TEXT: ©2019 Wizards of the Coast LLC 
  1 
  UNEARTHED ARCANA 2020 
  Spells and Magic Tattoos 
  This document provides a magical miscellany: 
  new spells and a new type of magic item, magic 
  tattoos. Most of the spells focus on an alternative 
  style of summoning: conjuring forth a spirit that 
  assumes a physical form you customize to suit 
  the situation. 
  This Is Playtest Material 
  The material in this article is presented for playtesting 
  and to spark your imagination. These game mechanics 
  are in draft form, usable in your campaign but not 
  refined by full game design and editing. They aren’t 
  officially part of the game and aren’t permitted in D&D 
  Adventurers League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  Spells 
  The new spells appear on these spell lists. 
  Bard Spells 
  3rd Level 
  Summon fey spirit (conjuration) 
  Druid Spells 
  2nd Level 
  Summon bestial spirit (conjuration) 
  3rd Level 
  Summon fey spirit (conjuration) 
  4th Level 
  Summon elemental spirit (conjuration) 
  Cleric Spells 
  3rd Level 
  Spirit shroud (necromancy) 
  5th Level 
  Summon celestial spirit (conjuration) 
  6th Level 
  Otherworldly form (transmutation) 
  Paladin Spells 
  3rd Level 
  Spirit shroud (necromancy) 
  5th Level 
  Summon celestial spirit (conjuration) 
  Ranger Spells 
  2nd Level 
  Summon bestial spirit (conjuration) 
  Sorcerer Spells 
  1st Level 
  Acid stream (evocation) 
  3rd Level 
  Summon fey spirit (conjuration) 
  Summon shadow spirit (conjuration) 
  4th Level 
  Summon aberrant spirit (conjuration) 
  Summon elemental spirit (conjuration) 
  6th Level 
  Otherworldly Form (transmutation) 
  Warlock Spells 
  3rd Level 
  Spirit shroud (necromancy) 
  Summon fey spirit (conjuration) 
  Summon shadow spirit (conjuration) 
  Summon undead spirit (necromancy) 
  4th Level 
  Summon aberrant spirit (conjuration) 
  6th Level 
  Otherworldly form (transmutation) 
  Summon fiendish spirit (conjuration) 
   
  
  ©2020 Wizards of the Coast LLC 
  2 
  Wizard Spells 
  1st Level 
  Acid stream (evocation) 
  3rd Level 
  Spirit shroud (necromancy) 
  Summon fey spirit (conjuration) 
  Summon shadow spirit (conjuration) 
  Summon undead spirit (necromancy) 
  4th Level 
  Summon aberrant spirit (conjuration) 
  Summon elemental spirit (conjuration) 
  6th Level 
  Otherworldly form (transmutation) 
  Summon fiendish spirit (conjuration) 
  Spell Descriptions 
  The spells are presented in alphabetical order. 
  Acid Stream 
  1st-level evocation 
  Casting Time: 1 action 
  Range: Self (30-foot line) 
  Components: V, S, M (a bit of rotten food) 
  Duration: Concentration, up to 1 minute 
  A stream of acid emanates from you in a line 30 
  feet long and 5 feet wide in a direction you 
  choose. Each creature in the line must succeed 
  on a Dexterity saving throw or be covered in acid 
  for the spell’s duration or until a creature uses 
  its action to scrape or wash the acid off itself or 
  another creature. A creature covered in the acid 
  takes 3d4 acid damage at start of each of its 
  turns. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, the 
  damage increases by 1d4 for each slot level 
  above 1st. 
  Otherworldly Form 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an object engraved with a 
  symbol of the Outer Planes, worth at least 500 
  gp) 
  Duration: Concentration, up to 1 minute 
  Uttering an incantation, you draw on the magic 
  of the Lower Planes or Upper Planes (your 
  choice) to transform yourself. You gain the 
  following benefits until the spell ends: 
  • You are immune to fire and poison damage 
  (Lower Planes) or radiant and necrotic 
  damage (Upper Planes). 
  • You are immune to the poisoned condition 
  (Lower Planes) or the charmed condition 
  (Upper Planes). 
  • Spectral wings appear on your back, giving you 
  a flying speed of 40 feet. 
  • You have a +2 bonus to AC. 
  • All your weapon attacks are magical, and when 
  you make a weapon attack, you can use your 
  spellcasting ability modifier, instead of 
  Strength or Dexterity, for the attack and 
  damage rolls.  
  • You can attack twice, instead of once, when 
  you take the Attack action on your turn. You 
  ignore this benefit if you already have a 
  feature, like Extra Attack, that gives you extra 
  attacks. 
  Spirit Shroud 
  3rd-level necromancy 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You call forth spirits of the dead, which flit 
  around you for the spell’s duration. The spirits 
  are intangible and invulnerable, and they are 
  good or evil (your choice). 
   Until the spell ends, any attack you make deals 
  1d8 extra damage when you hit a creature 
  within 10 feet of you. This damage is radiant if 
  the spirits are good and necrotic if they are evil. 
  Any creature that takes this damage can’t regain 
  hit points until the start of your next turn. 
   In addition, any creature of your choice that 
  you can see that starts its turn within 10 feet of 
  you has its speed reduced by 10 feet until the 
  start of your next turn. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the extra 
  damage increases by 1d8 for each slot level 
  above 3rd.  
  
  ©2020 Wizards of the Coast LLC 
  3 
  Summon Aberrant Spirit 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a pickled tentacle and an 
  eyeball in a crystal vial worth at least 400 gp) 
  Duration: Concentration, up to 1 hour 
  You call forth a spirit from the Far Realm or 
  another alien realm of madness. The spirit 
  manifests physically in an unoccupied space that 
  you can see within range. This corporeal form 
  uses the Aberrant Spirit stat block below. When 
  you cast the spell, choose Beholderkin, Slaadi, or 
  Star Spawn. The creature physically resembles 
  your choice, which also determines some of the 
  traits in its stat block. The creature disappears 
  when it drops to 0 hit points or when the spell 
  ends. 
   The creature is friendly to you and your 
  companions for the spell’s duration. In combat, 
  the creature shares your initiative count, but it 
  takes its turn immediately after yours. It obeys 
  verbal commands that you issue to it (no action 
  required by you). If you don’t issue any, it 
  defends itself but otherwise takes no action. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 5th level or higher, the 
  creature assumes the higher level for that 
  casting wherever it uses the spell’s level in its 
  stat block. 
  ABERRANT SPIRIT 
  Medium aberration, neutral evil 
  Armor Class 11 + the level of the spell (natural armor) 
  Hit Points equal the aberration’s Constitution modifier + 
  your spellcasting ability modifier + ten times the 
  spell’s level 
  Speed 30 ft., fly 30 ft. (Beholderkin only; hover) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (−2) 
   
  Damage Immunities psychic 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Deep Speech, understands the languages you 
  speak 
  Regeneration (Slaadi Only). The aberration regains 10 
  hit points at the start of its turn if it has at least 1 hit 
  point. 
  Whispering Aura (Star Spawn Only). At the start of each 
  of the aberration’s turns, each creature within 5 feet of 
  it must succeed on a Wisdom saving throw against your 
  spell save DC or take 3d6 psychic damage, provided that 
  the aberration isn’t incapacitated. 
  ACTIONS  
  Multiattack. The aberration makes a number of attacks 
  equal to half this spell’s level (rounded down). 
  Eye Ray (Beholderkin Only). Ranged Spell Attack: +3 + 
  the spell’s level to hit, range 30 ft., one creature. Hit: 
  1d8 + 3 + the spell’s level psychic damage. 
  Claws (Slaadi Only). Melee Weapon Attack: +3 + the 
  spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + 
  the spell’s level slashing damage. If the target is a 
  creature, it can’t regain hit points until the start of the 
  aberration’s next turn. 
  Psychic Slam (Star Spawn Only). Melee Spell Attack: +3 
  + the spell’s level to hit, reach 5 ft., one creature. Hit: 
  1d6 + 3 + the spell’s level psychic damage. 
  Summon Bestial Spirit 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a feather, tuft of fur, and 
  fish tail inside a gilded acorn worth at least 
  200 gp) 
  Duration: Concentration, up to 1 hour 
  You call forth the spirit of a beast. The spirit 
  manifests physically in an unoccupied space that 
  you can see within range. This corporeal form 
  uses the Bestial Spirit stat block below. When 
  you cast the spell, choose an environment: Air, 
  Land, or Water. The creature physically 
  resembles an animal of your choice that is native 
  to the chosen environment, which also 
  determines one of the movement modes in the 
  creature’s stat block. The creature disappears 
  when it drops to 0 hit points or when the spell 
  ends. 
   The creature is friendly to you and your 
  companions for the spell’s duration. In combat, 
  the creature shares your initiative count, but it 
  takes its turn immediately after yours. It obeys 
  verbal commands that you issue to it (no action 
  required by you). If you don’t issue any, it 
  defends itself but otherwise takes no action. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 3rd level or higher, the 
  creature assumes the higher level for that 
  casting wherever it uses the spell’s level in its 
  stat block. 
  
  ©2020 Wizards of the Coast LLC 
  4 
  BESTIAL SPIRIT 
  Small beast, unaligned 
  Armor Class 11 + the level of the spell (natural armor) 
  Hit Points equal the beast’s Constitution modifier + your 
  spellcasting ability modifier + ten times the spell’s 
  level 
  Speed 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), 
  swim 30 ft. (Water only) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 11 (+0) 16 (+3) 
  4 (−4) 14 (+2) 5 (−3) 
   
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands the languages you speak 
   
  Amphibious (Water Only). The beast can breathe air 
  and water. 
  Flyby (Air Only). The beast doesn’t provoke opportunity 
  attacks when it flies out of an enemy’s reach. 
  Pack Tactics (Land and Water Only). The beast has 
  advantage on an attack roll against a creature if at least 
  one of the beast’s allies is within 5 feet of the creature 
  and the ally isn’t incapacitated. 
  ACTIONS  
  Multiattack. The beast makes a number of attacks equal 
  to half this spell’s level (rounded down). 
  Maul. Melee Weapon Attack: +4 + the spell’s level to hit, 
  reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level 
  piercing damage. 
  Summon Celestial Spirit 
  5th-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a golden reliquary worth 
  at least 500 gp) 
  Duration: Concentration, up to 1 hour 
  You call forth a spirit from the Upper Planes. The 
  spirit manifests physically in an angelic form in 
  an unoccupied space that you can see within 
  range. This corporeal form uses the Celestial 
  Spirit stat block below. When you cast the spell, 
  choose Avenger or Defender. Your choice 
  determines the creature’s attack in its stat block. 
  The creature disappears when it drops to 0 hit 
  points or when the spell ends. 
   The creature is friendly to you and your 
  companions for the spell’s duration. In combat, 
  the creature shares your initiative count, but it 
  takes its turn immediately after yours. It obeys 
  verbal commands that you issue to it (no action 
  required by you). If you don’t issue any, it 
  defends itself but otherwise takes no action. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 6th level or higher, the 
  creature assumes the higher level for that 
  casting wherever it uses the spell’s level in its 
  stat block. 
  CELESTIAL SPIRIT 
  Large celestial, neutral good 
  Armor Class 11 + the level of the spell (natural armor) 
  Hit Points equal the celestial’s Constitution modifier + 
  your spellcasting ability modifier + ten times the 
  spell’s level 
  Speed 30 ft., fly 40 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3) 
   
  Damage Resistances radiant 
  Condition Immunities charmed, frightened 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Celestial, understands the languages you 
  speak 
  ACTIONS  
  Multiattack. The celestial makes a number of attacks 
  equal to half this spell’s level (rounded down). 
  Radiant Bow (Avenger Only). Ranged Weapon Attack: 
  +2 + the spell’s level to hit, range 150/600 ft., one 
  target. Hit: 2d6 + 2 + the spell’s level radiant damage. 
  Radiant Mace (Defender Only). Melee Weapon Attack: 
  +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 
  1d10 + 3 + the spell’s level radiant damage, and the 
  celestial can choose itself or another creature it can see 
  within 10 feet of the target. The chosen creature gains 
  temporary hit points equal to the damage dealt, 
  provided it doesn’t already have temporary hit points. 
  Healing Touch (1/Day). The celestial touches another 
  creature. The target magically regains hit points equal to 
  2d8 + the spell’s level. 
  Summon Elemental Spirit 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (air, a pebble, ash, and 
  water inside a crystal vial worth at least 400 
  gp) 
  Duration: Concentration, up to 1 hour 
  You call forth a spirit from the Elemental Planes. 
  The spirit manifests physically in an unoccupied 
  space that you can see within range. This 
  
  ©2020 Wizards of the Coast LLC 
  5 
  corporeal form uses the Elemental Spirit stat 
  block below. When you cast the spell, choose an 
  element: Air, Earth, Fire, or Water. The creature 
  physically resembles a vaguely humanoid form 
  wreathed in the chosen element, which also 
  determines some of the traits in its stat block. 
  The creature disappears when it drops to 0 hit 
  points or when the spell ends. 
   The creature is friendly to you and your 
  companions for the spell’s duration. In combat, 
  the creature shares your initiative count, but it 
  takes its turn immediately after yours. It obeys 
  verbal commands that you issue to it (no action 
  required by you). If you don’t issue any, it 
  defends itself but otherwise takes no action. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 5th level or higher, the 
  creature assumes the higher level for that 
  casting wherever it uses the spell’s level in its 
  stat block. 
  ELEMENTAL SPIRIT 
  Medium elemental, neutral 
  Armor Class 11 + the level of the spell (natural armor) 
  Hit Points equal the elemental’s Constitution modifier + 
  your spellcasting ability modifier + ten times the 
  spell’s level 
  Speed 40 ft., fly 40 ft. (Air only, hover), burrow 40 ft. 
  (Earth only), swim 40 ft. (Water only) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 15 (+2) 17 (+3) 
  4 (−4) 10 (+0) 16 (+3) 
   
  Damage Resistances lightning, thunder (Air only); 
  piercing, slashing (Earth only); acid (Water only) 
  Damage Immunities poison; fire (Fire only) 
  Condition Immunities exhaustion, paralyzed, petrified, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Primordial, understands the languages you 
  speak 
  Amorphous Form (Air, Fire, and Water Only). The 
  elemental can move through a space as narrow as 1 inch 
  wide without squeezing. 
  ACTIONS  
  Multiattack. The elemental makes a number of attacks 
  equal to half this spell’s level (rounded down). 
  Slam. Melee Weapon Attack: +4 + the spell’s level to hit, 
  reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level 
  bludgeoning damage (Air, Earth, and Water only) or fire 
  damage (Fire only). 
  Summon Fey Spirit 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a gilded flower worth at 
  least 300 gp) 
  Duration: Concentration, up to 1 hour 
  You call forth a spirit from the Feywild. The 
  spirit manifests physically in an unoccupied 
  space that you can see within range. This 
  corporeal form uses the Fey Spirit stat block 
  below. When you cast the spell, choose a mood: 
  Deceitful, Furious, or Joyful. The creature 
  physically resembles a satyr, a dryad, or an elf 
  (your choice) marked by the chosen mood, 
  which also determines one of the traits in its stat 
  block. The creature disappears when it drops to 
  0 hit points or when the spell ends. 
   The creature is friendly to you and your 
  companions for the spell’s duration. In combat, 
  the creature shares your initiative count, but it 
  takes its turn immediately after yours. It obeys 
  verbal commands that you issue to it (no action 
  required by you). If you don’t issue any, it 
  defends itself but otherwise takes no action. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the 
  creature assumes the higher level for that 
  casting wherever it uses the spell’s level in its 
  stat block. 
  FEY SPIRIT 
  Small fey, chaotic good 
  Armor Class 11 + the level of the spell (natural armor) 
  Hit Points equal the fey’s Constitution modifier + your 
  spellcasting ability modifier + ten times the spell’s 
  level 
  Speed 40 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3) 
   
  Condition Immunities charmed 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Sylvan, understands the languages you speak 
   
  Fey Step. As a bonus action, the fey can magically 
  teleport up to 30 feet to an unoccupied space it can see. 
  Darkening Step (Deceitful Only). Immediately after 
  using its Fey Step, the fey can fill a 5-foot cube within 5 
  feet of it with magical darkness, which remains until the 
  end of the fey’s next turn. 
  
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  6 
  Ecstatic Step (Joyful Only). Immediately after using its 
  Fey Step, the fey can choose a creature it can see within 
  10 feet of it and force it to succeed on a Wisdom saving 
  throw against your spell save DC or be charmed by the 
  fey for 1 minute. The charm ends if the fey or any of its 
  companions deals any damage to the target. 
  Impassioned Step (Furious Only). Immediately after 
  using its Fey Step, the fey has advantage on the next 
  attack roll it makes before the end of its turn. 
  ACTIONS  
  Multiattack. The fey makes a number of attacks equal 
  to half this spell’s level (rounded down). 
  Shortsword. Melee Weapon Attack: +3 + the spell’s level 
  to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s 
  level piercing damage + 1d6 force damage. 
  Summon Fiendish Spirit 
  6th-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (humanoid blood inside a 
  ruby vial worth at least 600 gp) 
  Duration: Concentration, up to 1 hour 
  You call forth a fiendish spirit from the Lower 
  Planes. The spirit manifests physically in an 
  unoccupied space that you can see within range. 
  This corporeal form uses the Fiendish Spirit stat 
  block below. When you cast the spell, choose 
  Demon, Devil, or Yugoloth. The creature 
  physically resembles a fiend of the chosen type, 
  which also determines some of the traits in its 
  stat block. The creature disappears when it 
  drops to 0 hit points or when the spell ends. 
   The creature is friendly to you and your 
  companions for the spell’s duration. In combat, 
  the creature shares your initiative count, but it 
  takes its turn immediately after yours. It obeys 
  verbal commands that you issue to it (no action 
  required by you). If you don’t issue any, it 
  defends itself but otherwise takes no action. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 7th level or higher, the 
  creature assumes the higher level for that 
  casting wherever it uses the spell’s level in its 
  stat block. 
   
   
  FIENDISH SPIRIT 
  Large fiend, chaotic evil (Demon only), lawful evil (Devil 
  only), or neutral evil (Yugoloth only) 
  Armor Class 11 + the level of the spell (natural armor) 
  Hit Points equal the fiend’s Constitution modifier + your 
  spellcasting ability modifier + ten times the spell’s 
  level 
  Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil 
  only) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3) 
   
  Damage Resistances fire 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Abyssal, Infernal, telepathy 60 ft. 
   
  Magic Resistance. The fiend has advantage on saving 
  throws against spells and other magical effects. 
  Death Throes (Demon Only). When the fiend drops to 0 
  hit points or the spell ends, the fiend explodes, and each 
  creature within 10 feet of it must make a Dexterity 
  saving throw against your spell save DC. A creature 
  takes 2d10 + this spell’s level fire damage on a failed 
  save, or half as much damage on a successful one.  
  Devil’s Sight (Devil Only). Magical darkness doesn’t 
  impede the fiend’s darkvision. 
  ACTIONS  
  Multiattack. The fiend makes a number of attacks equal 
  to half this spell’s level (rounded down). 
  Bite (Demon Only). Melee Weapon Attack: +3 + the 
  spell’s level to hit, reach 5 ft., one target. Hit: 1d12 + 3 + 
  the spell’s level necrotic damage. 
  Claws (Yugoloth Only). Melee Weapon Attack: +3 + the 
  spell’s level to hit, reach 5 ft., one target. Hit: 1d8 + 3 + 
  the spell’s level slashing damage. Immediately after the 
  attack hits or misses, the fiend can magically teleport up 
  to 30 feet to an unoccupied space it can see. 
  Hurl Flame (Devil Only). Ranged Spell Attack: +3 + the 
  spell’s level to hit, range 150 ft., one target. Hit: 2d6 + 3 
  + the spell’s level fire damage. If the target is a 
  flammable object that isn’t being worn or carried, it also 
  catches fire. 
   
   
  
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  7 
  Summon Shadow Spirit 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (tears inside a crystal vial 
  worth at least 300 gp) 
  Duration: Concentration, up to 1 hour 
  You call forth a shadowy spirit from the 
  Shadowfell. The spirit manifests physically in an 
  unoccupied space that you can see within range. 
  This corporeal form uses the Shadow Spirit stat 
  block below. When you cast the spell, choose an 
  emotion: Fury, Despair, or Fear. The creature 
  physically resembles a misshapen humanoid 
  marked by the chosen emotion, which also 
  determines some of the traits in its stat block. 
  The creature disappears when it drops to 0 hit 
  points or when the spell ends. 
   The creature is friendly to you and your 
  companions for the spell’s duration. In combat, 
  the creature shares your initiative count, but it 
  takes its turn immediately after yours. It obeys 
  verbal commands that you issue to it (no action 
  required by you). If you don’t issue any, it 
  defends itself but otherwise takes no action. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the 
  creature assumes the higher level for that 
  casting wherever it uses the spell’s level in its 
  stat block. 
  SHADOW SPIRIT 
  Medium monstrosity, neutral evil 
  Armor Class 11 + the level of the spell (natural armor) 
  Hit Points equal the shadow’s Constitution modifier + 
  your spellcasting ability modifier + ten times the 
  spell’s level 
  Speed 40 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 16 (+3) 15 (+2) 
  4 (−4) 10 (+0) 16 (+3) 
   
  Damage Resistances necrotic 
  Condition Immunities frightened 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Common, understands the languages you 
  speak 
  Bloodthirsty Frenzy (Fury Only). The spirit has 
  advantage on attack rolls against frightened creatures. 
  Shadow Stealth (Fear Only). While in dim light or 
  darkness, the spirit can take the Hide action as a bonus 
  action. 
  Weight of Ages (Despair Only). Any beast or humanoid, 
  other than you, that starts its turn within 5 feet of the 
  spirit has its speed reduced by 20 feet until the start of 
  that beast or humanoid’s next turn. 
  ACTIONS  
  Multiattack. The spirit makes a number of attacks equal 
  to half this spell’s level (rounded down). 
  Chilling Rend. Melee Weapon Attack: +3 + the spell’s 
  level to hit, reach 5 ft., one target. Hit: 2d8 + 3 + the 
  spell’s level cold damage. 
  Dreadful Scream (1/Day). The spirit screams. Each 
  creature within 30 feet of it must succeed on a Wisdom 
  saving throw against your spell save DC or be frightened 
  of the spirit for 1 minute. The frightened creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.   
  Summon Undead Spirit 
  3rd-level necromancy 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a gilded humanoid skull 
  worth at least 300 gp) 
  Duration: Concentration, up to 1 hour 
  You call forth a restless spirit from beyond the 
  grave. The spirit manifests physically in an 
  unoccupied space that you can see within range. 
  This corporeal form uses the Undead Spirit stat 
  block below. When you cast the spell, choose the 
  creature’s form: Ghostly, Putrid, or Skeletal. The 
  creature physically resembles a humanoid with 
  the chosen form, which also determines some of 
  the traits in its stat block. The creature 
  disappears when it drops to 0 hit points or when 
  the spell ends. 
   The creature is friendly to you and your 
  companions for the spell’s duration. In combat, 
  the creature shares your initiative count, but it 
  takes its turn immediately after yours. It obeys 
  verbal commands that you issue to it (no action 
  required by you). If you don’t issue any, it 
  defends itself but otherwise takes no action. 
   At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the 
  creature assumes the higher level for that 
  casting wherever it uses the spell’s level in its 
  stat block. 
   
  
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  UNDEAD SPIRIT 
  Medium undead, neutral evil 
  Armor Class 11 + the level of the spell (natural armor) 
  Hit Points equal the undead’s Constitution modifier + 
  your spellcasting ability modifier + ten times the 
  spell’s level 
  Speed 30 ft., fly 40 ft. (Ghostly only; hover) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 16 (+3) 15 (+2) 
  4 (−4) 10 (+0) 
  9 (−1) 
   
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, understands the languages you 
  speak 
  Incorporeal Movement (Ghostly Only). The undead can 
  become incorporeal while moving and pass through 
  other creatures and objects as if they were difficult 
  terrain. If it ends its turn inside an object, it is shunted 
  to the nearest unoccupied space and takes 1d10 force 
  damage for every 5 feet traveled. 
  Festering Aura (Putrid Only). Any creature, other than 
  you, that starts its turn within 5 feet of the undead must 
  succeed on a Constitution saving throw against your 
  spell save DC or be poisoned until the start of its next 
  turn. 
  ACTIONS  
  Multiattack. The spirit makes a number of attacks equal 
  to half this spell’s level (rounded down). 
  Deathly Touch (Ghostly Only). Melee Weapon Attack: 
  +3 + the spell’s level to hit, reach 5 ft., one creature. Hit: 
  1d8 + 3 + the spell’s level necrotic damage, and the 
  creature must succeed on a Wisdom saving throw 
  against your spell save DC or be frightened of the 
  undead until the end of the target’s next turn. 
  Grave Bolt (Skeletal Only). Ranged Spell Attack: +3 + the 
  spell’s level to hit, range 150 ft., one target. Hit: 2d8 + 3 
  + the spell’s level necrotic damage. 
  Rotting Claw (Putrid Only). Melee Weapon Attack: +3 + 
  the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + 
  3 + the spell’s level slashing damage. If the target is 
  poisoned, it must succeed on a Constitution saving 
  throw against your spell save DC or be paralyzed until 
  the end of its next turn. 
  Magic Tattoos 
  Blending magic and artistry with ink and 
  needles, magic tattoos imbue their bearers with 
  wondrous effects and abilities. Magic tattoos are 
  initially bound to magic needles, which transfer 
  their magic to a creature. The designs of magic 
  tattoos vary greatly in appearance depending on 
  who created it, but they share general 
  characteristics that hint at the effect of the 
  tattoo.  
   Once inscribed on a creature’s skin, damage or 
  injury doesn’t impair the tattoo’s function, even 
  if the tattoo is defaced. 
   The rarer a magic tattoo is, the more space it 
  occupies on a creature’s skin. The Magic Tattoo 
  Coverage table offers guidelines for how large a 
  given tattoo is.  
  Magic Tattoo Coverage 
  Tattoo Rarity 
  Area Covered 
  Common 
  Up to 6 inches 
  Uncommon 
  Half a limb or the scalp 
  Rare 
  One limb 
  Very Rare 
  Two limbs or the chest or upper back 
  Legendary 
  Two limbs and the torso 
   
  Variant: Body Modification 
  These items needn’t be limited to just tattoos. They can 
  instead be presented as other body modifications such 
  as brands, scarification, birthmarks, patterns of scales, 
  or any other cosmetic skin adornment or alteration. 
  Consider the object a magical body modification is 
  bound to instead of tattoo needles, such as branding 
  irons or enchanted dragon scales.  
  Tattoo Descriptions 
  The magic tattoos are presented in alphabetical 
  order. They follow the rules for magic items, as 
  presented in the Dungeon Master’s Guide. 
  Absorbing Tattoo 
  Wondrous item (tattoo), very rare (requires 
  attunement) 
  This tattoo incorporates designs that emphasize 
  one color more than others. While the tattoo is 
  on your skin, you have resistance to a type of 
  damage associated with that color, as shown on 
  the table below. The DM chooses the color or 
  determines it randomly. 
  
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  d10 
  Damage Type 
  Color 
  1 
  Acid 
  Green 
  2 
  Cold 
  Blue 
  3 
  Fire 
  Red 
  4 
  Force 
  White 
  5 
  Lightning 
  Yellow 
  6 
  Necrotic 
  Black 
  7 
  Poison 
  Violet 
  8 
  Psychic 
  Silver 
  9 
  Radiant 
  Gold 
  10 
  Thunder 
  Orange 
   Damage Absorption. When you take damage 
  of the chosen type, you can use your reaction to 
  gain immunity against that instance of the 
  damage, and you regain a number of hit points 
  equal to half the damage you would have taken. 
  Once this reaction is used, it can’t be used again 
  until the next dawn. 
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Barrier Tattoo 
  Wondrous item (tattoo), rarity varies (requires 
  attunement) 
  This tattoo depicts protective imagery and uses 
  ink that resembles liquid metal. While you aren’t 
  wearing armor, the tattoo grants you an Armor 
  Class depending on the tattoo’s rarity, as shown 
  below. You can use a shield and still gain this 
  benefit. 
  Rarity 
  AC 
  Uncommon 
  12 + your Dexterity modifier 
  Rare 
  15 + your Dexterity modifier 
  (maximum of +2) 
  Very Rare 
  18 
    
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Rule Tip: AC Calculations Don’t Stack 
  When the game gives you more than one way to 
  calculate your Armor Class, you can use only one of 
  them. You choose the one to use.  
  Coiling Grasp Tattoo 
  Wondrous item (tattoo), uncommon (requires 
  attunement) 
  This tattoo has long intertwining designs. While 
  the tattoo is on your skin, you can, as an action, 
  cause the tattoo to extrude into inky tendrils, 
  which reach for a creature you can see within 15 
  feet of you. The creature must succeed on a DC 
  14 Strength saving throw or take 3d6 force 
  damage and be grappled by you. As an action, the 
  creature can escape the grapple by succeeding 
  on a DC 14 Strength (Athletics) or Dexterity 
  (Acrobatics) check. The grapple also ends if you 
  halt it (no action required), if the creature is ever 
  more than 15 feet away from you, or if you use 
  this tattoo on a different creature. 
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Eldritch Claw Tattoo 
  Wondrous item (tattoo), uncommon (requires 
  attunement) 
  This tattoo depicts clawlike forms and other 
  jagged shapes. While the tattoo is on your skin, 
  your unarmed strikes are considered magical for 
  the purpose of overcoming immunity and 
  resistance to nonmagical attacks, and you gain a 
  +1 bonus to attack and damage rolls with 
  unarmed strikes.  
  
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   Eldritch Maul. As a bonus action, you can 
  empower the tattoo for 1 minute. For the 
  duration, each of your melee weapon attacks can 
  reach a target up to 30 feet away from you, as 
  tendrils of ink launch from your weapon or 
  unarmed strike toward the target. In addition, 
  your melee weapon attacks deal an extra 1d6 
  force damage on a hit. Once used, this bonus 
  action can’t be used again until the next dawn. 
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Blood Fury Tattoo 
  Wondrous item (tattoo), legendary (requires 
  attunement) 
  This tattoo evokes fury in its form and colors. 
  While this tattoo is on your skin, you gain the 
  following benefits: 
  • Your attack rolls score a critical hit on a d20 
  roll of 19 or 20. 
  • When you score a critical hit against a 
  creature, that target takes an extra 4d6 
  necrotic damage, and you gain a number of 
  temporary hit points equal to the necrotic 
  damage dealt. 
  • When a creature you can see damages you, you 
  can use your reaction to make a melee attack 
  against that creature, with advantage on your  
  attack roll.  
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Rule Tip: Temporary Hit Points Don’t 
  Stack 
  If you have temporary hit points and receive more of 
  them, you don’t add them together, unless a rule says 
  you can. Instead, you decide which temporary hit points 
  to keep. For more information on temporary hit points, 
  see chapter 9 of the Player’s Handbook.  
  Illuminator’s Tattoo 
  Wondrous item (tattoo), common (requires 
  attunement) 
  This tattoo contains beautiful calligraphy, images 
  of writing implements, and the like. While this 
  tattoo is on your skin, you can write with your 
  fingertip as if it were an ink pen that never runs 
  out of ink. 
   As an action, you can touch a piece of writing 
  up to one page in length and speak a creature’s 
  name. The writing becomes invisible to everyone 
  other than you and the named creature for the 
  next 24 hours. Either of you can dismiss the 
  invisibility by touching the script (no action 
  required). Once used, this action can’t be used 
  again until the next dawn. 
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Lifewell Tattoo 
  Wondrous item (tattoo), rare (requires 
  attunement) 
  This tattoo comprises symbols of life and rebirth. 
  While this tattoo is on your skin, you have 
  resistance to necrotic damage. 
   Death Ward. When you would be reduced to 0 
  hit points, you drop to 1 hit point instead. Once 
  used, this benefit can’t be used again until the 
  next dawn. 
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  
  ©2020 Wizards of the Coast LLC 
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  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Ghost Step Tattoo 
  Wondrous item (tattoo), rare (requires 
  attunement) 
  This tattoo shifts and wavers on the skin, parts 
  of it appearing blurred. The tattoo has 3 charges, 
  and it regains all expended charges daily at 
  dawn. 
  As a bonus action while the tattoo is on your 
  skin, you can expend 1 of the tattoo’s charges to 
  become incorporeal until the end of your next 
  turn. For the duration, you gain the following 
  benefits:  
  • You have resistance to bludgeoning, piercing, 
  and slashing damage from nonmagical attacks. 
  • You can’t be grappled or restrained. 
  • You can move through creatures and solid 
  objects as if they were difficult terrain. If you 
  end your turn in a solid object, you take 1d10 
  force damage. If the effect ends while you are 
  inside a solid object, you instead are shunted 
  to the nearest unoccupied space, and you take 
  1d10 force damage for every 5 feet traveled.  
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Masquerade Tattoo 
  Wondrous item (tattoo), common (requires 
  attunement) 
  This tattoo appears on your skin as whatever 
  you desire. As a bonus action, you can shape the 
  tattoo into any color or pattern and move it to 
  any area of your skin. Whatever form it takes, it 
  is always obviously a tattoo. It can range in size 
  from no smaller than a copper piece to an 
  intricate work of art that covers all your skin. 
   Disguise Self. As an action, you can use the 
  tattoo to cast the disguise self spell. Once the 
  spell is cast from the tattoo, it can’t be cast from 
  the tattoo again until the next dawn. 
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  Spellwrought Tattoo 
  Wondrous item (tattoo), rarity varies  
  This tattoo contains a single spell of up to 5th 
  level, wrought on your skin by a magic needle. 
  To use the tattoo, you must hold the needle 
  against your skin where you want the tattoo to 
  appear and speak the command word. The 
  needle turns into the ink that becomes the 
  tattoo, which appears on your skin. Once the 
  tattoo is on your skin, you can cast its spell, 
  requiring no material components. The tattoo 
  glows faintly while you cast the spell and for the 
  spell’s duration. Once the spell ends, the tattoo 
  vanishes from your skin. 
   The level of the spell in the tattoo determines 
  the spell’s saving throw DC, attack bonus, 
  spellcasting ability modifier, and the tattoo’s 
  rarity, as shown in the Spellwrought Tattoo 
  table.  
  Spellwrought Tattoo 
  Spell 
  Level 
  Rarity 
  Spellcasting 
  Ability 
  Modifier 
  Save 
  DC 
  Attack 
  Bonus 
  Cantrip 
  Common 
  +3 
  13 
  +5 
  1st 
  Common 
  +3 
  13 
  +5 
  2nd 
  Uncommon 
  +3 
  13 
  +5 
  3rd 
  Uncommon 
  +4 
  15 
  +7 
  4th 
  Rare 
  +4 
  15 
  +7 
  5th 
  Rare 
  +5 
  17 
  +9 
   
  
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  Shadowfell Brand Tattoo 
  Wondrous item (tattoo), very rare (requires 
  attunement) 
  This tattoo is dark in color and abstract. While 
  it’s on your skin, you have advantage on 
  Dexterity (Stealth) checks. 
   Shadowy Defense. When you take damage, 
  you can use your reaction to become shadowy 
  and insubstantial for a moment, reducing the 
  damage you take by half. Once used, this reaction 
  can’t be used again until the next dawn. 
   Tattoo Attunement. To attune to this item, 
  you hold the needle to your skin where you want 
  the tattoo to appear, pressing the needle there 
  throughout the attunement process. When the 
  attunement is complete, the needle turns into 
  the ink that becomes the tattoo, which appears 
  on the skin. If you have multiple magic tattoos, 
  they count as a single magic item with regard to 
  the number of magic items you can attune to.  
   If your attunement to the tattoo ends, the 
  tattoo vanishes, and the needle reappears in the 
  closest unoccupied space to you. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA69 - Spells and Magic Tattoos.pdf