its 
  normal size (approximately one-tenth of your own height) 
  and appearing in an unoccupied space adjacent to the 
  bottle, or in a space occupied by you (if you are within 120 
  feet). 
   The statistics of a soul homunculus appear below. As a 
  bonus action, you can summon your soul homunculus 
  from out of its bottle, or you can send it back. It can also 
  use a bonus action on its own to enter or leave the bottle, 
  but will not do so against your will. 
   Your soul homunculus acts independently of you, but it 
  always obeys your commands. In combat, it rolls its own 
  initiative and acts on its own turn. A soul homunculus 
  can’t attack unless you use your action telling it to do so, 
  but it can take other actions as normal. When the soul 
  homunculus drops to 0 hit points, it falls unconscious, but 
  regains hit points at the beginning of its turn as long as 
  you are alive. While you are alive, it is not destroyed 
  unless it takes damage equal to twice its maximum hit 
  points in a single turn. If it is destroyed, the bottle 
  laboratory remains intact, and you can create a new soul 
  homunculus by casting this spell again. If you do so, you 
  can re-use the same bottle laboratory if you still possess it, 
  but must purchase any other components again. You can’t 
  have more than one soul homunculus at a time. If you cast 
  this spell while you already have a soul homunculus, you 
  simply recreate a new version of the same one. 
   Finally, when you cast a spell with a range of touch, your 
  soul homunculus can deliver the spell as if it had cast the 
  spell. Your soul homunculus must be within 120 feet of 
  you, and it must use its reaction to deliver the spell when 
  you cast it. If the spell requires an attack roll, you use your 
  attack modifier for the roll. 
  
   
   
   
  29 
  Soul homunculi are small constructs the size of a squirrel, that 
  function something like a wizard’s familiar, but bear a greater 
  resemblance to their creator than any beast. They appear as 
  diminutive humanoids dressed like scholars, though their robes are 
  thick and protective. They do not have an independent existence, 
  but live as extensions of the soul of their creator. They are created by 
  casting the soul homunculus spell. 
   Flesh and Blood Duplicates. The soul homunculus not only 
  resembles its creator physically, but knows everything its creator 
  knows, including all the langauges the creator can speak and read. It 
  thinks of itself as a sage, and is driven to solve mysteries with 
  alchemy or scholarship, preferably within the safe confines of its 
  laboratory (see below). It has no larger goals beyond obeying its 
  master’s will and discerning arcane secrets. Though it has no 
  physical needs while its master is alive, it also likes to indulge in 
  good food, beverages, and the like, though it enjoys them as 
  luxuries rather than pursuing them actively. Generally, it likes the 
  same cuisine and drinks as its creator, and it sleeps, breathes, and 
  speaks much as its creator does, but it doesn’t actually require food, 
  water, air, or sleep. In many ways, it is a very sophisticated yet small 
  flesh golem, but made of alchemical ingredients rather than corpses 
  and enlivened by a spark of its master’s essence. 
   Researching Constructs. Soul homunculi live in special bottles 
  that contain tiny alchemical laboratories and libraries. The bottle is 
  customarily carried or kept by the construct’s creator. The tiny 
  demiplane within the bottle has its own gravity, remains a 
  comfortable temperature, and maintains a pocket of breathable air. 
  The interior of the bottle is generally unaffected by the world outside 
  of it, and can only be entered by a soul homunculus, which changes 
  size to fit inside of it. The wax stopper at the mouth of the bottle 
  opens and closes like a door when the homunculus passes through 
  it, but a magical field around the bottle allows nothing else to enter 
  or leave. 
   
  Tiny construct, lawful neutral 
  Armor Class 13 (natural armor, padded) 
  Hit Points 7 (2d4+2) 
  Speed 20ft. 
   STR  
   DEX 
   CON 
    INT 
    WIS 
   CHA 
    4 (-3) 13 (+1) 
   12 (+1)  14 (+2)  12 (+1)  9 (-1) 
  Damage Vulnerabilities fire 
  Damage Resistances necrotic, psychic; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities lightning, poison 
  Condition Immunities charmed, exhaustion, poisoned, unconscious 
  Skills Arcana+4, Medicine +4, Perception+3, Stealth+3 
  Senses passive Perception 13 
  Languages Primordial, all languages known by its creator, telepathy 
  120 ft. (creator only) 
  Challenge 1/2 (100 XP)  
   Bottle Laboratory. The bottle which the soul homunculus calls 
  home cannot be broken or destroyed while the creator of the 
  construct is alive.  
   Grow/Shrink. When entering or leaving the bottle laboratory it 
  calls home, the soul homunculus changes size. When entering the 
  bottle, it shrinks down to one half of its normal height. When 
  leaving the bottle, it resumes its normal size and appears in an 
  unoccupied space adjacent to the bottle, or in a space occupied by 
  its master (if the master is within 120 feet). 
   Sustaining Bond. As long as its creator is alive, the soul 
  homunculus does not need to eat, sleep, breathe, or drink (though it 
  likes to do all of those things as often as its creator does) and it 
  regains 1 hit point at the start of its turn. If it takes fire damage, it 
  doesn’t regain the hit point at the start of its next turn. 
   Innate Spellcasting. The soul homunculus’s innate spellcasting 
  ability is Intelligence (spell save DC 12). It can innately cast the 
  following spells, requiring no material components: 
   At will: vicious mockery, detect magic, invisibility (self only) 
  Actions 
  Syringe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  1 piercing damage and 1 poison damage, and the target must 
  succeed on a DC 12 Constitution saving throw or be poisoned until 
  the end of its next turn. If the saving throw fails by 5 or more, the 
  target is instead poisoned for 1d4 minutes and unconscious while 
  poisoned in this way. 
  Acid Vial. Ranged Weapon Attack: +3 to hit, range 15/30 ft., one 
  target. Hit: 1 acid damage. 
  Enter/Exit Bottle Laboratory. As a bonus action, the soul 
  homunculus enters or leaves the bottle laboratory. 
  Speed of Thought 
  1st-level transmutation 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You marshal psychic energies to move with speed and 
  acrobatic grace. When you cast this spell, you gain two 
  speed points. For the duration, as a bonus action on your 
  turn, you can expend a speed point, granting you the 
  following benefits until the end of that turn: 
  • Your speed increases by 10 feet. 
  • You have resistance to falling damage. 
  • Difficult terrain does not reduce your speed. 
  • You have a climb speed equal to your walking speed.  
  • Opportunity attacks against you are made at 
  disadvantage. 
  • You add 10 feet to your long jump distance and 3 feet to 
  your high jump distance. 
  • You have advantage on Dexterity (Acrobatics) and 
  Strength (Athletics) checks. 
  • You can move up, down, and across vertical surfaces 
  and upside down along ceilings, while leaving your 
  hands free. 
  • You do not sink when moving over soft or brittle terrain, 
  such as dust, silt, mud, snow, or thin ice. This effect does 
  not allow you to move over actual liquid. 
  • If you move at least 20 feet straight toward a creature 
  and then hit it with a melee weapon attack on the same 
  turn, that attack inflicts an additional 1d4 damage.  
  At the end of your turn, the benefits fade entirely until you 
  spend another speed point. If these benefits end while you 
  are still on a vertical surface, or anywhere else where you 
  
   
   
   
  30 
  would normally be falling or sinking, you immediately fall 
  or begin to sink unless you have some other means of 
  remaining there. 
   This spell ends when its duration expires, when you cast 
  this spell again, or when you have spent all your speed 
  points. When the spell ends, any unspent speed points are 
  lost. 
   At Higher Levels. If you cast this spell with a spell slot of 
  2nd level or higher, the extra damage you inflict with 
  melee weapon attacks against opponents you moved 20 
  feet straight towards on that same turn increases by 1d4 
  for each slot level above 1st. In addition, if you cast this 
  spell with a spell slot of 3rd level or higher, you gain one 
  additional speed point for each two slot levels above 1st 
  (giving you a total of three speed points with a 3rd level 
  spell slot, four speed points with a 5th level slot, five with 
  a 7th level slot, and six with a 9th level slot). 
  Steal Speed 
  Necromancy cantrip 
  Casting Time: 1 action  
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
  You slow an opponent while making yourself faster. Make 
  a melee spell attack against the target. On a hit, it takes 
  1d4 psychic damage, and its speed is reduced by 10 feet 
  until the start of your next turn. Until the start of your next 
  turn, you add a number of feet to your own speed equal to 
  the number of feet by which you reduced the target’s 
  speed. 
   This spell’s damage increases by 1d4 when you reach 
  5th level (2d4), 11th level (3d4), and 17th level (4d4). In 
  addition, the speed you steal increases by 5 feet as well 
  when you reach 5th level (15 feet), 11th level (20 feet), 
  and 17th level (25 feet). 
  Strahd's Baneful Attractor 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a few bits of broken glass) 
  Duration: Concentration, up to 10 minutes 
  You can cause spell effects to divert from their original 
  paths, instead striking a creature you have selected. 
  Choose a creature within range. When another creature 
  within 15 feet of the chosen creature makes a successful 
  saving throw against a spell or is missed by a spell attack 
  misses you, the spell targets the chosen creature instead. If 
  the spell forced a saving throw, the chosen creature makes 
  its own save. If the spell was an attack, the attack roll is 
  rerolled against the chosen creature. 
   This spell ends early if the chosen creature is 
  incapacitated, or if moves more than a mile away from 
  you. 
   At Higher Levels. If you use a spell slot of 7th-level or 
  higher to cast this spell, other creatures within 15 feet of 
  the chosen creature gain advantage on saving throws 
  against spells, and spell attacks against creatures within 
  15 feet of the chosen creature are made at disadvantage. 
  Those who dare speak of the true nature of Strahd von Zarovich, the 
  lord of Barovia, woefully observe that in addition to being one of the 
  most powerful vampires in existence, he is also a spellcaster of 
  devilish ingenuity. He is known to have created many spells, with 
  this one perhaps the most popular outside of his Realm. Its ability to 
  turn a spellcaster’s own power against themselves or their allies is 
  perfect illustration of the perverse cunning and cruel humor of this 
  infamous vampire lord. Dungeon Masters running the hardcover 
  adventure Curse of Strahd are encouraged to add this spell to 
  Strahd’s repertoire. 
  Sustaining Meditation 
  3rd-level abjuration (ritual) 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 24 hours 
  You enter a heightened state of consciousness in which 
  you have complete awareness and control of your body’s 
  natural processes. Until this spell ends, you are able to 
  heal yourself for a limited number of hit points. You gain a 
  pool of 20 hit points worth of self-healing. As a bonus 
  action on your turn, you can draw self-healing from the 
  pool to restore a number of hit points to yourself, up to the 
  maximum amount remaining in your pool. Once all the 
  self-healing of the pool is expended, it does not replenish 
  unless you cast the spell again. When this spell ends, any 
  unused healing in the pool is lost. 
   Alternatively, if you have at least 5 hit points remaining 
  in your self-healing pool, you can use a bonus action to 
  neutralize one poison affecting you, or to cure yourself of 
  one disease or one of the following conditions: blinded, 
  deafened, paralyzed, or poisoned. When you do this, the 
  spell ends immediately.  
   In addition, for the duration of this spell, you don’t need 
  to eat or sleep (though you still need to finish a long rest 
  to prepare spells or regain any abilities that require a long 
  rest) and whenever you hold your breath, you can do so 
  for five times as long as normal. If you have at least 1 hit 
  point remaining in your self-healing pool, you have 
  advantage on saving throws against poison and resistance 
  to poison damage. 
   This spell ends when you finish a long rest, or when you 
  cast it again. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the pool of self-healing it 
  confers is increased by 5 hit points for each slot level 
  above 3rd. 
  Tattoo Projectiles 
  3rd-level illusion 
  Casting Time: 1 action 
  Range: Self 
  Components: V,S,M (the ink and needles of a tattoo artist) 
  
   
   
   
  31 
  Duration: Concentration, up to 10 minutes 
  When you cast this spell, your skin appears to be etched 
  by glowing needles that manifest around your person for a 
  few seconds before vanishing, leaving your limbs and/or 
  torso with colorfully stylized tattoos of darts, daggers, or 
  throwing stars. You have six of these phantasmal tattoos, 
  which remain on your skin for the duration of the spell.  
   When you cast the spell—and as a bonus action on each 
  of your turns thereafter—you can expend one or two of 
  the tattooed weapons, appearing to snatch them off your 
  skin and hurl them with deadly accuracy toward a point or 
  points you choose within 120 feet of you. As one of these 
  phantasmal tattoo weapons reaches its destination, it 
  multiplies, becoming a swarm of razor sharp missiles. 
  Each creature within 5 feet of the point you chose must 
  make a Wisdom saving throw. A creature takes 2d6 
  psychic damage on a failed save, or half as much damage 
  on a successful one. 
   A tattoo projectile vanishes when you expend it, 
  decreasing your total number of tattoo projectiles. When 
  you use up all your tattoo projectiles, this spell ends. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the number of phantasmal 
  throwing star tattoos created increases by two for each 
  slot level above 3rd. 
  Telekinetic Slam 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 120 Feet 
  Components: V,S 
  Duration: Instantaneous 
  You surprise an enemy with an unstoppable telekinetic 
  impact. Choose one creature within range. It takes psychic 
  damage equal to 1d4 + your spellcasting ability modifier 
  and is moved up to 10 feet in a direction you choose 
  (including up in the air, which may cause it to fall). You 
  can only move it in a straight line through space 
  unimpeded by creatures, objects, or obstacles. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 2nd level or higher, the psychic damage increases 
  by 1d4 for each slot level above 1st. If the spell slot is of 
  5th level or higher, you may target one additional creature 
  within range for each slot level above 4th. 
  Telepathic Link 
  1st-level divination (ritual) 
  Casting Time: 1 action  
  Range: Touch  
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You establish a telepathic link with one willing humanoid 
  you touch. Until the spell ends, the link is active while you 
  and the humanoid are within line of sight of each other. 
  Creatures with Intelligence scores of 2 or less aren’t 
  affected by this spell. You don’t need to share a language 
  with a creature for it to understand your telepathic 
  utterances, and the creature understands you even if it 
  lacks a language. The creature can respond to you 
  telepathically as well, but it must understand at least one 
  language in order to communicate this way. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the duration is 10 minutes for 
  each slot level above 2nd. When you cast this spell using a 
  spell slot of 4th level or higher, while you are linked, if 
  either you or the creature you are linked to is surprised, 
  and the other creature including in that same link is not, 
  neither one of you is surprised. 
  Thought Blast 
  Enchantment cantrip 
  Casting Time: 1 action  
  Range: Self (5-foot radius)  
  Components: V, S 
  Duration: 1 round 
  You unleash the psychic power of your mind in a wave 
  that shocks nearby creatures’ minds. Each living creature 
  (not a construct or undead) other than you within 5 feet of 
  you must make an Intelligence saving throw. On a failed 
  save, a creature takes 1d6 psychic damage and has 
  disadvantage on the next Intelligence or Charisma check it 
  makes before the until the end of its next turn. 
   This spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6). 
  Thought Projection 
  Enchantment cantrip 
  Casting Time: 1 bonus action  
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You broadcast a mental image or telepathic message to 
  nearby allies. Choose any number of non-hostile creatures 
  within range. These targets (and only the targets) 
  mentally receive the image or message you chose to 
  convey. If it is a message, it must be 10 words or fewer. 
  Creatures with Intelligence scores of 2 or creatures 
  unwilling to have you communicate with them aren’t 
  affected by this spell. You don’t need to share a language 
  with a creature for it to understand what you convey, but 
  if you send a message rather than an image, a creature 
  must understand at least one language in order to 
  comprehend the message. 
  Thundering Armor 
  1st-level abjuration 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S, M (a tuning fork) 
  Duration: Concentration, up to 10 minutes 
  You infuse armor with pulsing energy, protecting that 
  alluy and knocking a single foe away with the intense 
  reverbation. Choose a friendly creature within range that 
  is wearing armor (if you choose yourself, you do not need 
  to be wearing armor). They gain a +2 bonus to AC until the 
  end of their next turn. You also choose a hostile creature 
  within 5 feet of the first creature. That hostile creature 
  must make a Strength saving throw. On a failure, it takes 
  
   
   
   
  32 
  2d8 thunder damage and is pushed 10 feet away from the 
  friendly creature you chose.  
   At Higher Levels. If you use a spell slot of 2nd-level or 
  higher to cast this spell, the thunder damage is increased 
  by 1d8 for each spell level above 1st. 
  Thunderous Reprisal 
  4th-level abjuration 
  Casting Time: 1 reaction, which you take in response to 
  being damaged by a creature within 30 feet of you that 
  you can see 
  Range: Self (30-foot radius) 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  You blast your enemies away in a wave of thunder and 
  destruction. Each creature within 30 feet of you must 
  make a Dexterity saving throw, taking 4d8 thunder 
  damage on a failed save, or half as much damage on a 
  successful one. In addition, creatures that fail their saving 
  throw are pushed 10 feet away from you and become 
  deafened until the end of your next turn. 
   At Higher Levels. If you use a spell slot of 5th-level or 
  higher to cast this spell, the thunder damage is increased 
  by 1d8 for each spell level above 1st. 
  Uncanny Balance 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V 
  Duration: 1 round 
  You sense how to shift your weight from step to step, 
  staying atop a tricky surface. For the rest of the turn, you 
  have advantage on Dexterity (Acrobatics) and Strength 
  (Athletics) checks, and you do not sink when moving over 
  soft or brittle terrain, such as dust, silt, mud, snow, or thin 
  ice (though you cannot walk on actual liquid with this 
  effect). While this spell is active, difficult terrain of those 
  types does not require extra movement.  
   If you are already sinking into soft terrain when you cast 
  this spell, the spell instantly moves you up to 5 feet to the 
  surface. When this spell ends, if you are standing in a place 
  where you would normally fall or sink, you do so unless 
  you have some other means of remaining there. 
  Undersong 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: 8 hours 
  When you cast this spell, a familiar and soothing song 
  wells up in your mind. The song does not distract you 
  from any task at hand—on the contrary, by humming 
  along to the tune you can focus your mind with ease. For 
  the duration, whenever you make a Constitution saving 
  throw to maintain your concentration on a spell, you can 
  choose to make a Charisma (Performance) check instead. 
  Unleash Instincts 
  6th-level transmutation 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S, M (a piece of animal skin large enough 
  to be worn over both shoulders) 
  Duration: Concentration, up to 8 hours 
  Until this spell ends, you unlock the primal nature of your 
  body and mind, and you gain the following benefits:  
  • You can substitute your spellcasting ability score for 
  your Strength score for purposes of unarmed strikes 
  (including both attack and damage rolls), ability checks, 
  and determining your jump distance or carrying 
  capacity (including maximum load and maximum lift). 
  • You add your spellcasting ability modifier to Dexterity 
  checks and Wisdom checks. 
  • When you make an unarmed strike, the damage you 
  inflict is psychic damage, and you can roll a d8 in place 
  of the normal damage. 
  • Your speed increases by 10 feet. 
  • You can use your bonus action to make an unarmed 
  strike or take the Dash action. 
  • You gain darkvision up to a distance of 30 feet. 
  • You can track other creatures while traveling at a fast 
  pace, and you can move stealthily while traveling at a 
  normal pace. 
  If you end your turn wearing heavy armor, you must roll a 
  Constitution saving throw against a DC equal to your own 
  spellcasting DC. If you fail, you lose concentration and the 
  spell ends. 
   If you roll initiative before this spell ends, if the 
  remaining amount of time you can maintain your 
  concentration on this spell is greater than 1 minute, that 
  duration is reduced, and you can only maintain your 
  concentration on the spell for up to 1 minute after making 
  the initiative roll. 
   In addition, when you make a Strength, Dexterity, or 
  Constitution saving throw, if the number rolled on the die 
  is 16 or lower, you can use your reaction to treat the 
  number rolled on the d20 as a 17. If you do so, you gain 
  advantage on all Strength, Dexterity, or Constitution 
  saving throws until the beginning of your next turn, at 
  which time the spell ends. 
  Unluck 
  2nd-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, M (a broken horseshoe) 
  Duration: 1 round 
  You manipulate what was once an ode to fate, speaking it 
  in reverse and warping the weave of fortune. Choose one 
  target within range, which must make a Charisma saving 
  throw. On a failure, the target takes 3d6 psychic damage 
  and has disadvantage on the next attack roll it makes 
  before the end of its next turn. On a success, that target 
  takes half as much damage but suffers no other effects. 
   In addition, whether the target fails or succeeds, choose 
  one ally within 60 feet when you cast this spell; that ally 
  
   
   
   
  33 
  gains advantage on the next attack roll it makes before the 
  end of its next turn. 
   At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the damage increases by 1d6 for 
  each slot level above 1st. 
  Wall Run 
  Transmutation cantrip 
  Casting Time: 1 bonus action  
  Range: Self 
  Components: V, S 
  Duration: 1 round 
  For a brief moment, you treat the law of gravity as a 
  suggestion rather than a rule. For the rest of the turn, you 
  have a climb speed equal to your walking speed and 
  advantage on Dexterity (Acrobatics) and Strength 
  (Athletics) checks, and you can move up, down, and across 
  vertical surfaces while leaving your hands free. This does 
  not allow you to move upside down along ceilings. If you 
  are on a vertical surface when you no longer have a 
  climbing speed, you immediately fall unless you have 
  some other means of remaining there. 
  Warning Roar 
  Evocation cantrip 
  Casting Time: 1 action  
  Range: 30 feet 
  Components: V 
  Duration: 1 round 
  Menacing psychic energies transform your voice into a 
  louder version of the natural threat of a predatory beast 
  (such as the growl of a hunting dog, the rattle of a 
  rattlesnake, or the roar of a lion) that is audible out to 60 
  feet. Choose one creature within this spell’s range, which 
  must make an Intelligence saving throw. If the target fails, 
  it takes 1d8 thunder damage, and until the start of your 
  next turn it has disadvantage on the next saving throw it 
  makes against being frightened. If that target willingly 
  moves closer to you or attacks you before the start of your 
  next turn, it immediately takes 1d6 psychic damage, and 
  the spell ends. 
   The psychic damage from this spell increases by 1d6 
  when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Weightless Pursuit 
  1st-level enchantment 
  Casting Time: 1 reaction, which you take when a creature 
  that started its turn within 30 feet of you ends its turn 
  more than 30 feet away from you 
  Range: Self 
  Components: S 
  Duration: Concentration, up to 1 minute 
  You can make supernatural jumps or run up walls to 
  pursue your opponent. Choose one creature within 60 feet 
  of you that has just ended its turn more than 30 feet away 
  after starting its turn within 30 feet of you. Until this spell 
  ends, you gain the ability to move up, down, and across 
  vertical surfaces and upside down along ceilings (while 
  leaving your 
  hands free), 
  you gain a 
  climb speed 
  equal to your 
  walking 
  speed, your 
  jumping 
  distance is 
  doubled, and 
  as part of the 
  reaction 
  used to cast 
  this spell, 
  you can 
  immediately 
  fly a number 
  of feet equal 
  to or less 
  than your 
  walking 
  speed, using 
  one or more 
  of your 
  various 
  modes of 
  movement, 
  ending this 
  movement in 
  an empty 
  space within 
  30 feet of the 
  creature. 
  This space 
  cannot be 
  above the 
  creature, and 
  you cannot 
  end your 
  movement 
  farther away 
  from your 
  original 
  space than 
  the creature 
  is. 
   In addition, while this spell is active, you have resistance 
  against all damage from falling, and take no damage when 
  you fall less than 100 feet. 
   At Higher Levels. When you cast this spell using a spell 
  slot of the 2nd level or higher, the duration increases to 10 
  minutes (with concentration still required). If the spell 
  slot is 3rd level or higher, you gain a flying speed equal to 
  your walking speed for the duration of the spell. 
  
   
   
   
  34 
  New Archetypes 
  The first three archetypes in this section are intended for the 
  Artificer class, as presented in the Unearthed Arcana series of 
  articles on the D&D website, now available on DM’s Guild at: 
  http://www.dmsguild.com/product/213032/Unearthed-Arcana-
  The-Artificer-Class-5e?affiliate_id=925821 
  New Artificer Specialist 
  Arcane Sleuth 
  You are adept at magically crafting tools that help you find 
  clues and unravel mysteries around you. The combination 
  of these implements with your deductive reasoning, 
  encyclopedic education, and deep understanding of magic 
  make you more than a mere investigator or detective. You 
  have an uncanny ability to read people and situations, 
  allowing you to predict your opponent’s moves before 
  they happen, uncover complex conspiracies with a bare 
  handful of clues, and act with preternatural quickness 
  before anyone else realizes what has happened. 
  Detective Skills 
  When you choose this artificer specialist type at 1st level, 
  you gain proficiency in the Insight, Investigation, and 
  Perception skills. You are also able to use a magnifying 
  glass as a spellcasting focus for your artificer spells. 
  Investigator’s Kit 
  At 1st level, you create an investigator’s kit, a satchel of 
  arcane foci, magical tools, and well-crafted implements 
  you use to discover clues and solve mysteries. Bearing 
  your kit focuses your mind and grants you magical power, 
  allowing you to cast certain spells. This kit always includes 
  a magnifying glass, as well as many other items such as a 
  dust brush, tweezers, small jars for evidence collection, or 
  a small journal with an attached charcoal pencil for taking 
  notes. While you have your investigator’s kit on your 
  person, you gain the following advantages: 
  • You double your proficiency bonus when adding it to 
  Intelligence (Investigation), Wisdom (Insight), or 
  Wisdom (Perception) checks. 
  • Whenever you make an Intelligence (Insight), 
  Intelligence (Investigation), or Wisdom (Perception) 
  check, after you see the number rolled, but before the 
  DM determines the result, you can expend one spell slot  
  to gain an additional bonus to that roll. The bonus is 
  equal to 10 + the level of the expended spell slot. 
  • You can cast the following cantrips: create item*, far 
  hearing*, guidance, internal compass*, remote viewing*, 
  and vicious mockery. 
  • You can cast detect thoughts once per day, without 
  spending a spell slot. You must finish a long rest before 
  you can do so again. 
  • When you need a piece of adventuring gear or set of 
  tools that neither you nor your allies possess, you can 
  make a DC 15 Intelligence check. If you succeed, the 
  needed gear or tool is in your investigator’s kit, 
  provided it is worth 50 gp or less and small enough to fit 
  (less than 1 foot long or wide). You must immediately 
  pay the gp cost of the item to use this ability, otherwise 
  it does not work—you previously thought ahead and 
  purchased this item when you last had the opportunity 
  to do so. Once you successfully gain an item with this 
  feature, you cannot do so again until you finish a short 
  or long rest. 
  If you lose your investigator’s kit, you can create a new 
  one over the course of three days of work (eight hours 
  each day) by expending 100 gp worth of glass, metal, 
  wood, and other raw materials. 
  Sleuth’s Focus 
  At 3rd level, you learn the hunter’s mark spell as an 
  artificer spell, which does not count against the number of 
  artificer spells you know. If you reduce a creature who is 
  the subject of your hunter’s mark spell to 0 hit points with 
  any attack roll (melee or ranged), you can choose to knock 
  the creature out instead of killing it. Make this choice the 
  instant damage is dealt. A knocked out creature falls 
  unconscious and is stable at 0 hit points. 
   In addition, if you have your investigator’s kit, any 
  attack roll you make against the target of your hunter’s 
  mark spell is a critical hit on a roll of 19 or 20 on the d20. 
  Deductive Interaction 
  At 9th level, you can use your bonus action to make a 
  Wisdom (Insight) check against a creature you have spent 
  at least 1 minute interacting with or observing outside of 
  combat during the past hour. This roll is opposed by the 
  target’s Charisma (Deception) check. If you succeed, you 
  learn something about that creature. The DM tells you if 
  the creature is your equal, superior, or inferior in regard 
  to two of the following characteristics of your choice: 
  • An ability score of your choice 
  • Armor Class 
  • Current hit points 
  • Total class levels (if any) 
  • Levels in a particular class (if any) 
  • At the DM’s option, you might also realize you know a 
  piece of the creature’s history or one of its personality 
  traits, if it has any. 
  In addition, when you inflict a critical hit against any 
  creature on which you have used this feature in the last 24 
  hours, you gain advantage on all other attack rolls you 
  make against that creature until the end of your next turn. 
  Sleuth’s Insight 
  At 14th level, all Charisma (Deception) checks against you 
  are made at disadvantage. In addition, once per day, if you 
  have your investigator’s kit, you can cast true seeing (on 
  yourself only) without spending a spell slot. You must 
  finish a long rest before you can do so again. 
  Implacable Investigator 
  Beginning at 17th level, once per day, if you have your 
  investigator’s kit, you can cast foresight (on yourself only) 
  without spending a spell slot. You must finish a long rest 
  before you can do so again. 
   In addition, when a creature that has failed a Charisma 
  (Deception) check against you with the last 24 hours 
  makes an attack roll against you, it provokes an 
  opportunity attack from one creature of your choice that 
  can hear you.  
  
   
   
   
  35 
  New Artificer Specialist 
  Clockwork Engineer 
  Artificers attain a deep understanding of how to infuse 
  magic into inanimate objects. Although most artificers 
  train in the creation of mechanical servants and animate 
  devices, you elevate the practice to an art form. As a 
  clockwork engineer, you are a master of creating 
  imitations of life from inanimate objects. The mechanical 
  automatons you create are more durable and deadly than 
  those created by your artificer peers. 
   You fashion minions and artifices to aid your 
  companions, although you probably feel as much kinship 
  to the automatons as you feel toward your fellow 
  adventurers. You might dote on your creations. lamenting 
  when they become damaged, and even avenging their 
  destruction. 
   As you become more powerful, harmless clockwork 
  creations surround you. They twitter and buzz, fluttering 
  near you, keeping you company. Many are also helpers, 
  and through their adroit appendages, you can construct 
  other minions more quickly.  
   
  Clockwork Armor 
  At 1st level, you can take a suit of armor of any kind and 
  transform it into a mix of leather, cloth, or metal festooned 
  with gears, cogs, and clockworks, as well as pockets and 
  compartments containing even more materials. Only you 
  can wear this armor freely, anyone else attempting to 
  wear it has their speed halved and suffers disadvantage on 
  all ability checks, saving throws, and attack rolls while 
  wearing it. Your first Clockwork Armor must be made 
  from a suit in your possession, but requires no additional 
  cost. Once you modify it, this armor need not look like 
  traditional armor, it just needs to include enough 
  protective material and clockwork pieces to function. 
   (For example, clockwork armor based on leather or 
  studded leather could include a large hat, a pair of goggles, 
  a belt with several pouches and compartments, along with 
  a long leather coat with many pockets, all reinforced with 
  metal pieces in what might appear at first glance to simply 
  be a clockwork motif.) 
   If you lose your Clockwork Armor, or want to change to 
  a different armor type, you can create a new suit over the 
  course of three days of work (eight hours each day) using 
  existing armor along with 100 gp of additional metal and 
  other raw materials. If you wish, you may use this process 
  to transform magical armor into your Clockwork Armor. 
   
  Clockwork Weapons 
  While wearing your Clockwork Armor, you can also make 
  use of special weapons concealed in the suit. When you 
  use this function, it acts as a melee weapon attack, but you 
  may substitute your Intelligence modifier for your 
  Strength modifier on attack rolls with it, it deals 
  bludgeoning damage equal to 1d6 plus your Intelligence 
  modifier, and it has a reach of 10 feet. 
   The damage of your Clockwork Weapons increases by 
  1d6 when you reach certain levels in this class: 3rd level 
  (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 
  11th level (6d6), 13th level (7d6), 15th level (8d6), 17th 
  level (9d6), and 19th level (10d6). 
   
  Inventive Enhancements 
  Starting at 1st level when you choose this specialization, 
  you gain two invention points, which you use to fuel clever 
  devices called inventive enhancements. An invention point 
  is expended when it is used. Your base number of 
  invention points increases to 3 at 5th level, 4 at 11th level, 
  and 5 at 17th level. You regain all expended invention 
  points when you finish a long rest. 
   At 1st level, you learn two of the inventive 
  enhancements below. You learn an additional inventive 
  enhancement at 5th level, 11th level, and 17th level. If an 
  inventive enhancement requires a saving throw, that save 
  is made against your artificer spell DC. You must be 
  wearing your Clockwork Armor to use an inventive 
  enhancement. Unless otherwise stated, you can only use 
  one inventive enhancement per turn. 
   
   Clockwork Stinger. When you hit with a ranged weapon 
  attack or an attack with your Clockwork Weapon feature, 
  you can spend 1 invention point to inflict an extra 2d6 
  poison damage against the target. If the target takes at 
  least 1 point of this poison damage, the next attack roll 
  made against the target has advantage if the attack is 
  made before the start of your next turn. 
   Entangling Device. When you hit with a ranged weapon 
  attack or an attack with your Clockwork Weapon feature, 
  you can spend 1 invention point to inflict an extra d6 
  bludgeoning damage against the target, and the target 
  must make a Dexterity saving throw or become restrained 
  until the end of its next turn. The creature can use an 
  action to escape this effect early. 
   Firebreather When you hit with a ranged weapon 
  attack or an attack with your Clockwork Weapon feature, 
  you can spend 1 invention point to inflict an extra 1d6 fire 
  damage against the target, inflicting the same amount of 
  fire damage against all creatures within 5 feet of the 
  target. Any creature that takes this damage must roll a 
  Strength saving throw. On a failure, you can push each 
  creature up to 10 feet away from you. 
   Freezing Breath. When you hit with a ranged weapon 
  attack or an attack with your Clockwork Weapon feature, 
  you can spend 1 invention point to inflict an extra 2d6 
  cold damage against the target, and the target’s speed is 
  reduced by half until the end of its next turn. 
   Magnetic Talon. When you hit with a ranged weapon 
  attack or an attack with your Clockwork Weapon feature, 
  you can spend 1 invention point to inflict an extra 2d6 
  lightning damage against the target, and the target must 
  make a Strength saving throw. On a failed save, it drops an 
  object you choose. If the object weighs less than 25 
  pounds, you can move it up to 10 feet closer to you before 
  it lands harmlessly on the ground. If you are within 10 
  feet, you can choose to have the object fall at your feet. 
   Mechanized Tentacles. When you make an attack using 
  a natural weapon, an unarmed strike, or your Clockwork 
  Weapons feature, you can extend your reach for that 
  attack to 20 feet. If the attack hits, it inflicts an additional 
  1d6 bludgeoning damage, and may pull the target up to 15 
  feet closer to you. 
   Ranged Clockwork. When you use your Clockwork 
  Weapons feature to make an attack during your turn, you 
  
   
   
   
  36 
  can spend 1 or 2 invention points to make your Clockwork 
  Weapons attack into a ranged attack instead of a melee 
  attack until the end of the turn. If you spend 1 invention 
  point, the range is 30 feet; if you spend 2 invention points, 
  the range is 120 feet. This inventive enhancement does 
  not count against any limitation on the number of 
  inventive enhancements you can use per turn. 
   Shrapnel Swarm. When you hit with a ranged weapon 
  attack or an attack with your Clockwork Weapon feature, 
  you can spend 1 invention point to inflict an extra 2d6 
  piercing damage against the target and all creatures 
  within 5 feet of it. 
   Thunderous Ram. When you hit with a ranged weapon 
  attack or an attack with your Clockwork Weapon feature, 
  you can spend 1 invention point to inflict an extra 2d6 
  thunder damage against the target, and the target must 
  make a Strength saving throw. On a failed saving throw, 
  you can either knock it prone or push it up to 15 feet away 
  from you. 
   Tinker’s Clockworks. You can spend 1 invention point 
  to make a single use of the rock gnome’s Tinker racial 
  ability, spending 1 hour and 10 gp of materials to create 
  one Tiny clockwork device. You may add your Intelligence 
  modifier to the clockwork device’s base Armor Class of 5. 
  You can only have three clockwork devices at once, which 
  all work as per the Tinker ability description. If you 
  already possess the Tinker ability (such as from being a 
  rock gnome), you gain an additional bonus when you use 
  this exploit: you may add your artificer level to the 
  clockwork device’s base 1 hp. 
   Wondrous Automaton. If there is an empty space 
  within 10 feet of you, you can spend 1 invention point as 
  an action to unfold and activate a clockwork automaton 
  from previous assembled components. This automaton 
  uses the statistics of a monodrone modron (as described 
  in the Monster Manual), but it cannot fly, it does not have 
  truesight, it can understand only your verbal commands 
  instead of the Modron tongue, and it cannot speak. The 
  automaton appears in an empty space of your choice 
  within 10 feet of you. It is friendly to you, but indifferent 
  to all other creatures except those which are hostile to 
  you, to which it is also hostile. Roll initiative for the 
  automaton, which has its own turns. It obeys any verbal 
  commands that you issue to it (no action required by you). 
  If you don't issue any commands to it, the automaton 
  defends itself from hostile creatures, but otherwise takes 
  no actions. 
   An active automaton created with this inventive 
  enhancement deactivates at once if you use this inventive 
  enhancement again. You cannot activate the automaton if 
  you are concentrating on a spell, and if you cast a 
  concentration spell while the automaton is active, it 
  becomes incapacitated until you are no longer 
  concentrating on a spell. The automaton can only remain 
  active for 1 minute, then it deactivates into a smaller form 
  which you can store in your clockwork armor. (You do not 
  need to do so in order to use this inventive enhancement 
  again.) 
   As you gain artificer levels, your automaton uses the 
  statistics of a more powerful type of modron: a duodrone 
  at 2nd level, a tridrone at 3rd level, a quadrone at 4th 
  level, and a pentadrone if you are 5th level or higher in 
  your artificer class. 
   
  Inventive Resurgence 
  Beginning at 3rd level, you learn the mending cantrip, and 
  you regain all your expended invention points whenever 
  you finish a short or long rest. 
   
  Clockwork Servant 
  At 9th level, you can spend 1 or more invention points to 
  perform a 1 hour ritual that makes the servant acquired 
  from your Mechanical Servant artificer feature more 
  powerful. The servant gains the following benefits: 
  • It uses your proficiency bonus instead of its own. 
  • In addition to the areas where it normally uses its 
  proficiency bonus, your mechanical servant also adds its 
  proficiency bonus to its AC and to its damage rolls. 
  • It is considered proficient with all saving throws while it 
  can see you.  
  • Whenever you make an attack roll or cast a spell on 
  your turn, if your mechanical servant can see you, it can 
  use its reaction to make a melee attack. 
  • Your mechanical servant gains a number of additional 
  hit dice equal to the number of invention points you 
  spent on this ritual, and increases its hit points 
  accordingly. 
  • A mechanical servant improved with this ritual can 
  expend invention points from your pool to use any 
  inventive enhancements you know on its own attacks. 
  You do not need to be wearing your Clockwork Armor 
  for the servant to use this effect. 
  The benefit of this ritual last until you perform this ritual 
  again, until your mechanical servant is killed, or until you 
  build a new mechanical servant. 
   
  Improved Clockwork Weapons 
  At 14th level, when you hit a creature with your 
  Clockwork Weapons attack, you can spend 2 invention 
  points to choose up to 7 other creatures within 30 feet of 
  that creature. The number of creatures chosen must be 
  equal to your proficiency bonus or less. You then make the 
  same attack roll against each separate creature. Each 
  creature hit suffers the same damage and effects as the 
  first creature you struck, including any inventive 
  enhancements you applied. 
   
  Reactive Devices 
  At 17th level, the sophisticated automation of your 
  Clockwork Armor and mechanical servant allow for 
  instantaneous responses in battle. When a creature 
  attacks you or your mechanical servant while you are 
  wearing your clockwork armor, you can use your reaction 
  to impose disadvantage on that attack roll. If the attack 
  still hits, you can spend 1 invention point to decrease the 
  damage inflicted by half. If the attack misses, you can 
  attack that creature with your Clockwork Weapons 
  feature as part of the same reaction if the creature is 
  within 10 feet of you. 
   
   
  
   
   
   
  37 
  New Artificer Specialist 
  Eradicator 
  As a plague takes hold of the body, a darkness has infested 
  the land. It takes many forms: undead. lycanthropes, hags, 
  fiends, unclean spirits, and the like. You do not view these 
  horrors superstitiously, but clinically. They are a disease 
  that must cured. Like a naturalist cataloguing plant and 
  animal specimens, you use a variety of techniques to 
  discern the secrets of the infection. How does mortal flesh 
  sustain a zombie’s unlife? Why is silver better than steel 
  against a werewolf? How does a mummy infect its victims 
  with rot? You use such knowledge to create the tools 
  needed to eradicate these unnatural predators for the 
  good of all mortals. Your weapons in this fight are not only 
  magic and martial prowess, but rationality and self-
  control. You cannot give in to fear. 
   Of all artificers, eradicators are the most likely to have 
  deep religious beliefs. Seeing the way divine power can be 
  channeled to defeat their worst foes leaves a lasting 
  impression. Whatever you believe, you tend to be just as 
  rational about faith as you are about everything else. 
  Eradicators always find a way to reconcile science and 
  religion, and they have a natural suspicion of zeaotry. In 
  many ways, your drives to understand divinity and expose 
  the forces of darkness are two sides of the same coin.  
   
  Monster Hunter’s Implements 
  At 1st level, you craft a focusing symbol, a wooden sigil that 
  concentrates your magical might and strength of will. This 
  can be anything from a holy symbol to an ancient cerulean 
  sign of power, but it must either be carved of wood or 
  inscribed on a piece of wood. You can use your focusing 
  symbol as an arcane focus or holy symbol, and can also 
  use it as your choice of either a club or quarterstaff. 
   As long as you have your focusing symbol in hand, 
  whenever you inflict damage on one or more creatures 
  who are currently the subject of a concentration spell you 
  cast, one of the damaged creatures takes extra psychic 
  damage equal to your Intelligence modifier. Any creature 
  that takes this damage cannot benefit from advantage on 
  any Intelligence or Wisdom saving throw until the end of 
  your next turn. 
   Whenever you have your focusing symbol in hand, you 
  can cast the shillelagh cantrip on it. When you do so, you 
  can choose for one end of your focusing symbol to 
  sharpen, becoming a piercing weapon for the duration of 
  the spell (this allows such a weapon to be used as a 
  wooden stake for the purpose of defeating vampires and 
  similar creatures). 
   If you lose your focusing symbol, you can create a new 
  one over the course of three days of work (eight hours 
  each day) by expending 100 gp worth of metal, wood, or 
  other raw materials. 
   
  Species Focus
  Starting at 1st level, you choose a type of monster you 
  know more about than any other. You can choose one 
  species focus from the following: aberrations, constructs, 
  elementals, fey, fiends, giants, monstrosities, oozes, plants, 
  or undead. Alternatively, you can choose shapechangers of 
  all types as your species focus. Work with your DM to 
  determine an appropriate type of monster for the 
  campaign. You have advantage on Intelligence and 
  Wisdom checks to discern information about the type of 
  creature chosen, and when you inflict damage with an 
  artificer spell or with a magical weapon on a creature that 
  is your species focus, that creature’s speed is reduced by 
  half until the end of its next turn. 
   
  Exorcism Spells 
  At 3rd level, you learn the detect evil and good, protection 
  from evil and good, and predictive focus* spells as artificer 
  spells. You learn additional spells from this feature as you 
  gain levels, as follows: 
  • At 7th level, you learn the darkvision and gentle repose 
  spells. 
  • At 13th level, you learn the daylight and intellect 
  redoubt* spells. 
  • At 19th level, you learn the locate creature and 
  staggering smite spells.  
  Spells learned from this feature do not count against your 
  normal number of artificer spells or cantrips known. 
   Whenever you cast a spell gained from this feature with 
  your focusing symbol in hand, if that spell has a casting 
  time of 1 action, you may choose to expend 1 hit die to 
  change the casting time  to 1 bonus action for this casting. 
   
  Repel Horrors 
  Starting at 9th level, you can attempt to repel dark forces 
  with the strength of your convictions. As an action, you 
  present your focusing symbol, and each creature within 30 
  feet of you that is undead or your species focus must make 
  an Intelligence saving throw against your Artificer spell 
  DC. On a failed save, such a creature is repelled for a 
  number of rounds equal to your Intelligence modifier 
  (minimum of 1), though the effect ends if the creature 
  takes damage. A repelled creature must spend its turns 
  trying to move as far away from you as it possibly can, and 
  it can’t willingly move to a space within 30 feet of you. It 
  also can’t take reactions. For its action, it can use only the 
  Dash action or try to escape from an effect that prevents it 
  from moving. If there’s nowhere to move, the creature can 
  use the Dodge action. 
   Once you use this feature once, you cannot use it again 
  until you finish a short or long rest. 
   
  Serenity of Spirit 
  At 14th level, you are an island of calm resolution in a sea 
  of fear and aggression. You cannot be charmed or 
  frightened, and if you have your focusing symbol in hand, 
  you can cast the calm emotions spell at will. 
   
  Hunting the Hunters 
  At 17th level, you are immune to psychic damage. Hostile 
  creatures you choose who take psychic damage during 
  your turn must roll Intelligence saves against your 
  Artificer spell DC or become frightened of you until the 
  end of your next turn. 
   
   
  
   
   
   
  38 
  New Artificer Specialist 
  Prodigy 
  Unlike other artificers, the main project of your life is not 
  the crafting of a separate item—your triumph is crafting 
  yourself. You infuse your own person, perhaps 
  unconsciously, with magic, and rely on your expansive 
  intellect and personal discipline to make yourself 
  formidable both physically and mentally. Unlike other 
  artificers, you consider yourself a scholar studying magic 
  from the outside, rather than a true user of magic. In fact, 
  some prodigies don’t claim to have any magical powers, 
  believing they are simply well-educated and extremely 
  practiced in certain techniques (though other artificers 
  believe such prodigies are simply in denial).   
   You believe rigorous logic can explain anything, and 
  rigorous education can achieve anything. You know the 
  universe is not an inexplicable game played with dice by 
  unknowable gods. Rather, it is a place of deep yet 
  comprehensible wonder, where some creatures and forces 
  are so great and powerful that they currently seem beyond 
  mortal ken. In time, however, if enough knowledge is 
  collected, analyzed, and understood, the scientific method 
  will yield understanding of everything. You do your part to 
  bring that future closer, and make yourself an example to 
  others, demonstrating what you believe anyone can 
  achieve if they attain the proper knowledge and discipline. 
     
  Deep Proficiency 
  When you choose this archetype at 1st level, you attain a 
  deep level of mastery in some pursuits. You learn two new 
  languages, gain proficiency with two tool or vehicle types 
  of your choice (you could choose thieves’ tools and water 
  vehicles, disguise kits and calligrapher’s supplies, etc.), 
  and choose one of the following Deep Proficiency options: 
  • 
  Cautious. You gain proficiency with heavy armor. 
  When wearing medium or heavy armor, you gain +1 
  to AC. 
  • 
  Cerebral. You gain proficiency in one Intelligence-
  based skill, and you can add half your proficiency 
  bonus, rounded down, to any Intelligence check you 
  make, whether it already includes your normal 
  proficiency bonus or not. 
  • 
  Influential. You gain proficiency in one Charisma-
  based skill, and you can add half your proficiency 
  bonus, rounded down, to any Charisma check you 
  make, whether it already includes your normal 
  proficiency bonus or not. 
  • 
  Intuitive. You gain proficiency in one Wisdom-based 
  skill, and you can add half your proficiency bonus, 
  rounded down, to any Wisdom check you make, 
  whether it already includes your normal proficiency 
  bonus or not. 
  • 
  Tactical. You gain proficiency with all martial 
  weapons. Weapon attacks you make outside of your 
  own turn inflict +2 damage. 
    
  Genius Intellect 
  Beginning at 3rd level, whenever you finish a short or long 
  rest, you may convert any number of your remaining 
  artificer spell slots into intellect dice, special dice you use 
  to perform prodigious acts that mark your genius. These 
  dice fuel many of your other abilities from this archetype. 
  Each spell slot becomes one intellect die, but the type of 
  dice gained from this conversion depends on the level of 
  spell slot converted, as follows: 
  Spell Slot Level 
  Intellect Die Gained 
  1st 
  d6 
  2nd 
  d8 
  3rd 
  d10 
  4th 
  d12 
   You can expend these intellect dice for a variety of 
  exploits, stunning demonstrations of your mental 
  discipline. An exploit die is expended when you use it. 
  Exploits are listed at the end of this archetype. If an exploit 
  requires a saving throw, it uses your artificer spellcasting 
  save DC. You can never spend more than one intellect die 
  during the same turn. 
   Exploits. You learn three exploits of your choice, which 
  are detailed under “Exploits” below.  
   You learn one additional exploit of your choice at 9th, 
  14th, and 17th level. Each time you learn new exploits, you 
  can also replace one exploit you know with a different one. 
   Re-conversion. As a bonus action, you can convert an 
  intellect die back into a spell slot of the same level it was 
  converted from. If you use the Infuse Magic feature all 
  artificers receive at 4th level, you can perform this 
  conversion as part of the minute of spellcasting used for 
  that feature, without needing to use a separate bonus 
  action. If you do so, you must use the converted spell slot 
  to cast the spell you are infusing into an object. 
    
  Reflexive Action 
  At 9th level, you can take a bonus action on each of your 
  turns in combat. This bonus action can be used only to 
  take the Disengage action, to make an unarmed strike, to 
  make an Intelligence check of any kind, or to make a 
  Wisdom (Perception or Insight) check. You can use 
  Intelligence instead of Strength for the attack and damage 
  rolls of unarmed strikes made with this feature. 
   In addition, whenever you make an unarmed strike 
  against a creature who has not yet acted in the combat, 
  you can roll a d6 in place of your normal unarmed strike 
  damage, and if the unarmed strike hits, the target must 
  succeed on a Dexterity saving throw against your artificer 
  spell DC or be knocked prone. 
    
  Unexpected Response 
  At 14th level, you are always one step ahead of danger. 
  When you roll initiative, before anyone else can act, you 
  can immediately take an extra turn. During this turn, you 
  can only take one action, and you can only use it to take 
  the Dash or Hide action, to use the Marked Quarry exploit, 
  or to take any one of the bonus actions permitted by your 
  Reflexive Action feature.  
   If more than one creature in an encounter has a feature 
  that allows them to take an extra turn before anyone else 
  can act, then all creatures with such abilities act first, in 
  order of initiative, then the regular initiative order begins. 
   If you would normally be surprised at the start of an 
  encounter, you do not gain this extra turn, but you are also 
  not surprised. 
    
  
   
   
   
  39 
  Foreseen Possibilities 
  At 17th level, your ability to predict events and actions 
  around you is psychically infallible and practically 
  omniscient, allowing you to predict your near future like 
  moves on a chessboard and change your own choices in 
  response. Once per day, at the end of your turn, before 
  anyone else acts in the combat, you can announce that 
  what just happened during your turn was not what 
  actually occurred, but was simply your character 
  visualizing what might happen and psychically sharing 
  that information with their comrades. At that point, 
  everything that has happened since the beginning of your 
  turn—including dice rolls, any damage inflicted or healed, 
  movement, conversation, spellcasting, even death and the 
  passage of time itself—is undone, because in the world of 
  the game, it never actually happened. That turn never took 
  place at all. 
   You then immediately take your turn again, 
  making new 
  choices or similar ones as you wish, with entirely new 
  actions, responses, dice rolls, effects, and outcomes. In 
  game terms, you have effectively taken a “mulligan” on 
  that turn, ignoring what occurred and playing it over 
  again. You must use the results of the re-played turn, even 
  if at the end of it you realize you prefer the previous 
  version. 
   Every player character that had perceived your original 
  turn in-game still remembers what might have been, 
  because they are also magically aware of what would have 
  happened if that turn had actually taken place. In order to 
  make such an accurate prediction, your character had to 
  psychically reflect his own observations to and from his 
  allies’ minds as well as his own. Non-player characters, 
  however, do not know what the turn that never happened 
  was like, unless they are Friendly towards you and you 
  choose for them to have seen it. Once you use this feature, 
  you cannot use it again until you finish a long rest. 
  Exploits 
  The exploits available to this archetype are described 
  below, in alphabetical order. 
  Battlefield Geometry. You can expend an intellect die as 
  a bonus action during your turn to move up to half your 
  walking speed. When you expend an intellect die for this 
  exploit, until the end of your turn you add half the result of 
  your intellect die roll to your AC (rounded down to a 
  minimum of 1) and do not expend extra movement when 
  moving over difficult terrain. Once you use this exploit 
  twice, you must finish a short or long rest before you can 
  use it again. When you reach 7th level in your artificer 
  class, you add the full roll of your intellect die to your AC 
  until the end of your turn, instead of half. When you reach 
  11th level in your artificer class, you can use this exploit to 
  move up to your full walking speed, instead of half. 
  Clockworks. If you are proficient with tinker’s tools, you 
  can expend one intellect die to use them to make a single 
  use of the rock gnome’s Tinker racial ability, spending 1 
  hour and 10 gp of materials to create one Tiny 
  clockwork device. You may add the number rolled on 
  your Intellect die to the clockwork devices’s base 
  Armor Class of 5. You can only have three clockwork 
  devices at once, which all work as per the Tinker 
  ability description. If you already possess the Tinker 
  ability (probably from being a rock gnome), you gain an 
  additional bonus when you use this exploit: you may add 
  the number rolled on your Intellect die to the clockwork 
  devices’s base 1 hp, as well as to its base Armor 
  Class.  
  Discern Vulnerability. When you make a 
  weapon attack, you can expend one intellect die 
  to inflict extra damage if the attack hits. You 
  must choose to do this before you make the 
  attack roll. This extra damage of the same type 
  as the weapon damage. The extra damage 
  inflicted is determined by the size of the intellect 
  die you spend, as follows: d6 = 3d6 extra damage, 
  d8 = 3d8 extra damage, d10 = 3d10 extra damage, 
  d12 = 3d12 extra damage. 
  Marked Quarry. You choose one opponent 
  and devote nearly all your mental faculties to 
  
   
   
   
  40 
  defeating them. As a bonus action, you expend one 
  intellect die, and choose one creature. For 1 minute, 
  whenever you hit the target with an attack, that target 
  takes additional damage equal to your intellect die roll. If 
  the target drops to 0 hit points before 1 minute has 
  passed, you can use a bonus action on a subsequent turn 
  of yours to move your mark to a new creature. 
  Read Evidence. While you or a companion are tracking 
  or about to begin tracking one or more other creatures, 
  you can spend an Intellect die as an action to touch an 
  imprint or mark left on your environment by the touch of 
  one of the creatures you are tracking and sense 
  information about them. When you do so, you get an 
  image of that creature’s appearance, its relative size, 
  whether it was traveling alone, and a sense of its 
  emotional state, as if you had used the read object* spell 
  on an object it had touched. For the next 10 minutes, you 
  add your Intellect die roll to all Wisdom checks you make 
  to find that creature or gain insight into its motivations. 
  Tactical Command. By imparting advice or instruction to 
  an ally, you allow them to move and make an extra attack. 
  When you take the Attack action on your turn, you can 
  forgo one of your attacks and use a bonus action to direct 
  one of your companions to strike. When you do so, choose 
  a friendly creature who can see or hear you and expend 
  one intellect die, That creature can immediately use its 
  reaction to make one weapon attack, adding the intellect 
  die to the attack's damage roll. You choose whether the 
  extra damage is psychic damage or damage of the same 
  type as the weapon. The creature can also move up to half 
  its walking speed as part of the same reaction. 
  When you reach 7th level in your artificer class, when 
  you use this exploit, the ally may move up its full walking 
  speed as part of its reaction, instead of half. When you 
  reach 11th level, you add your Intelligence modifier to the 
  extra damage. When you reach 17th level, all extra 
  damage from this exploit is doubled. 
  Warning Insight. When a creature you can see attacks 
  another creature you can see, you can use your reaction to 
  expend an intellect die and give the attacker disadvantage 
  on that attack roll. If the attack still hits, the damage is 
  reduced by an amount equal to the number rolled on your 
  intellect die. 
  If you choose to play a prodigy, you get to play a kind of character 
  often depicted in fantasy and historical fiction: the intellectual hero 
  of reason, often skeptical of superstition (and magic) but trusting 
  absolutely in knowledge and education. This type of protagonist or 
  ally includes types as diverse as George R.R. Martin’s Maesters of the 
  Citadel, Vizzini and Miracle Max in The Princess Bride, Leonard of 
  Quirm in Terry Pratchett’s Discworld series (paralleled by his 
  Roundworld counterpart, Leonardo da Vinci), the Craftmasons in the 
  role-playing game Mage: The Sorcerer’s Crusade, and Cid in the Final 
  Fantasy video game series. 
  Players who don’t mind the extra effort and enjoy the particular 
  roleplaying opportunities may wish to play one of those prodigies 
  who believes even their own powers to not be truly magical. Given 
  the added difficulty, it should always be entirely up to you whether 
  your character believes they don’t use magic but actually does (and 
  thereby must have a nonmagical explanation for every spell they do 
  cast), or if your spells only appear to be magic to the superstitious, 
  and are in fact merely astounding feats of physical training and 
  mental discipline.  
   If you choose to play such a character, most who see you still 
  consider your extraordinary capabilities to be magic, but you believe 
  otherwise. You are certain that even your most miraculous leaps of 
  intuition or uncanny feats of prediction are merely byproducts of a 
  level of education, intuition, and self-discipline any person of 
  intelligence could achieve—magic need have nothing to do with it! 
  Whatever the case, you need a logical rationale for any spells you do 
  cast. 
   Some are more easily explained than others: the expeditious 
  retreat spell is just a display of your uncanny athletic ability, 
  sanctuary is using your knowledge of human nature to convince 
  others you are harmless, false life is merely the result of your strict 
  regimen for personal health, cure wounds is the application of 
  advanced medical knowledge or alchemical salves, etc. Others are 
  harder to explain—perhaps you describe your character as hurling 
  some tiny clockwork device into the air as part of casting shield of 
  faith, or applying a cunning combination of make-up and an 
  extremely detailed mask before you cast disguise self. This added 
  level of creativity is part of the fun, but it’s also a bit of extra effort, 
  so when choosing this archetype—and choosing your spells—make 
  sure flexing those extra imaginative muscles is part of the 
  experience you want in play. 
  
   
   
   
  41 
  New Divine Domain 
  Defier Domain 
  Clerics of this domain are not true clerics, though they 
  have similar abilities. They are disillusioned or heretical 
  and have disavowed the worship of any deities they once 
  believed in. Most consider the divine mysteries of the gods 
  (who they often refer to only as "powers") to be elaborate 
  scams. Many come to believe that the creatures called 
  “gods” are not changeless, ineffable beings, but merely 
  entities that have achieved a greater level of power—and 
  are still as fallible as mortals. Such "clerics" often work 
  tirelessly to discredit the gods, interfering with their 
  clergy and attempting to liberate their congregations from 
  what they consider false faith. 
   To maintain spellcasting abilities that equal those of 
  faithful clerics, some defiers enter into some kind of 
  arrangement with a powerful being, like the otherworldly 
  pact of a warlock. There are no delusions of divinity or 
  worship involved in these arrangements; the defiers know 
  what they are getting into, and are willing to pay the price. 
   Other defiers instead align themselves with the supreme 
  force they call "the Great Unknown," which transcends the 
  alleged gods (who they consider to be powerful beings but 
  not divine creators worthy of worship). After all, some 
  force must've created the planes of reality and given 
  mortals their innate sense of good and evil. Such a force 
  could not merely be one of the petty powers, however, 
  wrangling with rivals and driven by greedy narcissism to 
  seek worship. Rather, the force behind all creation must 
  be unequalled and beyond such temporal concerns. 
  Defiers aligned with the Great Unknown call themselves 
  the Athar, and they are a very influential faction in some 
  parts of the Outer Planes. 
  Defier Domain Spells 
  Cleric Level 
  Spells 
  1st 
  detect evil and good, dissonant whispers 
  3rd 
  calm emotions, silence 
  5th 
  counterspell, dispel magic 
  7th 
  aura of purity, Mordenkainen’s private sanctum 
  9th 
  banishing smite, planar binding 
  Bonus Proficiency 
  When you choose this domain at 1st level, you gain 
  proficiency with heavy armor and with all martial 
  weapons. 
  Disillusionment 
  At 1st level, you may choose to make Intelligence your 
  cleric spellcasting ability score, instead of Wisdom. If your 
  DM uses the optional multiclassing rules, you can 
  substitute your Intelligence score for your Wisdom score 
  when determining if you can be a multiclass cleric.
  Otherworldly Patron 
  At 1st level, you have an alternate source for your clerical 
  powers, one that is not a deity. Choose one of the two 
  following options for this feature: 
   Pactkeeper. Choose the 1st-level feature granted by any 
  Otherworldy Patron option for the warlock class. You gain 
  that feature, replacing any references to the warlock class 
  with the cleric class and replacing any reference to 
  Charisma with your cleric spellcasting ability score. 
   Great Unknown. When you hit a target with an attack 
  roll, you can expend a spell slot to attempt to free that 
  target from the influences of planar powers—whether 
  they want that freedom or not. The target you hit takes 
  extra psychic damage equal to twice the level of the spell 
  slot you expended for this feature, and any spell that is on 
  the target ends if it is of a level equal to or lower than that 
  spell slot. In addition, if the damaged creature is 
  concentrating on a spell, the DC of the saving throw it 
  makes to maintain its concentration is equal to your cleric 
  spell save DC or half the damage inflicted, whichever is 
  higher. 
  Channel Divinity: Skeptic’s Rebuke 
  Starting at 2nd level, you can use your Channel Divinity to 
  repel those you see as representative of the so-called gods. 
  As an action, you proclaim your disbelief and one celestial, 
  fiend, or humanoid spellcaster of your choice with 30 feet 
  of you must make a Wisdom saving throw, provided it can 
  see or hear you. If the creature fails its saving throw, it is 
  turned for 1 minute or until it takes any damage. 
   A turned creature must spend its turns trying to move 
  as far away from you as it can, and it can't willingly move 
  to a space within 30 feet of you. It also can't take reactions. 
  For its action, it can use only the Dash action or try to 
  escape from an effect that prevents it from moving. If 
  there's nowhere to move, the creature can use the Dodge 
  action. 
   After you reach 5th level, when a creature fails its saving 
  throw against your Skeptic’s Rebuke feature, the creature 
  is banished for 1 minute (as the banishment spell, no 
  concentration required) if it isn't on its plane of origin and 
  its challenge rating is at or below a certain threshold, as 
  shown on the table below. 
  Cleric Level 
  Challege Rating 
  5th 
  ½ 
  8th 
  1 
  11th 
  2 
  14th 
  3 
  17th 
  4 
   
  Defiant Mind 
  Starting at 6th level, your defiant nature grants you a 
  number of special abilities: 
  • You gain resistance to psychic damage and radiant 
  damage.  
  • When you hit a celestial or fiend with an attack, or any 
  creature that has regained hit points since the end of 
  your last turn, you deal additional psychic damage to it 
  equal to your cleric level. 
  Divine Strike  
  At 8th level, you add your cleric spellcasting ability 
  modifier to the damage you deal with any cleric cantrip. 
  Defiant Mind 
  At 17th level, you gain immunity to radiant damage and 
  psychic damage, and you have advantage on all saving 
  throws against enchantment or illusion spells. 
   
   
  
   
   
   
  42 
  New Sorcerous Origin 
  Shugenja 
  Unlike many sorcerers, these masters of the elements 
  were not born to their power. Rather, they experience a 
  spiritual calling that enables them to tap into holy forces 
  and balance natural elements through their own bodies. 
   The divine forces that imbue shugenja with their power 
  vary. Some may be gods or even entire pantheons acting in 
  concert. Others are nature spirits, the souls of venerated 
  ancestors, or the personifications of a sacred philosophy. 
  For example, in the Forgotten Realms, the shugenja of the 
  nation of Shou Lung—on the eastern continent of Kara-
  Tur—are known as dang-kai. They are adherents of an 
  elaborate religious philosophy known as The Way. As part 
  of their belief system, they reject notions of good, evil, 
  chaos, and law and instead focus on manipulating 
  universal energies toward a desired end.  
   Across Kara-Tur and other lands like it, shugenja are a 
  community’s priests, spiritual guardians who teach the 
  rituals of piety, keep the lore of their religion, and even 
  measure the passage of time.  Though this spiritual 
  vocation emanates from divine forces that keep their own 
  counsel, it is seldom unexpected. In nearly all cases, the 
  calling comes at the end of a long period of training and 
  preparation in a special academy, monastery, or temple. 
  Apprentice shugenja study for years to learn even the 
  fundamental elements of their magical practice, and are 
  the most literate social class of in all of Kara-Tur (and 
  given that region’s sophistication, perhaps the world). In 
  their omniscient wisdom, the holy ones who choose 
  shugenja find those who have excelled in this training 
  worthy of acting as their earthly agents. 
   A shugenja’s spells are written on ofudas (nonmagical 
  prayer scrolls) that the shugenja carries on their person, 
  serving as a divine focus for casting these spells. Shugenja 
  usually come from the noble class, but some are also 
  orphans adopted inducted into the priesthood at a young 
  age.  
   Unlike samurai, shugenja are not bound by a strict code 
  of morals. They do not need to serve a particular master, 
  thus they can travel the world as they see fit. They are 
  drawn to disturbances in the elemental balance of the 
  world. This leads them on adventures to right 
  environmental wrongs, destroy blights on the land, and 
  keep the balance of the elements. 
   
   
   
   
   
  It is becoming more and more common to find shugenja in the 
  company of Western adventurers from the continent of Faerûn. In 
  recent years, shugenja have been drawn toward the disturbances 
  caused by cataclysmic events (such as the draconic machinations of 
  the Cult of Tiamat, the return of lost nations to Faerûn, the plague of 
  demonic madness in the Underdark, etc.). Given their beliefs and 
  duties, they were especially concerned with the perversion of natural 
  harmony represented by the incursions of Elemental Evil, and many 
  shugenja were haunted by dreams that drew them to the Moonsea or 
  the Dessarin Valley. While still uncommon, the proliferation of Shou 
  settlements along with a shugenja's inherent attraction to natural 
  imbalances has greatly increased the presence of this class in the 
  realms of the West. 
  In the Forgotten Realms, small “Shou Towns”, enclaves of 
  immigrants and traveling merchants from Kara-Tur, have sprung up 
  in a number of major metropolitan areas in the Realms, and these 
  are often the first stops for shugenja who travel to the western 
  realms of Faerûn. Shugenja also act as priests and spiritual advisors 
  to nobles along the Golden Way. When travelers from Kara-Tur found 
  Shou Towns, shugenja bring the old ways to the new world. They help 
  to make small oases of tradition in very foreign environments. 
   These communities of immigrants from Shou Lung and other 
  Kara-Tur nations, somewhat akin to real-word Chinatowns. The most 
  well known of these is found in Elversult, but there are enclaves or 
  embassies in Zindalankh (Murghôm), Shussel (Unther), Vaelen (Var 
  the Golden), and Sheirtalar. 
   The newest of the established enclaves are in the Moonsea ports 
  of Mulmaster and Ylraphon, and the Dessarin Valley trade settlement 
  of Yartar. These were established by shugenja who felt drawn to 
  these regions by dreams of evil extra-planar forces corrupting the 
  elemental harmony of Faerûn. Ever-enterprising Shou are also busy 
  with intrigues behind the scenes to establish enclaves or embassies 
  in Athkatla (Amn), Chavyondat (Estagund), and the island-nation 
  of Tharsult (in the Shining Sea). 
  Favored Element 
  When you choose this sorcerous origin at 1st level, though 
  much of your focus is on harmony between the elements, 
  you must choose a favored element: air, earth, fire, water, 
  or wood. As described on the Favored Element Table 
  below, each element has a damage type with which it is 
  associated as well. This choice affects your other class 
  abilities. It also gives you an opposing element, another 
  element that you find difficult to control due to its 
  destructive nature towards your favored element. (For 
  convenience, the damage type associated with the 
  Favored  
  Element 
  Favored  
  Damage Type 
  Opposing Element 
  (Opposing Damage Type) 
  Bonus 
  Cantrips 
  Divine Domain 
  Spell Options 
  Associated  
  Movement  
  Air 
  Lightning 
  Wood (Poison) 
  gust**, shocking grasp 
  Tempest 
  Fly 
  Earth  
  Acid 
  Air (Lightning) 
  mold earth**, shillelagh  
  War 
  Burrow 
  Water 
  Cold 
  Earth (Acid) 
  frostwind blade*, shape water** 
  Life 
  Swim 
  Fire 
  Fire 
  Water (Cold) 
  control flames**, greenflame blade*** 
  Light 
  Climb 
  Wood 
  Poison 
  Fire (Fire) 
  druidcraft, shillelagh 
  Nature 
  Climb 
   
  
   
   
   
  43 
  opposing element is listed below as well). The effects of 
  the other columns of the table are described here or under 
  the individual features of this Sorcerous Origin. 
   Bonus Cantrips. You learn the cantrips listed under the 
  Bonus Cantrips column of the Favored Element table for 
  your chosen favored element, and you also learn the 
  guidance cantrip. These do not count against the 
  maximum number of cantrips you can know as a sorcerer. 
   Divine Spells. The domain spells provided by the cleric 
  Divine Domain listed under the Divine Domain Spell 
  Options column of the Favored Element table for your 
  chosen favored element are added to the sorcerer spell list 
  for you. 
   Elemental Martial Arts. Whenever you inflict damage 
  with an unarmed strike, or with a quarterstaff, you can 
  choose for that damage to be of the type associated with 
  your favored element, instead of bludgeoning damage. 
   Language. In addition to the other benefits of your 
  Favored Element, it also grants you the ability to speak, 
  read, and write Primordial. 
   
  Shugenja Stances 
  At 1st level, you train in the rudiments of the sacred 
  power monks refer to as ki, and use it to attune to your 
  favored elemental force in a special fighting stance that 
  grants you special abilities. Entering a stance or changing 
  stances requires a bonus action, and you can only be in 
  one stance at a time. At 1st level, your available elemental 
  stances are: 
  • Jade Sorcery Stance. In this elemental stance, when you 
  cast a spell that deals damage of the type associated 
  with your favored element, add your Charisma modifier 
  to one damage roll of that spell. However, if you cast a 
  spell that deals damage of the type associated with your 
  opposing element while in this stance, you take psychic 
  damage equal to half your sorcerer level. This damage 
  cannot be reduced or redirected in any way. Finally, 
  while in this elemental stance, you can use bonus action 
  to cause an aura of elemental force to blossom forth 
  from your person, immediately before or after you cast 
  a spell of 1st level or higher. Doing so causes creatures 
  within 5 feet of you must make a Dexterity saving 
  throw, On a failure, they are pushed back 5 feet and take 
  damage of the type associated with your favored 
  element. This damage is equal to your Charisma 
  modifier. 
  • Harmonious Defender Stance. In this elemental stance, 
  you have resistance to the damage type associated with 
  your favored element, but whenever you take damage of 
  the type associated with your opposing element while in 
  this stance, that damage cannot be reduced by any 
  means, and it is increased by an amount equal to your 
  sorcerer level. Finally, while in this elemental stance, 
  you can use a bonus action to cause a whirling burst of 
  your element to whirl about you, protecting your 
  movements, immediately before or after you cast a spell 
  of 1st level or higher. Doing so allows you to move up to 
  10 feet without provoking opportunity attacks. You can 
  choose to move normally with this movement, or you 
  can choose to use the Associated Movement Form listed 
  on the Favored Element Table. 
  While you are in any stance granted by this archetype, 
  your AC equals 13 + your Dexterity modifier, you can use 
  Dexterity instead of Strength for the attack and damage 
  rolls of your unarmed strikes and weapon attacks with a 
  quarterstaff, and you can roll a d4 in place of the normal 
  damage of your unarmed strike. 
   
  Elemental Disciplines 
  Beginning at 6th level, you learn variations on the magical 
  disciplines some monks use to harness elemental power 
  with ki. You learn two special elemental disciplines similar 
  to those used by monks of the Way of the Four Elements 
  monastic tradition. You spend sorcery points to fuel these 
  disciplines, which are listed under “Shugenja Elemental 
  Disciplines” at the end of this section. If you deal damage 
  with an elemental discipline that is of the type associated 
  with your favored element, you inflict extra damage 
  against one target equal to your proficiency bomus. 
   In addition, when you take the Attack action or use your 
  action to cast a spell or use an 
  elemental discipline, you can 
  use a bonus action to make an 
  unarmed strike or an attack 
  with a quarterstaff. 
   
  Elemental Spirit 
  Mastery 
  At 14th level, your use of your 
  elemental stances has been 
  perfected. When you are in an 
  elemental stance granted by 
  this archetype, you gain a 
  movement speed for your 
  favored element’s associated 
  movement form (a fly speed, a 
  burrowing speed, a swimming 
  speed, or a climbing speed) 
  equal to your walking speed.  
   
  In addition, whether or 
  not you are in a stance, 
  
   
   
   
  44 
  whenever you inflict damage of the type associated with 
  your favored element during your turn, each target of that 
  damage also takes an additional 1d6 radiant damage.  
   
  Perfected Elemental Stance 
  Starting at 17th level, you gain a new elemental stance: 
  Elemental Form Stance. You must spend 3 sorcery points 
  to enter this elemental stance. While, in this stance, you 
  transform into a new form, made entirely of your favored 
  element. In this form, you gain the following traits: 
  • You have immunity to damage of the type associated 
  with your favored element 
  • You have resistance to all damage except force damage 
  and the damage type associated with your opposing 
  element 
  • You have vulnerability to the damage type associated 
  with your opposing element 
  • You can move through a space as narrow as 1 inch wide 
  without squeezing 
  • You can enter a hostile creature’s space and stop there 
  • You gain all the benefits of both Jade Sorcery Stance and 
  Harmonious Defender stance. 
  You can only remain in this stance for 1 minute. At the end 
  of that time, or if you choose to end the stance early, you 
  immediately change into your choice of your other 
  elemental stances without using a bonus action. You must 
  spend 3 sorcery points and use a bonus action to enter 
  this stance again. 
  The elemental disciplines available to a shugenja sorcerer are listed 
  here in alphabetical order. 
   Bleeding Earth Stomp. As an action, you can spend 2 sorcery 
  points to a cause acid to spray up from the ground in a line 20 feet 
  long and 5 feet wide leading away from you in a direction you 
  choose. Solid ground in that area becomes difficult terrain until the 
  end of your next turn, and one creature in the line must make a 
  Dexterity saving throw. If it fails, the creature takes 3dl0 acid 
  damage, plus an extra 1dlO acid damage for each additional sorcery 
  point you spend, and it cannot take reactions until the end of your 
  next turn. On a successful save, the creature takes half as much 
  damage, and it can take reactions normally.  
   Fangs of the Fire Snake. When you use the Attack action on your 
  turn, you can spend 1 sorcery point to cause tendrils of flame to 
  stretch out from your fists and feel. Your reach with your unarmed 
  strikes increases by 10 feet for that action, as well as the rest of the 
  turn. A hit with such an attack deals fire damage instead of 
  bludgeoning damage, and if you spend 1 sorcery point when the 
  attack hits, it also deals an extra 1dlO fire damage. 
   Fist of Unbroken Air. You can create a blast of compressed air that 
  strikes like a mighty fist. As an action, you can spend 2 sorcery 
  points and choose a creature within 30 feet of you. That creature 
  must make a Strength saving throw. On a failed save, the creature 
  takes 3dl0 bludgeoning damage, plus an extra 1dlO bludgeoning 
  damage for each additional sorcery point you spend, and you can 
  push the creature up to 20 feet away from you and knock it prone. 
  On a successful save, the creature takes half as much damage, and 
  you don't push it or knock it prone. 
   Five Deadly Venoms Fist. As an action, you can spend 2 sorcery 
  points to cause your fists and feet to blacken with a devastating 
  poison that harms only those you choose. Choose one or two 
  creatures within 5 feet, and roll an attack roll against each target as 
  if you were attacking with your unarmed strike. On a hit, instead of 
  your normal unarmed strike damage, the target takes 2d10 poison 
  damage and must make a Constitution saving throw. On a failed 
  save, it is also poisoned until the end of your next turn. You can 
  spend 1 extra sorcery point when each attack hits to cause that 
  particular target to take an extra 1d10 poison damage. 
   Shape the Flowing River. As an action, you can spend 1 sorcery 
  point to choose an area of ice or water no larger than 30 feet on a 
  side within 120 feet of you. You can change water to ice within the 
  area and vice versa, and you can reshape ice in the area in any 
  manner you choose. You can raise or lower the ice's elevation, create 
  or fill in a trench, erect or flatten a wall, or form a pillar. The extent of 
  any such changes can't exceed half the area's largest dimension. For 
  example, if you affect a 30-foot square, you can create a pillar up to 
  15 feet high, raise or lower the square's elevation by up to 15 feet, dig 
  a trench up to 15 feet deep, and so on. You can't shape the ice to trap 
  or injure a creature in the area. 
   Sheltering Mist. As an action, you spend 1 sorcery point to create a 
  sphere of thick vaporous mist or black wood-smoke centered on 
  yourself. The radius of this sphere is 15 feet, plus an additional 15 
  feet for every sorcery point you spend. It spreads around corners, 
  and its area is heavily obscured. It lasts for one minute, or until a 
  wind of moderate or greater speed (at least 10 miles per hour) 
  disperses it. 
   Sliding Frost Strike. When you use the Attack action on your turn, 
  you can spend 1 sorcery point to cause a veneer of frost to cover your 
  fists and feet. For the rest of the turn, your speed is increased by 10 
  feet, and when you make an unarmed attack roll against a creature, 
  that creature cannot make opportunity attacks against you until the 
  end of your turn. A hit with an unarmed attack during this turn deals 
  cold damage instead of bludgeoning damage, and if you spend 1 
  sorcery point when the attack hits, it also deals an extra 1dlO cold 
  damage. 
   Stance of Unyielding Stone. As a reaction, when you are subjected 
  to an effect that would move you, knock you prone, or both, you can 
  spend 1 sorcery point to be neither moved nor knocked prone. 
   Water Whip. You can spend 2 sorcery points as a bonus action to 
  create a whip of water that shoves and pulls a creature to unbalance 
  it. A creature that you can see that is within 30 feet of you must 
  make a Dexterity saving throw. On a failed save, the creature takes 
  3d10 bludgeoning damage, plus an extra 1dlO bludgeoning damage 
  for each additional sorcery point you spend, and you can either 
  knock it prone or pull it up to 25 feet closer to you. On a successful 
  save, the creature takes half as much damage, and you don't pull it 
  or knock it prone. 
   Wrath of the Tempest. When a creature within 5 feet of you that 
  you can see hits you with an attack, you can spend 2 sorcery points 
  as a reaction to cause the creature to make a Dexterity saving throw. 
  The creature takes 2d8 lightning damage on a failed saving throw, 
  plus an extra 1d8 lightning damage for each additional sorcery point 
  you spend. On a successful save, the creature takes half as much 
  damage. 
  
   
   
   
  45 
  New Wizard Arcane Tradition 
  Guild Wizardry 
  Natural talent and a quick mind are only the bare 
  beginning of being able to wield the arcane arts. Achieving 
  true mastery requires personal dedication and self-
  discipline, rigorous training, and access to libraries full of 
  ancient grimoires and crumbling scrolls. In many places 
  no special organizations or traditions exist to guide 
  wizards and other arcane spellcasters along their way; 
  magic-users come to their full powers and wield their 
  spells as they see fit. But in other lands, magic is regarded 
  as too important—or too dangerous—to be left in the 
  hands of the self-taught dabblers. In these lands, magic is 
  taught and practiced by members of special orders, guilds, 
  societies, brotherhoods, and cabals who jealously guard 
  access to their powers and seek to control their use. 
   These guilds arise for many reasons. Some exist to 
  preserve arcane traditions and instruct new spellcasters 
  in arcane powers. Others organize the efforts of their 
  members in the service of a worthy (or sometimes not so 
  worthy) cause. For example, the Cloaks of Mulmaster are 
  sworn to serve the High Blade Selfaril Uoumdolphin, and 
  are granted extensive authority as officers of the city and 
  enforcers of the Arcane Edict. The Watchful Order of 
  Magisters and Protectors in Waterdeep is more 
  independent, just one of many guilds in the city, and it 
  does aid in many municipal matters, unlike the Cloaks it 
  does not have an exclusive legal monopoly on arcane 
  spellcasting. Luskan’s Arcane Brotherhood seems to have 
  no larger agenda other than the advancement of its 
  members’ grasping ambitions, though many whispers 
  suggest a secret purpose pursued by its leadership. In all 
  cases, part of their purpose is to pool their resources to 
  more quickly advance in the Art. 
   Some guilds are large, formal hierarchies in which 
  members are expected to obey the orders of their 
  superiors, while others are small fellowships in which no 
  one member is considered superior to his or her fellows. 
   A wizard’s guild might operate openly or exist as a 
  hidden society. Members of openly active orders typically 
  proclaim their allegiance with a highly recognizable 
  garment or symbol; for example, wizards of the  
  Arcane Brotherhood wear robes of similar cut and style, 
  but each is a different color or special pattern, Many 
  organizations in Faerûn—wizardly and otherwise—mark 
  the membership with special pins, brooches, or clasps, 
  whether they are worn openly or in a hidden place. Other 
  orders favor such identifiers as tattoos, unique hairstyles 
  or grooming, or implements of a particular design. 
  Members of secret orders avoid any outwardly 
  distinguishing marks, of course, but often have secret 
  signs they can use to prove their identity to others of their 
  group—for instance, a pendant worn under one’s shirt, 
  a ring that isn’t very obvious to a casual viewer, or a 
  brand hidden beneath robes. 
  The same archetype presented here can also easily create a graduate 
  alumni or faculty member from a formal school of wizardry. In the 
  Forgotten Realms, a good academy of magic to which such a 
  character might be connected is Master Salvar’s Academy of 
  Spellcraft and the Arcanist’s Art, known by the nickname 
  “Brixmarsh”, which stands on the swampy outskirts of the rough-
  and-tumble rebuilt frontier town of Ylraphon, just south of the 
  Moonsea. Master Salvar Brix was formerly an influential member of 
  Mulmaster’s guild of mages, the Cloaks. Brix had the foresight to 
  flee the city with many resources intact before its recent undoing by 
  elemental cultists. As more and more refugees from Mulmaster 
  crowd around Ylraphon’s gates each day, Salvar sees training a new 
  generation of arcanists as vital to their safety, and his experience 
  with the Cloaks serves him well in organizing such an endeavor. 
  Arcanist’s Education 
  At 2nd level when you choose this arcane tradition, you 
  gain proficiency in the Arcana and History skills. Choose 
  one of those two skills. When making ability checks for the 
  chosen skill, you add twice your proficiency bonus to the 
  roll in place of your normal proficiency bonus. 
  Grimoire Library  
  Beginning when you select this arcane tradition at 2nd 
  level, your guild membership allows you to access to its 
  vast library. Whenever you gain a wizard level, in addition 
  to the normal spells you learn, you can choose any wizard 
  spell listed in the Player’s Handbook and copy it into your 
  spellbook for half the usual price in gold. 
  Signature Technique 
  Starting at 2nd level, you know an especially impressive 
  spellcasting technique that is either distinctive to your 
  guild or your own method for distinguishing yourself 
  within it. When you gain this feature, choose one wizard 
  spell of 1st-level or higher you know that has a casting 
  time of 1 action, Whenever you use your action to cast the 
  chosen spell, as a bonus action, you can cause each 
  creature in a 10-foot cube originating from you to make a 
  Wisdom saving throw against your wizard spell save DC. 
  The creatures that fail their saving throws are all charmed 
  or frightened by you (your choice) until the end of your 
  next turn.  
   Whenever you gain a level, you can change the spell you 
  use for this technique, choosing a new spell of 1st-level or 
  higher to replace the old one. 
  Far Reaching 
  At 6th level, when you cast a spell that has a range of 
  touch or a range of 5 feet or greater, you can extend the 
  range of that spell beyond its normal limit. If the spell that 
  has a range of touch, you make the range of the spell 30 
  feet. If it has a range of 5 feet or greater, you double the 
  range of that spell. Once you use this feature, you cannot 
  use it again until you finish a short or long rest. 
  Spellpool  
  At 10th level, when you prepare your spells each day, you 
  can make use of a spellpool, a magical reservoir of spells -
  that can be drawn upon by members of your wizardly 
  
   
   
   
  46 
  guild or magical academy. To so so you 
  must purchase a special arcane focus, which 
  can be of any type you wish, but for which the 
  cost is 25 gp higher than normal. This arcane 
  focus allows you (and only you) to access the 
  spellpool from any distance. 
   When accessing the spellpool, you attempt to 
  prepare a spell that is not in your spellbook. To do 
  so, you must use an action to check to see if the spell is 
  available by making rolling percentile dice. The chance 
  of a particular spell being available is 65% minus 5% per 
  level of the spell. If the spell is available, you may prepare 
  it normally, even if it is not in your spellbook; if not, you 
  cannot prepare that particular spell using this feature 
  until the next time you finish a long rest, at which point 
  you must check for this spell's availability again. There 
  is no limit to the number of spells you can check for 
  availability, but the maximum number of spells you 
  can prepare with this feature at one time is equal to 
  your proficiency bonus. For each spell you prepare 
  with this feature, you must loan out a spell of the same 
  level or higher from your spellbook to the spellpool. A 
  spell you loan out is treated as if it were not in your 
  spellbook at all until the next time you finish a long rest. 
  Arcane Analysis 
  Starting at 14th level, you’ve spent so much time 
  interacting with other mages that you can quickly analyze  
  situations and bring your past experience to bear on 
  solving problems. Whenever you make an Intelligence 
  check that does not include your proficiency bonus (such 
  as the ability check for counterspell or dispel magic), you 
  can add half your proficiency bonus, rounded down, to 
  that roll. 
  Master Wizard 
  At 14th level, you are elevated to your guild’s trusted 
  inner circle of wise, experienced masters. As a master, you 
  can speak for your order; your order backs you to the 
  greatest extent possible. You are expected to be careful 
  about taking stands or making promises that are difficult 
  for your guild to support, but your fellow members trust 
  you to know when difficult tasks are necessary. 
   Many arcane guilds are arranged as hierarchies, with 
  adepts of greater seniority and status holding important 
  offices in the organization. High-ranking masters often 
  have the authority to assign missions to lesser members 
  and review their activities. Holding an office gives you 
  significant power to influence your order’s actions, but 
  requires your time and commitment. Many masters 
  choose to avoid these responsibilities and prefer to busy 
  themselves with their own affairs. Whether you agree to 
  take a position in your order’s leadership or remain a free 
  agent is up to you. 
   Every tenday, if you wish to maintain your office, you 
  must spend 1 day dealing with guild business. (When you 
  spend downtime, you must spend 1 extra day of downtime 
  for every 10 downtime days you spend.) If you do so, for 
  the next ten days, you gain a bonus on all your Charisma 
  checks with other spellcasters equal to half your 
  Intelligence modifier (rounded down, minimum 1). 
  
   
   
   
  47 
   
  Did you Enjoy this DM’s Guild Product? 
  Even if you didn’t, please share your opinion by leaving a rating and review on its product page. Positive ratings help 
  people find material they might like, while critiques and constructive suggestions will be integrated into future 
  updates of this document!
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeremy Forbing/Jeremy Forbing - Archetypal Spell Compendium - Artificers & Arcanists.pdf