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Monster Cards

I ran into an interesting issue with my players and game mastering. I run two games a week. There is only a single person overlap between the two groups which is my wife. And a sainted woman she is for participating with us. The first group is comprised of mostly very experienced players, most of which started with Advanced D&D. They are very familiar with the current Pathfinder v1 rule set and keep me on my toes about what is in the rules or not. The second group has only ever played in my game, and only for the last few years.

For both groups we try to play weekly, but that can be difficult to my travel and work schedules. The Monday group (the experienced one) misses games rarely since my travel usually starts on a Tuesday, whereas the Friday meets on average once a month. Both sets of groups are playing through set modules, although different ones.

The issue that I found first exhibited itself in the more junior team. They had never played before, were not familiar with the rules, and did not retain much of that information between games due to frequent breaks. When the players would have an encounter, almost every creature was new to them, even the ones that they had encountered previously. What information should their characters retain, and if it truly was a new creature, what should they actually know about it? Clearly if they were the more experienced team, it would be much more rare to encounter creatures that they had not read about before even if their characters had never seen them.

So, I was presented with a set of problems. How could I help the players and through them retain important information about the creatures that had already encountered? I also had to add to that which was how to limit what the more experienced players and their characters knew about the encountered creatures. How could I increase and limit information at the same time between the two groups?

The Pathfinder rules make it simple (taken from D20 for reference):

Monster Lore

You can use this skill to identify monsters and their special powers or vulnerabilities.

Check: In general, the DC of such a check equals 10 + the monster’s CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Creature TypeField of Study
Constructs, dragons, magical beastsArcana
Aberrations, oozesDungeoneering
HumanoidsLocal
Animals, fey, monstrous humanoids, plants, verminNature
OutsidersPlanes
UndeadReligion

Action: Usually none. In most cases, a Knowledge check doesn’t take an action (but see “Untrained,” below).

Retry? No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

Modifiers

  • Training You cannot make an untrained Knowledge check with a DC higher than 10.
  • Equipment (Library) If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.

At least those are the simple rules, but what information should actually be shared? Following through the different Paizo forums and different Reddit questions, it was clear that there was not a consistent answer that people used. So, as to make it easier for me and to improve the consistency of what information I would deliver, I decided on the Monster Card solution. I would create different cards that I could hand out to the players for the different success levels that they made. They would then be able to make notes on the cards as the encounter would continue. Things like AC, or special attacks and defense could be noted by them.

Best of all, it gave everyone a clear understanding of what their character actually knew about something. It would help the junior team retain information about a creature while helping the senior team limit their meta-gaming.

I still have to create these things. I started with the base information that was included for the creature. I also started with a false information page that if you failed your knowledge role, or knew nothing about the creature you would at least have something to start from. I decided to use 4×6 cards as my standard and would allow content to go between the two sides as needed. As I started creating them I realized I had to go back frequently and add different information, such as what the DC was, what knowledge skill was applicable, and just little details over time.

As an example, here are the pages I created for a Skeleton (CR 1/3):

The next step would be for a basic success, which ended up being on two sides of the same card. Again I am keeping mostly with the basic text that is given for the creature itself. I would much better if I started adding more color, but with the number of creatures that need to completed for each game, spending that time becomes precious. I can see myself coming back later and adding some of that color for future games, but not on the first run.

So besides the basic information what else might you be able to find out? In this case since skeletons are pretty simple, any remaining information all went on the next DC role. Much like goblins, these are not overly complex and it is easy to understand almost everything about them with only a little knowledge.

The back of the card with the undead traits would remain the same. But what about variants? Those would required a new roll hitting a new DC.

And then there are even the more powerful versions, which again wold require yet another roll:

I liked this solution. It allowed me to better control the flow of information and give the players something to hold on to to make their notes and better to bracket in what their character’s themselves knew and understood. Yes, more work for me, but I only create the cards for the creatures they have already encountered as well as the ones they will soon encounter. No reason to make cards for everything since they will never encounter everything. Although, over time, my card box of creatures will grow and it is easy to print off a couple extra when needed.

Hints and Story Lines

As a Game Master there is nothing more frustrating than to have your immaculate, detailed, and clueful plan be blown out of the water because your players are either dumber than a rock, just ignore what you believe is in front of their face, or go in a direction that is the contrary of what you so clearly laid out for them. Yes, they are clearly mocking your brilliance and purposely destroying your plans, those rat bastards.

What do you do as a Game Master when your master plan fails in some way? How can you get the players back on track and into the adventure that was planned for them? This does make the introduction of the idea of Sandboxes and Railroad adventure types. I know some Game Masters will run the Sandbox style only and seen most of them struggle and fail upon occasion when the players really go in a direction that was in the great unknown space of the campaign.

Basically a Sandbox campaign allows for anything to occur and the players to attempt almost anything, to include abandoning an adventure in the middle.

Knuff the Barbarian – “Oh, the orcs are going to invade that village where the Saintess of Norwell lives. Without her, this entire region will plunge into darkness! Should we go save them?”

Gripf the Mage – “Nah, looks like a grind, let’s go somewhere else”

Game Master – “CROOOOOOM!”

Whereas a Railroad campaign only gives the players some narrow choices on what their options are and what directions they are going. They are expected to follow the planned adventure. This is normally the case with the commercial modules that can be purchased. While there are many choices for the players to make in the module, the overall adventure is set and they will be marched in that direction. If they really do not want that, then why are they playing that module?

Nakht Shepses – “You must earn the right to enter the Necropolis and save the city of Wati from the scourge of undead that plague us! You need to fight my Vanth Psychopomp, that is much tougher than you, to meet my expectations!”

Setit Alablaze the Sorcerer – “Meh, why would need to do that”

Nakht Shepses – “Because I will not approve of you until this combat is completed”

Wayngro the Barbarian – “Why are we listening to this pencil dick? We can just go and do the adventure without this bullshit”

Sebti the Crocodile – “I need your team to partake of this contest to help with the harmony of the temple. It would be better to have everyone work together on this.”

Wayngro – “Fine, but you better give me that damn bastard sword from the auction”

Sebti – “Oh, I saw some halflings run off with it.”

Wayngro – “CROOOOM!”

<Battle goes on>

Lord Elgin Youngblood the Investigator – “Sigh, this is just dragging on. he can keep his distance and we suck at anything ranged.”

Wayngro – “Fuck this, I’m gonna just run off now”

Game Master – Sigh, maybe I should have just rushed the combat and moved it along… sigh

Yes, maybe that was a bit too scripted and railroaded. In retrospect that could have been handled better.

I have seen groups take the clues laid before them and then taken it in a direction completely unanticipated. Something completely unplanned for. But that did not end the adventure. They just have a different one. When you have time to plan for it that is.

I usually prefer running a hybrid campaign style. The players can go anywhere and start anything. But as the adventure progresses their options will start to narrow as the rails slowly show up under them. They will usually need to finish what they start. They can leave lingering side quests uncompleted, but there is an over-arching story there that they need to attempt to drive to the end. Otherwise as a Game Master you are infinitely attempting to create content on the fly which will end up not being fun for the Game Master either.

I had one group that reached the big boss encounter. It was their old comrade. A character that had died a horrible death much earlier in the game. The remaining party members stripped the body of any goodies and left the naked body in the “dungeon”. Well, of course I was not going to leave such good material behind…

In a much later adventure, the party gets to the boss room and the villain, their old friend, winds up for the standard monologue to explain what has happened and what will be the future should look like for them. You know, the standard Bond Villain dialoge when Bond gets captured or faces off with the boss. As a part of that he would reveal that he is actually just a pawn in a bigger game, clues and hints all over the place! It was time to do a data unload on the characters and be able to explain why things were the way they were. Just as they enter the room for the encounter to start, one of the players goes “Meh”, promptly powers up and starts attacking. Sigh.

Where was my turn to give that wondrous speech that had been painstakingly worked on for this encounter? How would they be able to get the clues and hints they needs to progress farther in the adventure. One player basically jumped in and ruined the situation. Yes, I could have forced the conversation, I could have just put everything on hold and said my piece. I do control the Deus Ex Machina. But, I allowed it to move forward as is.

Because I was ready for them to screw it up. I have seen them do it several times before. Their tactical ineptitude had cost them a character death more than once. I cannot forever fudge the dice just to be nice. Run into a room without backup and get surrounded by creatures that are tougher than any individual character will get you killed, and it did.

I had planned several “diaries” from the same villain in different places around the location they were exploring. It was my backup. I had lots of extra clues that were ready to be dropped in different areas in case they missed one or two. Or more likely did not understand the clues that I gave them. Some of that might be me being too obtuse, but never underestimate the potential for a player to just misconstrue what you meant no matter how clear you think you said it.

There was a case with another party of players that encountered a especially difficult creature. As you might remember I use “Monster Cards” as a way of helping the players know what their character should know. This one player that had the appropriate knowledge just was not able to read the basics of the card. I even verbally gave him hints on what he might want to tell his team so that they can respond better for the encounter. But he remained convinced he was delivering what was required. Everyone else at the table got the hints I was giving, but he remained stubborn believing his rendition of the data was more accurate than the one the Game Master was giving him… yes, this was our inexperienced player group, which is why I was willing to give those hints.

In the end, you cannot plan for everything, but you can plan for different fail points. Your players will screw up the clues whether it is your created content or a module. You will need to plan on being able to deliver the same information in multiple ways just in case. For my more inexperienced players, I always give a summary of what happened at the previous session at the new session. Sometimes I will force them to talk with each other on what had been discovered and if they figured anything out, correct or not. This forces them to consider what they have been doing as well as the possible clues that they might have understood or even misunderstood. This then also helps me understand what made sense or not with that set of players.

For the more experienced team, I allow them to fall off the understanding train more easily and bring back the clue-bat when needed, but keep that much more minimal than the other team of players.

Sessions

“Be copy now to men of grosser blood,
And teach them how to war. And you, good yeoman,
Whose limbs were made in England, show us here
The mettle of your pasture; let us swear
That you are worth your breeding; which I doubt not;
For there is none of you so mean and base,
That hath not noble lustre in your eyes.
I see you stand like greyhounds in the slips,
Straining upon the start. The game’s afoot:
Follow your spirit, and upon this charge
Cry ‘God for Harry, England, and Saint George!”

Henry V by William Shakespeare

The campaign has started, people are playing, players are meeting, cats and dogs are sleeping together, it is a joyous occasion. As stated previously we are running a heavily modified version of a “standard” campaign. We record it, track our progress, and post those results here.

The accounting of each session is done by the DM (which is me). The accuracy of the report is mostly correct. Some things might be left out, and some clarification to others. There is also a DM’s version of each session with more details and specific notes for the campaign. These will be posted when the information contained within them no longer have any importance or relevance.

So, here they are in all their glory and poor English and Grammar.

The Prelude

The first set of session are titled “The Prelude” This is because everyone started at level one while the normal module suggests a level three start. Silly module, why should we follow those instructions? There are some side adventures to get the characters to about third level before the real campaign gets started. Some I took, some I tossed, and that were left were modified fairly heavily. I also wrapped the game with extra information and details to tie in the different character’s back stories.

My expectation is that the characters will probably be at least level three if not level four at the end of the prelude. It just means future encounters would need to be re-balanced, but pretty much everything needed some tender loving care, because none of it was perfect the way it was.

Intermission

  • Session 20 (Consequences of the Believers getting caught, finishing off the Tombs, and a dead Dwarven Champion)
  • Session 21 (A little more tomb never hurt anyone)
  • Session 22 (Contemplation and theory)
  • Session 23 (Haunted Tomb)
  • Session 24 (Resting before the storm)

Chapter One

This is the start of the actual module and moving into the main part of the campaign.

Player’s Book

When all this started, I had created a PDF for the players to walk them through a couple of basic rules that needed to be clarified, and what, if any limitations this campaign might have on the very large amount of D&D material that is out there and available. Races, Classes, Homebrew, and anything else I thought was important. After a bunch of modification as the campaign progressed, I decided it might just be batter to put it all here. After all, we are already putting all the session content here. Here you go, rule updates, and any other material I thought was important for the players:

Classes

Classes

Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead, they are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.

Class is the primary definition of what your character can do, it’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know several priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more, and your existing features often improve. Each class entry in the Player’s Handbook and many different expansions includes a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin, A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6 of the Player’s Handbook.

Sub-Classes

At different levels for each class, you will need to select a sub-class for your primary class.  This is usually some sort of enhancement of your progress path.  This secondary class will give you different benefits throughout your leveling career.

Sub-Class Availability Table

ClassLevelName
Barbarian3Primal Path
Bard3Bard College
Cleric1Divine Domain
Druid2Druid Circle
Fighter3Martial Archetype
Monk3Monastic Tradition
Paladin3Sacred Oath
Ranger3Ranger Archetype
Rogue3Roguish Archetype
Sorcerer1Sorcerous Origin
Warlock1Otherworldly Patron
Wizard2Arcane Tradition

Homebrew Sub-Classes

While there is not the possibility of a unique Homebrew class, there are many possibilities for Homebrew sub-classes that almost all classes become eligible for at different points in their profession.

Fighter Archetypes

Divine Champion

The Divine Champion is a warrior deeply connected to the divine, channeling their deity’s will through martial prowess rather than spells. These fighters are chosen by their gods to enact justice, protect the innocent, and smite the wicked, serving as earthly avatars of divine power. Unlike paladins, Divine Champions do not cast spells; instead, they are blessed with divine boons that enhance their combat abilities and provide them with unique, supernatural advantages on the battlefield.

Divine Boon

3rd-Level Divine Champion Feature

At 3rd level, when you choose this archetype, you receive a boon from your deity. Choose one aspect related to your deity’s domain (such as War, Protection, Justice, or Healing). This boon grants you a special ability that you can use a number of times equal to 1 + your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

War: Once on each of your turns when you hit an enemy with a melee weapon attack, you can deal an extra 1d8 damage of the same type dealt by the weapon to the target.

Protection: As a reaction when you or an ally within 5 feet of you takes damage, you can grant a damage reduction against the attack equal to your fighter level.

Justice: Once on each of your turns, you can add a bonus to your attack roll equal to your Wisdom modifier against a creature that dealt damage to you or an ally since your last turn.

Healing: As an action, you can touch a creature and restore hit points to it, equal to 1d10 + your fighter level. This ability cannot be used on the same creature again until you finish a long rest.

Divine Fortitude

7th-Level Divine Champion Feature

Starting at 7th level, your divine connection grants you resilience against harm. You gain advantage on saving throws against poison, disease, and being frightened. Additionally, you have resistance to one damage type associated with your deity’s domain (chosen when you gain this feature, such as radiant for a sun deity or necrotic for a death deity).

Aura of Divinity

10th-Level Divine Champion Feature

At 10th level, you emanate an aura that extends 10 feet from you in every direction, but not through total cover. Your aura has an effect determined by your Divine Boon’s aspect, which affects you and allies within the area. You can activate or deactivate this aura as a bonus action on your turn.

War: You and your allies gain a +1 bonus to melee attack rolls while within the aura.

Protection: You and your allies gain a +1 bonus to AC while within the aura.

Justice: You and your allies deal an extra 1d4 melee damage to enemies who have attacked one of you since the start of their last turn.

Healing: You and your allies gain one hit point at the start of your turn if you have at least one hit point and aren’t incapacitated.

Divine Resurgence

15th-Level Divine Champion Feature

At 15th level, a Divine Champion’s bond with their deity empowers them with a miraculous ability to stand defiant in the face of what should be crippling defeat. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest. Depending on the aspect of your Divine Boon chosen at level 3, a specific action takes place when you invoke Divine Resurgence:

War: Conqueror’s Wrath: Upon invoking Divine Resurgence with the War aspect, your divine battle cry not only bolsters your allies but also wreaks havoc upon your enemies. Allies within 30 feet of you gain advantage on attack rolls and critical hits on a roll of 19-20 until the end of your next turn. Enemies within the same range must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you until the end of your next turn and take an additional 1d8 radiant damage from any source for the duration. This devastating rallying cry represents your deity’s ultimate command over the battlefield, inspiring fear, and vulnerability in the hearts of your foes.

Protection: Divine Shield Pulse: When you invoke Divine Resurgence with the Protection aspect, a pulse of protective divine energy radiates from you. You and allies within 30 feet gain temporary hit points equal to 1d10 + your Divine Champion level and gain resistance to all damage until the end of your next turn. This embodies your deity’s shielding grace, providing a sanctuary in moments of peril.

Justice: Divine Retribution: When Divine Resurgence is invoked with the Justice aspect, a surge of retributive divine energy targets not one, but up to three creatures within 30 feet that have attacked you or an ally since your last turn. Each targeted creature takes radiant damage equal to 2d10 + your Divine Champion level and must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature is stunned until the end of its next turn, visibly marked by your deity’s judgment. This enhancement of the Justice aspect underscores the inevitability of divine judgment, ensuring that those who perpetrate injustices face immediate and powerful consequences for their actions.

Healing: Wellspring of Renewal: Upon invoking Divine Resurgence with the Healing aspect, you become a conduit for your deity’s healing power. You and each ally within 30 feet regain hit points equal to 2d8 + your Divine Champion level. Additionally, any diseases or poisons affecting the healed creatures are cured. This ability symbolizes your deity’s life-giving power, breathing new vitality into you and your allies in your time of greatest need.

Avatar of Divinity

18th-Level Divine Champion Feature

At 18th level, you become an avatar of your deity’s power. As an action, you can transform for one minute, gaining the following benefits:

  • Your attacks score a melee critical hit on a roll of 19 or 20.
  • You gain temporary hit points at the start of each of your turns equal to half your fighter level.
  • Once on each of your turns, you can have one melee attack deal an extra 2d8 damage.

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

Echo of Memory Knight

The Echo of Memory Knight channels the essence of those they’ve lost, creating echoes from the past that fight alongside them. This bond strengthens over time, turning the echo into a vivid representation of a departed comrade, friend, or loved one, enhancing the knight’s combat abilities with the skills and memories of the past.

Manifest Echo

3rd-Level Echo of Memory Knight Feature

Similar to the Echo Knight, you can summon an echo as a bonus action, which is a translucent, gray image in a space you can see within 15 feet of you. This echo is a manifestation of a lost ally’s memory, initially vague and indistinct.

Resonant Memories

7th-Level Echo of Memory Knight Feature

Your echo begins to take on more distinct features of someone you knew well who has passed away. You gain the following abilities:

Shared Wisdom: As a bonus action, you can merge with your echo for up to ten minutes, allowing you to make any single d20 roll with advantage during those ten minutes. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of twice). The echo must be within 30 feet of you to use this feature. You regain all expended uses when you finish a long rest.

Echo’s Guidance: When you use your Action Surge feature, your echo imparts fleeting memories of your departed ally, granting you an additional bonus action during your turn that can only be used to make one weapon attack, use an item, or dash.

Ghost Eyes

10th-Level Echo of Memory Knight Feature

You gain the ability to see with “Ghost Eyes” for one minute, as a bonus action. This supernatural vision grants you 60 feet of darkvision, the ability to see invisible creatures and objects, and the ability to see into the Ethereal Plane. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of twice) per long rest.

Memory’s Embrace

15th-Level Echo of Memory Knight Feature

Your echo now fully embodies the memory of the deceased individual, gaining a new level of partnership with you.

Spectral Interposition: As a reaction when you take damage, you can have your echo leap in front of the attack, causing the attack to hit the echo instead. The echo dissipates but can be summoned again on your next turn.

Memory’s Tactics: Once per long rest, you can consult your echo for tactical advice, giving you the ability to reroll one attack roll, ability check, or saving throw, and you must use the new roll.

Legacy Manifest

18th-Level Echo of Memory Knight Feature

Your echo becomes a near-perfect reflection of the person it represents, complete with their fighting spirit and wisdom.

Eternal Companion: Your echo gains additional hit points equal to half your fighter level and can now move up to 60 feet from you without vanishing.

Ancestor’s Fury: Once per long rest, for one minute, your attacks from your echo’s position can critically hit on a roll of 18–20, and you gain the benefits of the Shared Wisdom feature without needing to merge with your echo.

Roguish Archetypes

Wild Card

Some rogues favor honing their skill and precision, others perfect a silver tongue, but you — well, you’ve always gotten a kick out of leaving things up to chance. Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.

Tricks Up the Sleeve:  Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you may cast it as a bonus action.

Wild Card’s Gambit: Starting at 3rd level when you choose this archetype, you gain proficiency with all gaming sets.

A deck of playing cards becomes deadly in your hands. You can treat a card as a light, finesse, thrown (range 20/60) weapon. You are proficient with this weapon, and it deals 1d4 slashing damage. The card you throw counts as a magical weapon for the purposes of overcoming resistances and immunities. Whenever you make an attack roll using a playing card, draw a card from a deck containing 54 cards (52 cards and 2 jokers).

In addition, your combat prowess and luck sometimes allow your attacks to surpass mortal limits, granting additional effects depending on the card drawn. If you have not yet used your sneak attack this turn, you can instead draw a card from a 54-card deck and add an effect to your attack based on the Wild Card Suit Table Below. You can attack using a card in this manner several times equal to your Charisma modifier (minimum of once) per short or long rest.

Attacking with one of the cards, the card is consumed during the attack.  A deck that is drawn from may only have the normal 54 or less cards within it.  It is not possible to draw a specific card, even if the deck is marked or filled with different types of cards.  It will always be a random selection from the normal 54.  If there are more than the normal 54 cards, the special ability fails to work, and the use still consumed in the attempt.

Wild Card Suit Table

SuitEffect
SpadesRoll your Sneak Attack damage and add it to your playing card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.
ClubsUntil the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
HeartsRoll your Sneak Attack damage and add it to your playing card’s damage. You also immediately regain several hit points equal to the half the damage dealt. Any excess hit points regained become temporary hit points.
DiamondsTake the disengage and then the dash actions. You still have the use of your bonus action and sneak attack after this card is drawn.
Wild CardsAces and Jokers are wild cards, morphing suits depending on the dealer’s wishes. Choose Spades, Clubs, Hearts, or Diamonds. The card then immediately gains the suit’s respective effect.

Tricks Up the Sleeve: Starting at 9th level, your Guidance spell has a range of 30 feet for you, and you may cast it as a bonus action.

Shifting the Odds: Starting at 9 level, whenever you make an attack roll, ability check, or saving throw at disadvantage and roll a 1, you can treat both d20 rolls as a 20.

Twist of Fate: At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

Joker Wild: At 17th level, your mastery over chance encompasses even your own form, allowing you to temporarily perceive all potential realities. As a bonus action on your turn, you can enter a flow state, seeing the tells of all creatures around you and gaining the following benefits:

  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. You cannot end your turn inside a creature, and you cannot move through any objects you cannot see past, such as walls.

This flow state lasts for one minute or until you are incapacitated. Once you have used this feature, you cannot do so again until you finish a long rest.

Sorcerer Archetypes

Indomitable Soul

While some sorcerers pull their magic from the ether, or some alien influence, your strength and power come from within you. You have an iron will and fortitude that comes from within. It might have been an upbringing, genetics, or even a rebirth from a previous life, but your soul and mind are your center and define your existence.

Indomitable Soul Spells

1st-level Indomitable Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Indomitable Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list. Additionally, you gain access to the Eldritch Blast cantrip.

Indomitable Soul Spells

Sorcerer LevelSpells
1stCommand, Shield of Faith
3rdAid, Spiritual Weapon
5thDispel Magic, Revivify
7thBanishment, Resilient Sphere
9thArcane Hand, Geas

Indomitable Magic

1st-level Indomitable Soul feature

Your understanding of self is practically divine and therefore you are able learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1 level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Indomitable Warrior

1st-level Indomitable Soul feature

  • Gain proficiency in Medium Armor, Shields
  • Gain proficiency in short swords and longswords
  • Advantage against be against being frightened.

Indomitable Bond

6th-level Indomitable Soul feature

Form a bond with an improved familiar which includes any of the ones available to Pact of the Chain in the Warlock class.

Indomitable Subtlety

6th-level Indomitable Soul feature

When you cast any spell of 1st level or higher from your Indomitable Soul Spells list, you can cast it by expending a spell slot as normal or by spending several sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Improved Indomitable Bond

14th-level Indomitable Soul feature

You and your familiar gain enhancements to Familial Bond. The familiar’s magic resistance trait extends to the bonded character if they are within 30 feet. These resistances can be given to other creatures within 60 feet, but at a cost of two sorcerer points for one creature and an additional sorcerer point for each subsequent creature.  These bestowed resistances only last for one minute.

The familiar also grows into a more powerful creature than previously gaining additional powers and an improved toughness by turning into a Stage Two version of itself.

Indomitable Mastery (Split Mind)

18th-level Indomitable Soul feature

You have learned to concentrate on two spells at the same time.  When you are already concentrating on a spell, you can spend as many sorcery points as the level of the spell to cast another concentration spell.

In addition, you have learned to take on the burden of other’s magic. When a creature within 30 feet of you loses Concentration on a spell, you can expend as many Sorcery Points as the level of the spell to begin Concentrating on it. When you do so, the spell is treated as if you were the original caster, even if you are unable to cast it normally. This spell can count as one of the two spells you are able to concentrate on simultaneously.

While concentrating on spells this way, whenever you are forced to make a concentration check, it is made for both spells at the same time, meaning that if you fail you lose Concentration on both spells.

Wizard Arcane Traditions

Arcane Dermaturge

The Arcane Dermaturge is a unique wizard sub-class that diverges from the traditional use of spellbooks. Instead of inscribing their magical knowledge in tomes, these wizards etch spells directly onto their skin, transforming their bodies into living repositories of arcane power. This practice, known as Dermomancy, is both an art and a sacred ritual, reflecting a deep personal connection between the wizard and their magic.

Arcane Etching

2nd-level Arcane Dermaturge feature

The “Arcane Etching” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “Wizardly Quill” ability. This feature showcases the Dermaturge’s unique method of interacting with their spells and the arcane arts through the medium of their own skin.

  • Effortless Inscription: The Dermaturge can inscribe spells onto their skin without the need for material components typically required for spell transcription. This process is much slower than traditional spell inscription, taking many hours.
  • Ink Manifestation: The Dermaturge can produce magical ink from their fingertips, allowing them to write or inscribe with ease. This ink is unique to each Dermaturge and can vary in color and properties.
  • Transcription: When the Dermaturge encounters a new spell in written form, they can transcribe it onto their skin taking four hours per level of the spell, without the requirement to spend the usual amount of time and gold typically required for transcribing spells.
  • Paper and Skin: While the Dermaturge has their spellbook written out in arcane symbols on their skin, this does not prevent them from also having a paper based spellbook.  The cost of copying a spell to the paper version is the same as normal, two hours per spell level as well as the magical ink cost. They are also able to copy from their paper spellbook to their skin by spending ten minutes per level of the spell being copied.  This transference does not require any components or magical ink.
  • Spell Copying: The process of copying spells into the Dermaturge’s “living spellbook” (their skin) does not consume additional resources like parchment and ink, but it still requires the Dermaturge to spend time studying the spell, understanding its intricacies, and practicing its inscriptions.
  • Erasable Inscriptions: The Dermaturge can alter or erase inscriptions on their skin, making room for new spells or modifications. This process is part of their magical affinity and does not harm their skin.

Living Grimoire

2nd-level Arcane Dermaturge feature

The Dermaturge’s body effectively becomes their spellbook. As they gain levels, they can inscribe new spells onto their skin. The number of spells they can inscribe is limited by their body’s surface area, creating a natural limit to their repertoire.

  • Arcane Resonance: The inscribed spells resonate with the Dermaturge’s magical energy, allowing them to cast spells with a unique flair. They might have enhanced effects, alter visual manifestations, or even modify casting times due to the intimate bond between the spell and its caster. When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only.
  • Ink of the Arcanum: Creating the magical inks for inscription is a vital part of the Dermaturge’s practice. These inks are made from rare and magical components, each formula unique to the spell it’s meant to carry. The process of creating these inks is a closely guarded secret among Dermaturges. Creation of scrolls cost half has much as normal using the custom-made magical inks (25gp per spell level) but can only be transcribed on treated skin of a creature and takes twice as much time to create such an item.  The more powerful the creature, the greater the impact of the spell transcribed.  For every two CR over the caster’s level, the spell is considered to have been up-cast one level.
  • Spell Recall: A Dermaturge can recall any spell inscribed on their skin without the need for a physical spellbook. This ability makes them versatile and unpredictable in battle, as they always carry their arsenal with them. in an emergency, a Dermaturge can cast a spell directly off their skin as if having used a scroll.  Cast a spell in this manner causes them to lose access to that spell permanently until re-scribed on their skin.  The caster also takes 1d4 of damage per spell level of the spell cast in this fashion.
  • Runic Protection: The inscribed spells offer more than just a means to cast magic; they provide a layer of arcane protection. The caster’s skin has been enchanted at a low level and the caster has advantage to any spell cast at them that would cause physical damage to them. It is impossible to permanently remove these sigils and runes as they will slowly come through any permanent scaring or damage to the Dermaturge’s skin.
  • Permanent Focus: Due to the natural nature of the spellbook being written on the skin of the caster, they no longer need a spell focus for casting their spells but will still require using those components that cost more than 10gp.
  • Ritual Casting: When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

Arcane Epidermis

6th-level Arcane Dermaturge feature

The Dermaturge, through a deep meditative ritual, can bring forth a sentient manifestation of their inscribed spells. This entity, known as an “Arcane Avatar,” is a semi-tangible, magical construct that embodies the essence of the Dermaturge’s inscribed spells. As a bonus action you can cause the Arcane Avatar to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The Arcane Avatar is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius.

  • Appearance: The Arcane Avatar reflects the nature of the spells inscribed on the Dermaturge’s skin. It appears as a shimmering, ethereal figure covered in glowing runes, or as a more abstract form composed of swirling magical energy.
  • Spell Channeling: The Arcane Avatar can channel and cast spells from the Dermaturge’s prepared repertoire. While the Avatar is active, the Dermaturge can cast spells as though they were originating from the Avatar’s location. You can do so several times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Arcane Sentry: The Avatar can act as a guardian or scout, providing surveillance and alerting the Dermaturge to danger. It possesses a limited sensory capability, allowing it to see and hear its surroundings.
  • Enhanced Communication: The Dermaturge can communicate telepathically with the Avatar within a certain range, making it an effective tool for gathering information or coordinating strategies.
  • Movement: As a bonus action, you can cause the Arcane Avatar to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
  • Duration and Limitations: The Arcane Avatar remains for a duration determined by the Dermaturge’s level and proficiency. It has hit points is 1/10th of the Dermaturge’s own and can be dismissed early as a bonus action. It can only manifest for up to an hour each time it is summoned. While powerful, the Avatar cannot physically interact with objects and is vulnerable to anti-magic effects such as a dispel magic spell. The Arcane Avatar stops manifesting if it is ever more than 300 feet away from you.
  • Usage: This ability can be used several times equal to the Dermaturge’s Intelligence modifier and is restored after a long rest.

Master Inscriber

10th-level Arcane Dermaturge feature

The “Master Inscriber” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “Master Scrivener” ability. This unique ability reflects the Dermaturge’s profound mastery over the art of Dermomancy, allowing them to harness and manipulate the arcane energy inscribed on their skin in extraordinary ways.

  • Enhanced Inscriptions: The Dermaturge can now inscribe spells with enhanced potency. These enhanced inscriptions might have increased duration, reduced casting time, or heightened effects.
  • Arcane Reservoir: Once per long rest, the Dermaturge can activate a chosen inscription to act as an Arcane Reservoir. For the next hour, any spell the Dermaturge casts that matches the school of magic of the activated inscription is cast at one spell slot level higher than the slot used, without consuming a higher-level slot.
  • Instant Inscription: The Dermaturge gains the ability to inscribe a spell onto their skin as an action, a process that normally takes hours. This ability can be used once per long rest and is limited to spells of 1st, 2nd, or 3rd level and must have a casting time of one action. Casting such a spell causes a damage to the Dermaturge equal to 1d6 in damage per level of the spell cast.
  • Scroll Transference: The Dermaturge can transfer the magic of a written spell scroll onto their skin, permanently adding it to their inscriptions. This process destroys the scroll but bypasses the usual material and time requirements for inscribing a new spell. Once completed, this cannot be repeated until after a long rest. Casting such a spell causes a damage to the Dermaturge equal to 1d6 in damage per level of the spell cast.

One with the Ink

14th-level Arcane Dermaturge feature

The “One with the Ink” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “One with the Word” ability. This powerful ability symbolizes the pinnacle of the Dermaturge’s mastery over their art, representing a profound and complete union between the caster and the arcane inscriptions etched into their very skin.

  • Ink Embodiment: The Dermaturge can temporarily transform into a being of pure magical energy. In this form, they gain resistance to non-magical damage and resistance against spells. Additionally, they can move through creatures and objects as if they were difficult terrain.
  • Arcane Projection: While in their Ink Embodiment form, the Dermaturge can cast spells at an increased range, and their spells that require concentration last for twice their normal duration, up to a maximum duration of 24 hours. Note that the extended maximum concentration time continues after the Ink Embodiment form has ended.
  • Spell Echo: When casting a spell while in the Ink Embodiment form, the Dermaturge can choose to have the spell leave an echo on their skin. This echo allows them to cast the same spell again within the next minute without expending a spell slot.
  • Duration and Recharge: The transformation into Ink Embodiment lasts for a minute and can be used once per long rest.
  • Runic Resilience: While in this form, any damage the Dermaturge takes is reduced by an amount equal to their Intelligence modifier, reflecting the protective power of their arcane inscriptions.

Gods of the Multiverse

Gods of the Multiverse

Religion is an important part of life in the worlds of the Dungeons and Dragons multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs, and shining paladins stand like beacons against the darkness, it’s hard to be ambivalent about the deities and deny their existence.

Many people have a favorite among the gods, one whose idea is and teachings they make their own. And a few people dedicate themselves entirely to a single god, usually serving as a priest or champion of that god’s ideals.

From among the gods available, you can choose a single deity for your character to serve, worship, or pay lip service to or you can pick a few that your character prays to most often or just make a mental note of the gods who are revered in your DM’s campaign so you can invoke their names when appropriate. ]If you’re playing a cleric or a character with the Acolyte background, decide which god your deity serves or served, and consider the deity’s suggested domains when selecting your character’s domain.

The Pantheon

In the following pages are showing the different Pantheons that exist in the Campaign.  The Pantheons are represented by several columns of Information:

  • Name:  What they are called and worshiped by
  • Rank: At what power level is that deity compared to the others: Greater[G], Intermediate[I], Lesser[L], Demigod[D]
  • Alignment: What alignment the god/goddess themselves have and will act toward
  • Portfolio:  What powers that specific god/goddess is known to have
  • Domain:  What domains of power that the god/goddess covers.  These are the divine domains that clerics focus on.
  • Worshipers:  Who worships this specific god/goddess.

Pantheons

Faerunian Pantheon

NameRankAlignmentPortfolioDomainWorshipers
AkadiGNElemental air, movement, speed, flying creaturesAir, Illusion, TravelAnimal breeders, elemental archons (air), rangers, rogues, sailors
AsmodeusGLEPower, domination, tyrannyEvilSlavers, tyrants, bureaucrats, lawful evil creatures
AurilLNECold, winterAir, Evil, Storm, WaterDruids, elemental archons (air or water), frost giants, inhabitants of cold climates, rangers
AzuthLLNWizards, mages, spellcasters, monksArcana, Illusion, Knowledge, Magic, Law, SpellPhilosophers, sages, sorcerers, wizards
BaneGLEStrife, hatred, tyranny, fearOrder, Evil, Destruction, Hatred, Law, Tyranny, WarConquerors, evil fighters, evil monks, tyrants, wizards
BeshabaICERandom mischief, misfortune, bad luck, accidentsChaos, Evil, Fate, Luck, TrickeryAssassins, auspicians, capricious individuals, gamblers, rogues, sadists
ChaunteaGNGAgriculture, plants, farmers, gardeners, summerLife, Animal, Earth, Good, Plant, Protection, RenewalPeasants, indentured servants, druids, farmers, gardeners
CyricGCEMurder, lies, intrigue, deception, illusionChaos, Destruction, Evil, IllusionPower-hungry humans (usually young), former worshipers of Bane, Bhaal and Myrkul
DeneirLNGGlyphs, images, literature, scribes, cartographyGood, Knowledge, Protection, RuneHistorians, loremasters, sages, scholars, scribes, seekers of enlightenment, students
EldathLNGQuiet places, springs, pools, peace, waterfallPeace, Nature, Family, Good, Plant, Protection, WaterDruids, pacifists, rangers
ErbinLNEVengeanceDestruction, EvilAssassins, fighters, rogues, beggars
Finder WyvernspurDCNCycle of life, transformation of art, saurialsChaos, Charm, Renewal, ScalykindArtists, bards, saurials
GaragosDCNWar, skill-at-arms, desctruction, plunderChaos, Destruction, StrengthBarbarians, fighters, warriors, rangers, soldiers, spies
GargauthDLEBetrayal, cruelty, political corruption, powerbrokersCharm, Evil, LawCorrupt leaders, corrupt politicians, sorcerers, traitors
GondINArtifice, craft, construction, smithworkForge, Craft, Earth, Fire, Knowledge, Metal, PlanningBlacksmith, crafters, engineers, gnomes, inventors, lantanese, woodworkers
GrumbarGNElemental earth, solidity, changelessness, oathsCavern, Earth, Metal, TimeElemental archons (earth), fighters, monks, rangers
Gwaeron WindstromDNGTracking, rangers of the NorthAnimal, Good, Plant, TravelDruids, rangers, troll hunters
HelmILNGuardians, protectors, protectionLight, Twilight, Law, Planning, Protection, StrengthExplorers, fighters, guards, mercenaries, paladins
HoarDLNRevenge, retribution, poetic justiceFate, TravelAssassins, fighters, rogues, seekers of retribution
IlmaterILGEndurance, suffering, martyrdom, perseveranceLife, Twilight, Good, Law, Strength, SufferingThe lame, oppressed, poor, monks, paladins, serfs, slaves
IstishiaGNElemental water, purificationDestruction, Ocean, Storm, Travel, WaterBards, elemental archons (water), sailors, travelers
JergalDLNFatalism, proper burial, guardian of tombsFate, Law, Repose, Rune, SufferingMonks, necromancers, paladins
KelemvorGLNDeath, the deadGrave, Fate, Law, Protection, Repose, TravelThe dying, families of the dying, grave differs, hunters of the undead, morticians, mourners
KossuthGNElemental fire, purification through fireDestruction, Fire, Renewal, SufferingDruids, elemental anchors, fire creatures, Thayans
LathanderGNGAthletics, birth, creativity, dawn, renewal, self-perfection, spring, vitality, youthLife, Light, Good, Nobility, Protection, Renewal, Strength, SunAristocrats, artists, athletics, merchants, monks, the young
LliiraLCGJoy, happiness, dance, festivals, freedom, libertyChaos, Charm, Family, Good, TravelBards, dancers, entertainers, poets, revelers, singers
LoviatarLLEPain, hurt, agony, torment, suffering, tortureEvil, Law, Retribution, Strength, SufferingBeguilers, torturers, evil warriors, the depraved
LurueDCGTalking beasts, intelligent non-humanoid creaturesAnimal, Chaos, GoodDruids, entertainers, outcasts, rangers, travelers, unicorn riders
MalarLCEBloodlust, evil lycanthropes, hunters, marauding beasts and monsters, stalkingAnimal, Chaos, Evil, Moon, StrengthHunters, evil lycanthropes, sentient carnivores, rangers, druids
MaskLNEShadows, thievery, thievesDarkness, Evil, Luck, TrickeryAssassins, beggars, criminals, rogues, shades, shadowdancers
MielikkiINGAutumn, dryads, forest creatures, forests, rangersAnimal, Good, Plant, TravelDruids, fey, creatures, foresters, rangers
MililLNGPoetry, song, eloquenceCharm, Good, NobilityAdventurers, bards, entertainers
MyrkulQNEDeath, decay, old age, exhaustion, dusk, autumnDeathEvil mages and cultists, necromancers, undertakers, and powerful undead
MystraGNGMagic, spells, the WeaveArcana, Good, Illusion, Knowledge, Magic, Rune, SpellElves, half-elves, incantatrixes, mystic wanderers, sorcerers, spelldancers, spellcasters, spellfire channelers, wizards
NobanionDLGRoyalty, lions, feline beasts, good beastsAnimal, Good, Law, NobilityDruids, fighters, leaders, paladins, rangers, soldiers, teachers, wemics
OghmaGNBard, inspiration, invention, knowledgeCharm, Knowledge, Luck, TravelArtists, bards, cartographers, inventors, lore masters, sages, scholars, scribes, wizards
Red KnightDLNStrategy, planning, tacticsLaw, Nobility, Planning, WarFighters, gamesters, monks, strategists, tacticians
SavrasDLNDivination, fate, truthFate, Magic, SpellDiviners, judges, monks, seekers of truth, spellcasters
SelûneICGGood lycanthropes, neutral lycanthropes, moon, navigation, questers, stars, wanderersTwilight, Chaos, Good, Moon, Protection, TravelFemale spellcasters, good lycanthropes, neutral lycanthropes, navigators, monks, sailors
SharGNECaverns, dark, dungeons, forgetfulness, loss, night, secrets, the UnderdarkCavern, Darkness, EvilAnarchists, assassins, avengers, monks, nihilists, rogues, shadow adepts, shadowdancers
SharessDCGHedonism, sensual fulfillment, festhalls, catsChaos, Charm, Good, TravelBards, hedonists, sensualists
ShaundakulLCNTravel, exploration, portals, miners, caravansAir, Chaos, Portal, Protection, Trade, TravelExplorers, caravaneers, rangers, portal-walkers, planewalkers, half-elves
ShialliaDNGWoodland glades, woodland fertility, growth, the High Forest, Neverwinter WoodAnimal, Good, Plant, RenewalDruids, farmers, foresters, gardeners, nuptial, couples
SiamorpheDLNNobles rightful rule of nobility, human royaltyLaw, Nobility, PlanningLeaders, loremasters, nobles, those with inherited wealth or status
SilvanusGNWild nature, druidsNature, Animal, Plant, Protection, Renewal, WaterDruids, woodsmen, wood elves
SuneGCGBeauty, love, passionChaos, Charm, Good, ProtectionLovers, artists, half-elves, adventurers, bards
TalonaLCEDisease, poisonChaos, Destruction, Evil, SufferingAssassins, druids, healers, rogues, those suffering from disease and illness
TalosGCEStorms, destruction, rebellion, conflagration, earthquakes, vorticesTempest, Chaos, Destruction, Evil, Fire, StormThose who fear the destructive power of nature, barbarians, fighters, druids, half-orcs
TempusGNWar, battle, warriorsChaos, Protection, Strength, WarWarriors, fighters, barbarians, gladiators, rangers, half-orcs
TiamatLLEEvil dragons, evil reptiles, greed, conquestDestruction, Evil, Law, Tyranny, ScalykindEvil dragons, chromatic dragons, Cult of the Dragon, evil reptiles, fighters, sorcerers, thieves, vandals, conquerors
TormLLGDuty, loyalty, honor, obedience, paladinsGood, Law, Protection, Strength, WarPaladins, heroes, good fighters, good warriors, guardians, knights, loyal courtiers
TymoraICGGood fortune, skill, victory, adventurersTrickery, Chaos, Good, Luck, Protection, TravelRogues, gamblers, adventurers, Harpers, lightfoot halflings
TyrGLGJusticeOrder, Good, Law, RetributionPaladins, judges, magistrates, lawyers, police, the oppressed
UbtaoGNCreation, jungles, Chult, the Chultans, dinosaursPlanning, Plant, Protection, ScalykindAdepts, chultans, druids, inhabitants of jungles, rangers
UlutiuDLNGlaciers, polar environments, arctic dwellersAnimal, Law, Ocean, Protection, StrengthArctic dwellers, druids, historians, leaders, teachers, rangers
UmberleeICEOceans, currents, waves, sea windsTempest, Chaos, Destruction, Evil, Ocean, Storm, WaterSailors, weresharks, sentient sea creatures, coastal dwellers
UthgarLCNUthgardt barbarian tribes, physical strengthAnimal, Chaos, Retribution, StrengthThe Uthgardt tribes, barbarians
ValkurDCGSailors, ships, favorable winds, naval combatAir, Chaos, Good, Ocean, ProtectionFighters, rogues, sailors
VelsharoonDNENecromancy, necromancers, liches, undeathMagic, UndeathLiches, necromancers, seekers of immortality through undeath, Cult of the Dragon
WaukeenLNTrade, money, wealthBalance, Envy, Pride, Protection, Sloth, Travel, TradeShopkeepers, merchants, guides, peddlers, moneychangers, smugglers

Drow (Dark Seldarine) Pantheon

NameRankAlignmentPortfolioDomainWorshipers
EilistraeeLCGSong, beauty, dance, swordwork, hunting, moonlightChaos, Charm, Drow, Elf, Good, Moon, PortalGood-aligned drow, hunters, surface-dwelling elves
GhaunadaurLCEOozes, slimes, jellies, outcasts, ropers, rebelsCavern, Chaos, Drow, Evil, Hatred, SlimeAboleths, drow, fighters, oozes, outcasts, ropers
KiaransaleeDCEUndead, vengeanceChaos, Drow, Evil, Retribution, UndeathDrow, necromancers, undead
LolthICEDrow, spiders, evil, darkness, assassins, chaosChaos, Darkness, Destruction, Drow, Evil, SpiderDrow, depraved elves, sentient spiders
SelvetarmDCEDrow warriorsChaos, Drow, Evil, SpiderBarbarians, drow, fighters, those who like to kill, warriors
VhaeraunLCEThievery, drow males, evil activity on the surfaceChaos, Drow, Evil, TravelAssassins, male drow, half-drow, poisoners, shadowdancers, rogues, thieves

Dwarven (Morndinsamm) Pantheon

NameRankAlignmentPortfolioDomainWorshipers
AbbathorINEGreedDwarf, Evil, Luck, TradeDwarves, misers, rogues, shadowdancers
Berronar TruesilverILGSafety, honesty, home, healing, the dwarven family, records, marriage, faithfulness, loyalty, oathsPeace, Dwarf, Family, Good, Healing, Law, ProtectionChildren, dwarven defenders, dwarves, fighters, homemakers, husbands, parents, scribes, wives
Clangeddin Silverbeard     
Deep DuerraDLEPsionics, conquest, expansionDwarf, Evil, Law, MentalismDwarves, fighters, psionicists, travelers in the Underdark
Dugmaren Brightmantle     
DumathoinINBuried wealth, ores, gems, mining, exploration, shield, dwarves, guardian of the deadCavern, Craft, Dwarf, Earth, Metal, ProtectionDwarves, gemsmiths, metalsmiths, miners
Gorm GulthynLLGGuardian of all dwarves, defense, watchfulnessDwarf, Good, Law, ProtectionDwarven defenders, dwarves, fighters
Haela BrightaxeDCGLuck in battle, joy of battle, dwarven fightersChaos, Dwarf, Good, LuckBarbarians, dwarves, fighters
LaduguerILEMagic weapon creation, artisan, magic, gray dwarvesCraft, Dwarf, Evil, Law, Magic, Metal, ProtectionDwarves, fighters, loremasters, soldiers
Marthammor DuinLNGGuides, explorers, expatriates, travelers, lightningDwarf, Good, Protection, TravelDwarves, fighters, rangers, travelers
MoradinGLGDwarves, creation, smithing, engineering, metalcraft, stonework, warForge, Knowledge, Craft, Dwarf, Earth, Good, Law, ProtectionDwarves, metalworkers, dwarven defenders, engineers, fighters, miners, smiths
SharindlarICGHealing, mercy, romantic love, fertility, dancing, courtship, the moonChaos, Charm, Dwarf, Good, Healing, MoonBards, dancers, dwarves, healers, lovers
Thard HarrLCGWild dwarves, jungle survival, huntingAnimal, Chaos, Dwarf, Good, PlantDruids, inhabitants of jungles, rangers, wild dwarves
VergadainINWealth, luck, chance, nonevil, thieves, suspicion, trickery, negotiation, sly clevernessDwarf, Luck, TradeDwarves, merchants, traders, rogues, wealthy individuals, rich

Elven (Seldarine) Pantheon

NameRankAlignmentPortfolioDomainWorshipers
Aerdrie FaenyaICGAir, weather, avians, rain, fertility, avarielsAir, Animal, Chaos, Elf, Good, StormBards, druids, elves, rangers, sorcerers, travelers, winged beings
AngharradhGCGSpring, fertility, planting, birth, defense, wisdomPeace, Chaos, Elf, Good, Plant, RenewalCommunity elders, druids, elves, farmers, fighters, midwives, mothers
Corellon Larethian     
Deep SashelasICGOceans, sea elves, creation, knowledgeChaos, Elf, Good, Ocean, WaterDruids, elves, fishermen, rangers, sages, sailors
Erevan IlesereICNMischief, change, roguesChaos, Elf, Luck, TrickeryBards, elves, revelers, rogues, sorcerers, tricksters
Fenmarel MestarineLCNFeral elves, outcasts, scapegoats, isolationAnimal, Chaos, Elf, PlantDruids, elves, outcasts, rangers, rogues, spies, wild elves
Hanali CelanilICGLove, romance, beauty, enchantment, magic, item artistry, fine art, artistsChaos, Charm, Elf, Good, Magic, ProtectionAesthetes, artists, enchanters, lovers, sorcerers, bards
Labelas EnorethICGTime, longevity, the moment of choice, historyChaos, Elf, Good, TimeBards, divine disciples, elves, loremasters, scholars, teachers
Rillifane RallathilICGWoodlands, nature, wild elves, druidsChaos, Elf, Good, Plant, ProtectionDruids, rangers, wild elves
Sehanine MoonbowICGMysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elvesChaos, Elf, Good, Illusion, Moon, TravelDiviners, elves, half-elves, illusionists, opponents of the undead
ShevarashDCNHatred of the drow, vengeance, crusades, loss, arcane archers, archers, elves, fighters, hunters, rangers, soldiers, sorcerersChaos, Elf, RetributionArcane archers, archers, elves, fighters, hunters, rangers, soldiers, sorcerers
Solonor ThelandiraICGArchery, hunting, wilderness, survivalChaos, Elf, Good, PlantArcane archers, archers, druids, elves, rangers

Giant (Ordning) Pantheon

NameRankAlignmentPortfolioDomainWorshipers
Annam All-FatherGNGiants, creation, learning, philosophy, fertilityMagic, Plant, Rune, SunGiants
DiancastraDCGTrickery, wit, impudence, pleasureFamily, TrickeryGiants
GrolantorICEHunting, combat, hill giantsChaos, Death, Earth, Evil, HatredHill giants
HiateaGNNature, agriculture, hunting, females, childrenAnimal, Family, Good, Moon, Plant, SunGiants, wood giants, firbolg, voadkyn
IallanisLNGLove, forgiveness, beauty, mercyGood, Strength, SunGiants
KarontorLNEDeformity, hatred, beastsAnimal, Cold, Evil, Madness, StrengthFomorians, verbeeg
MemnorINEPride, mental prowess, controlDeath, Evil, Mentalism, RuneGiants, evil cloud giants
OtheaDNMotherhood, fertility, familyNo domain, deadGiants, giant-kin, ogres
Skoraeus StonebonesINStone giants, earth, buried thingsCavern, Earth, Protection, TemperanceStone giants
StronmausGNGSun, sky, weather, seas, joyAir, Good, Protection, Sun, Weather, SkyCloud giants, storm giants
SurtrILEFire, warEvil, Fire, Law, StrengthFire giants, giants
ThrymLCEFrost giants, strength, cold, ice, warChaos, Cold, Destruction, Earth, Evil, StrengthFrost giants

Gnome (Lords of the Golden Hills) Pantheon

NameRankAlignmentPortfolioDomainWorshipers
Baervan WildwandererINGTravel, nature, forest, gnomesAnimal, Gnome, Good, Plant, TravelDruids, forest gnomes, rangers, rock gnomes, tricksters
Baravar CloakshadowLNGIllusions, deception, traps, wardsGnome, Good, Illusion, Protection, TrickeryAdventurers, deceivers, gnomes, illusionists, rogues, thieves
Callarduran SmoothhandsINStone, the Underdark, mining, the svirfneblinCavern, Craft, Earth, GnomeFighters, gemcutters, hermits, jewelers, illusionists, opponents of drow, svirfneblin
Flandal SteelskinINGMining, physical fitness, smithing, metalworkingCraft, Gnome, Good, MetalArtisans, fighters, gnomes, miners, smiths
Gaerdal IronhandLLGVigilance, combat, martial defensePeace, Gnome, Good, Law, ProtectionAdministrators, fighters, judges, monks, paladins, soldiers, warriors
Garl GlittergoldGLGGnomes, humor, trickery, wit, illusion, gem cutting, jewelry making, protectionTrickery, Craft, Gnome, Good, Law, ProtectionAdventurers, bards, defending soldiers, rogues, gnomes, illusionists, jewelers, gemcutters, smiths, practical jokers
Segojan EarthcallerINGEarth, nature, the deadCavern, Earth, GoodDruids, elemental archons (earth), fighters, gnomes, illusionists, merchants, miners
UrdlenICEGreed, bloodlust, evil, hatred, uncontrolled impulse, spriggansChaos, Earth, Evil, Gnome, HatredAssassins, blackguards, gnomes, rogues, spriggans

Halfling (Yondalla’s Children) Pantheon

NameRankAlignmentPortfolioDomainWorshipers
ArvoreenILGDefense, war, vigilance, halfling warriors, duty, halflingsGood, Halfling, Law, ProtectionHalflings, fighters, paladins, rangers, soldiers, warriors
BrandorbarisLNStealth, thievery, adventuring, halfling roguesHalfling, Luck, Travel, TrickeryAdventurers, bards, halflings, risk takers, rogues
CyrrollaleeILGFriendship, trust, the hearth, hospitality, craftsPeace, Family, Good, Halfling, LawArtisans, cooks, guards, halflings, hosts, innkeepers
Sheela PeryroylINNature, agriculture, weather, song, dance, beauty, romantic loveAir, Charm, Halfling, PlantBards, druids, farmers, gardeners, halflings, rangers
UrogalanDLNEarth, death, protection from the deadEarth, Halfling, Law, Protection, ReposeGenealogists, grave differs, halflings
YondallaGLGProtection, bounty, halflings, children, security, leadership, wisdom, creation, family, traditionTwilight, Family, Good, Halfling, Law, ProtectionChildren, halflings, leaders, paladins, parents

Orc Pantheon

NameRankAlignmentPortfolioDomainWorshipers
BahgtruLCELoyalty, stupidity, brute strengthChaos, Evil, Orc, StrengthBarbarians, followers, orcs, physically strong beings, warriors, wrestlers
GruumshGCEOrcs, conquest, survival, strength, territoryCavern, Chaos, Evil, Hatred, Orc, Strength, WarFighters, orcs
IlnevalLNEWar, combat, overwhelming numbers, strategyDestruction, Evil, Orc, Planning, WarBarbarians, fighters, orcs
LuthicLNECaves, orc females, home, wisdom, fertility, healing, servitudeCavern, Earth, Evil, FamilyMonks, orc females, runecasters
ShargaasLCENight, thieves, stealth, darkness, the UnderdarkChaos, Darkness, Evil, OrcOrcs, assassins, thieves
YurtrusLNEDeath, diseaseDeath, Destruction, Evil, Orc, SufferingAssassins, monks, orcs

Spells

Magic permeates the worlds of Dungeons and Dragons and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules in the Player’s Handbook.

Table of Contents

What is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose, or remove conditions, drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spell books hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Components

A spell’s components are the physical requirements you must meet to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.  These chants and words are all done in a loud forceful voice, and not conducive to a stealthy mission.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)

Casting some spells requires objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5 of the Player’s Handbook) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.

Concentration

Some spells require you to maintain concentration to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specific show long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.

Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm – tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

The Schools of Magic

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.

Abjuration (blue): spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Conjuration (yellow): spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Divine (white):  spells that involve healing or specific types of protections.

Divination (grey): spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment (pink): spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to lake a course of action, or even control another creature like a puppet.

Evocation (red): spells manipulate magical energy lo produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion (purple): spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy (green): spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Creating the undead using necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Transmutation (orange): spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature. bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities lo rapidly recover from injury.

Combining Magical Effects

The effects of different spells add together while the duration of those spells overlap. The effects of the same spell cast multi pie times don’t combine, however. instead, the most potent effect-such as the highest bonus-from those castings applies while their duration overlap.

For example:

If two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

Crafting Spells

Details related on how to create your own spells are detailed in the Downtime Activity pages.

Homebrew Spells

As the campaign continues and the knowledge that the characters gather in from utilizing magic items, getting attacked by opponents, or just their own research will increase the available pool of spells that they are able to access and use. These spells are either new to the campaign and available to the characters, or they might be replacements, or new spells that could be available if they are researched by the characters.

  • REPLACEMENT – These replace existing spells of the same name.
  • R – These spells can be made available in special situations, but in all cases can be researched by the characters.

Abyssal Call

  • 4th-Level Conjuration
  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S, M (a drop of blood from the type of creature to be summoned and a black gemstone worth at least 50gp, which the spell consumes
  • Duration: Concentration, up to 10 minutes

You call forth a creature from the Abyss, summoning it to an unoccupied space that you can see within range. The creature must be of challenge rating two or lower. The creature is inherently hostile to all beings, including you. The summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creature is under your control for the duration of the spell, obeying your verbal commands to the best of its ability. You can use your action to issue a command to the creature. If you do not issue any commands, the creature defends itself from hostile creatures but otherwise takes no actions.

Limits and Risks:

  • Creature Limits: You can only summon a creature of challenge rating two or lower. The type of creature is limited to those you have a drop of blood from.
  • Control Issues: The creature is hostile by nature and might not follow your commands perfectly, especially if the commands are against its nature.
  • Abyssal Nature: Managing a creature from the Abyss is inherently risky. It seeks to cause chaos and destruction, and controlling it requires constant focus.

Concentration and Control:

  • Breaking Concentration: If your concentration is broken for any reason, the creature does not disappear. Instead, you lose control of it, and it immediately becomes hostile towards you and your companions. The creature will act according to its nature, which typically involves attacking the nearest living beings and causing maximum havoc.
  • Chance of Breaking Free: There is a chance the creature might attempt to break free from your control even while you maintain concentration. At the end of each of its turns, it makes a Wisdom saving throw against your spell save DC. On a success, your concentration is broken, and the creature becomes uncontrolled.

Aftermath of Lost Control:

  • Hostility: Once control is lost, the creature remains until it is defeated, or the spell duration expires.
  • Strategic Retreat: It is often wise to have a plan for retreat or containment if control is lost, as the creature will not distinguish between you and other potential targets.

Summoning creatures from the Abyss should be done with caution, as the risks are significant, and the consequences of failure can be severe. The benefits of having an Abyssal entity at your command must be weighed carefully against the inherent dangers.

Angelic Feather

  • 1st-Level Conjuration
  • Classes: Cleric, Paladin
  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S, M (a feather worth at least 1gp)
  • Duration: 1 hour

You create three divine feathers in your palm that can be given to other creatures. A creature can crush a feather as a bonus action, and gain the benefit of the Dash, Disengage, or Dodge action until the end of their current turn. The feathers last for one hour before dissipating.

Animal Messenger (REPLACEMENT)

  • 2nd-Level Enchantment
  • Classes: Bard, Druid, Ranger
  • Casting Time: 1 Action (Ritual)
  • Range: 30 feet
  • Components: V, S, M*
  • Duration: 24 Hours
  • Attack/Save: None
  • Damage/Effect: Communication

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

To determine the chance of a tiny beast being within 30 feet of the caster when the spell is cast, the caster must first make either a Nature or Survival roll for any beast within range of the spell.  This check is completed before the spell is cast so that the caster knows for certain that there is a target within range before casting the spell. A d20 is then rolled to determine if it is flying or ground creature.  Each subsequent search increases the DC by the amount shown in the table unless the caster has changed locations by at least an hour of travel. The difficulty increases for each attempt made in the same area.

TerrainDCSubsequent Casting DC IncreaseFlyingGround
CavesDC15+21-1516-20
DesertDC18+512-20
Elemental Planes
FeylandsDC6+11-1011-20
ForestDC8+21-89-20
GrasslandsDC10+21-56-20
HillsDC12+31-45-20
JunglesDC6+11-1011-20
Lower PlaneDC30+101-20 
MarshDC10+21-1011-20
MountainsDC16+31-1516-20
Outer Plane
ShadowlandsDC25+51-1920
ShoreDC10+21-1011-20
TundraDC20+51-1920
UndergroundDC12+31-23-20
Upper Plane
UrbanDC12+21-1516-20

At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

* – (a morsel of food)

Arcane Ablation

  • 1st-Level Transmutation
  • Classes: Artificer
  • Casting Time: 1 Action
  • Range: Tough
  • Components: V, S
  • Duration: 1 hour

You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this the imbued item gains four temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creature’s next turn it will gain three temporary hit points. This repeats when those temporary hit points are exhausted as the previous total minus one, until no temporary hit points would be gained and the spell ends.

At Higher Levels: The initial temporary hit points increase by one for each slot level above 1st.

Arcane Dispatch

  • 3rd-Level Conjuration
  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 500 feet
  • Components: V, S, M (The object being transported)
  • Duration: Instantaneous

Arcane Dispatch is a powerful spell that enables the caster to instantly send a small, non-magical item, such as a letter, a sealed scroll, or a small object, from their possession to a designated recipient within an extended range. The item must not exceed 5 pounds and must fit within a 12-inch cube. The intended recipient must be known and visualized by the caster, though direct line of sight is not required. The spell can penetrate barriers, but it cannot transport items through lead-lined walls or magical barriers that block conjuration magic.

Upon casting, the item vanishes from the caster’s grasp and materializes in a secure location on or near the recipient, such as a desk, a table, or inside a drawer or pocket, chosen by the caster at the time of casting. The recipient becomes immediately aware of the item’s arrival through a subtle magical indicator, such as a flicker of light or a soft chime, though the specific sender can remain anonymous if the caster so chooses.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range increases by 500 feet for each slot level above 3rd, and the maximum weight of the item that can be transported increases by 5 pounds.

  • 1st-level conjuration
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S
  • Duration: Instantaneous

A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn’t slowed.

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.

Bareilles’ Armor

  • 3rd-Level Conjuration
  • Classes: Cleric, Paladin, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a stylistic set of armor that protects you the more you need it. If you are already wearing armor, it transforms what you’re wearing, and you retain its bonuses. For the duration, you add 1d4 to your saving throws and one to your AC. When you are below half your hit point maximum, you instead add 1d6 to your saving throws and two to your AC.

Barrier

  • 1st-level abjuration
  • Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You shroud one creature that you can see within range in a protective bubble of rubbery force that has hit points equal to 2d8 + your spellcasting ability modifier and lasts for the duration. If the target would take damage before the spell ends, the ward blocks that damage and takes the damage instead the ward cannot block psychic or poison damage unless it is dealt by an attack. If the ward is reduced to 0 hit points, the target takes any remaining damage and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ward hit points increase by 2d8 for each slot level above 1st.

Bear’s Endurance

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute
  • Components: V, S

The target of this spell has its Constitution score increased to 20 for the duration of the spell. A target may gain hit points with this spell but loses the same amount when the spell ends.

Belmont Smite

  • 1st-Level Evocation
  • Classes: Paladin
  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute
  • Components: V

Your weapon glows a dull orange while the spell lasts until you hit a creature.  The glow transfers from the weapon to that creature, it takes 1d10 fire damage, and from now until the spell ends, it will explode if it is reduced to 0 hit points (including as part of the attack).  If it explodes, each creature within 5 feet of it must make a constitution saving throw or take 1d10 fire damage, or half as much damage on a success.

Blessed Halo

  • 3rd-level evocation
  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20‐foot radius and dim light for an additional 20 feet.

This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of lost hit points to one creature within the spell’s bright light that you can see.

Additionally, you have advantage on Charisma checks made against good creatures within the light shed by the halo.

If any of this spell’s area overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the spell’s pool of healing increases by 5 points for each spell slot above 3rd and this spell dispels darkness spells of a level equal to the slot used in casting blessed halo.

Blind Vision

  • 1st-level Divination
  • Classes: Ranger, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Duration: 1 minute
  • Components: S

You put your hand over the eyes of a willing creature. The target has blindsight to a range of 60 feet but is blind beyond that radius. The creature can end the effect early as an action.

Bond Item

  • 1st-level conjuration
  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Duration: 8 hours
  • Components: V, S

You touch an item weighing no more than 15 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action. If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw, and if they succeed, the spell fails. They make this save with advantage if they have had possession of the item for more than one minute.

Bone Shards

  • 2nd-Level Necromancy
  • Classes: Sorcerer, Warlock
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a bone that has been broken in half)
  • Duration: Instantaneous

With a chilling incantation and a snap of a broken bone, you conjure a volley of jagged bone shards that erupt from the ground at a point you can see within range. Each creature in a 10-foot radius centered on that point must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one.

The bone shards remain as difficult terrain until the end of your next turn, presenting a harrowing obstacle for those who dare to traverse it.

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 2nd.

Branch Assault

  • 2nd-level Transmutation
  • Classes: Druid
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You imbue one tree you can see with the ability to strike creatures with its branches. The tree remains immobile otherwise. When you cast the spell, and as an action on your turn, you direct the tree to attack one target that it can reach. Make a melee spell attack against the target; a successful hit does 2d10 + 5 bludgeoning damage.

Bull’s Strength

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute
  • Components: V, S

The target of this spell has its Strength score increased to 20 for the duration of the spell.

Burst of Strength

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Ranger, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Duration: 1 round
  • Components: V, S

A single willing target of this spell receives a massive rush of muscular power on the turn this spell is casted. Their Strength score becomes 24.

At Higher Levels: You can affect an additional target for every two spell levels above 3rd.

Cat’s Grace

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute
  • Components: V, S

The target of this spell has its Dexterity score increased to 20 for the duration of the spell.

Charged Missile

  • 3rd-Level Evocation
  • Classes: Ranger, Sorcerer, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

One arrow, bolt, or sling bullet you touch becomes infused with electrical energy. A successful attack with the affected ammunition does its normal damage plus 5d6 lightning damage. The spell ends after the projectile is used, whether it hits or misses.

At Higher Levels: For each spell slot used higher than 2nd level, the missile does an additional 1d6 damage.

Cloak of Shadow

  • 1st-level illusion
  • Classes: Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You draw upon the endless night to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.

  • 3rd-level transmutation
  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A handful of snow)
  • Duration: Concentration, up to 1 hour

You coat yourself in snow, granting yourself resistance to cold and fire damage, and causing your melee attacks to deal an additional 1d6 cold damage.

Higher level Casting: When casting this spell using a spell slot of 5th or 6th level, the duration increases to 8 hours. When casting this spell using a spell slot of 7th level or higher, the duration increases to 24 hours. Using a spell slot of 5th level or higher grants a duration that is no longer concentration.

Cold Snap [R]

  • 3rd-level evocation
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 round or 10 minutes

With a snap of your fingers, you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava.

If you target a creature, it must make a constitution saving throw. On a failure, the target takes 5d10 cold damage and until the end of your next turn, its speed is reduced to 0 feet, and it has disadvantage on weapon attack rolls. It also gains one level of exhaustion unless it has resistance or immunity to the spell’s damage. On a success, it only takes half damage, and it doesn’t suffer any other effects.

If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30-foot cube. The affected liquid is frozen solid for 10 minutes if there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.

Any levels of exhaustion caused by this spell are removed from a creature when it finishes a short or long rest in a warm environment.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d10 for each slot level above 3rd.

Conjure Animals (REPLACEMENT)

  • 3rd-level conjuration
  • Classes: Druid, Ranger
  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour (concentration)
  • Attack/Save: None
  • Damage/Effect: Summoning

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The creatures summoned take the form as required by the caster.  There are three basic templates at each of the different CR levels.  The caster must choose a single template for each summoning and all spirits summoned will be the same template and form.  Within each template are specific types that must also be chosen.  The form chosen must match the type selected as well as some form of beast that the caster has seen previously.  The form must be of a beast and not any other type of creature.


CR ¼ Spirit

Challenge:¼ (50xp)
Type:Small fey, unaligned
Initiative:+1
AC:11
HP:11 (2d8+2)
Speed:30 feet
STRDEXCONINTWISCHA
14 (+2)12 (+1)12 (+1)2 (-4)11 (+0)5 (-3)
Senses:Passive Perception 10
Languages:
Proficiency Bonus:+2

Special Abilities

Choose One movement type:

  • Burrowing: Add in 10 feet of burrowing speed
  • Climbing: Add in 30 feet of climbing speed
  • Flying:  Add in 40 feet of flying speed
  • Running: Increase walking speed by ten feet
  • Swimming: Add in 30 feet of swimming speed

Actions

Bite (or Claw): Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) piercing or slashing damage


CR ½ Spirit

Challenge:½ (100xp)
Type:Medium or Large fey, unaligned
Initiative:+1
AC:12 (natural armor)
HP:16 (3d8+3)
Speed:30 feet
STRDEXCONINTWISCHA
15 (+2)13 (+1)13 (+1)2 (-4)11 (+0)5 (-3)
Senses:Passive Perception 10
Languages:
Proficiency Bonus:+2

Special Abilities

Choose one movement type:

  • Burrowing: Add in 10 feet of burrowing speed
  • Climbing: Add in 30 feet of climbing speed
  • Flying:  Add in 40 feet of flying speed
  • Running: Increase walking speed by ten feet
  • Swimming: Add in 30 feet of swimming speed

Choose one upgrade to the type:

  • Charge: If the spirit moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3 (1d6) damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
  • Keen Sense: The spirit has advantage on Wisdom (Perception) checks that rely one type of sense (hearing, sight, or smell).
  • Multiattack: two attacks
  • Pack Tactics: Advantage on attack rolls against a creature if at least one of the creature’s allies is within five feet of the creature and the ally isn’t incapacitated.
  • Poison: Add poison to attacks, the target must succeed on a DC 11 Constitution saving throw or take 3 (1d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Pounce: If the spirit moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the spirit can make one melee attack against it as a bonus action.

Actions

Bite (or Claw): Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) piercing or slashing damage (Note that large creatures have reach of 10 ft)


CR 1 Spirit

Challenge:1 (200xp)
Type:Large fey, unaligned
Initiative:+1
AC:12 (natural armor)
HP:30 (5d8+8)
Speed:30 feet
STRDEXCONINTWISCHA
16 (+3)13 (+1)14 (+2)4 (-3)12 (+1)6 (-2)
Senses:Passive Perception 11
Languages:
Proficiency Bonus:+2

Special Abilities

Choose one movement type:

  • Burrowing: Add in 10 feet of burrowing speed
  • Climbing: Add in 30 feet of climbing speed
  • Flying:  Add in 60 feet of flying speed
  • Running: Increase walking speed by 20 feet
  • Swimming: Add in 40 feet of swimming speed

Choose one upgrade to the type:

  • Charge: If the spirit moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Keen Sense: The spirit has advantage on Wisdom (Perception) checks that rely one type of sense (hearing, sight, or smell).
  • Multiattack: two attacks
  • Pack Tactics: Advantage on attack rolls against a creature if at least one of the creature’s allies is within five feet of the creature and the ally isn’t incapacitated.
  • Poison: Add poison to attacks, the target must succeed on a DC 11 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Pounce: If the spirit moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the spirit can make one melee attack against it as a bonus action.
  • Rampage: When the spirit reduces a creature to 0 hit points with a melee attack on its turn, the spirit can take a bonus action to move up to half its speed and make a melee attack.

Actions

Bite (or Claw): Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6+3) piercing or slashing damage


CR 2 Spirit

Challenge:2 (450xp)
Type:Large fey, unaligned
Initiative:+1
AC:12
HP:52 (7d10+14)
Speed:30 feet
STRDEXCONINTWISCHA
18 (+4)12 (+1)15 (+2)3 (-4)12 (+1)6 (-2)
Senses:Passive Perception 11
Languages:
Proficiency Bonus:+2

Special Abilities

Choose one movement type:

  • Burrowing: Add in 10 feet of burrowing speed
  • Climbing: Add in 30 feet of climbing speed
  • Flying:  Add in 60 feet of flying speed
  • Running: Increase walking speed by 20 feet
  • Swimming: Add in 40 feet of swimming speed

Choose one upgrade to the type:

  • Charge: If the spirit moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Keen Sense: The spirit has advantage on Wisdom (Perception) checks that rely one type of sense (hearing, sight, or smell).
  • Multiattack: two attacks
  • Pack Tactics: Advantage on attack rolls against a creature if at least one of the creature’s allies is within five feet of the creature and the ally isn’t incapacitated.
  • Poison: Add poison to attacks, the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
  • Pounce: If the spirit moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the spirit can make one melee attack against it as a bonus action.
  • Rampage: When the spirit reduces a creature to 0 hit points with a melee attack on its turn, the spirit can take a bonus action to move up to half its speed and make a melee attack.

Actions

Bite (or Claw): Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 13 (2d8+4) piercing or slashing damage


At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Copy

  • 1st-Level transmutation
  • Classes: Bard, Cleric, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous
  • Components: V, S, M (a drop of black ink)

This spell creates a perfect duplicate of any written or drawn document that you touch onto blank pages you supply. You can copy up to 10 pages of text with one casting of this spell. Magical writing, including spellbook pages, can’t be copied with this spell.

Craft Object

  • 3rd-level transmutation
  • Classes: Artificer, Wizard
  • Casting Time: 10 minutes
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can craft a wooden chair from a clump of trees, a rope from a patch of hemp, or simple clothes from flax or wool.

Choose raw materials that you can see within range. You can craft a Medium or smaller object (contained within a 5-foot cube, or two connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the crafted object can be no larger than Small (contained within a single 2.5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Dancing Wave [R]

  • 2nd-level conjuration
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet (5-foot cube)
  • Components: V, S
  • Duration: 1 Minute (concentration)
  • Attack/Save: STR Save
  • Damage/Effect: Combat

You summon a surging mass of water into existence at a point on the ground within range. The mass of water remains cohesive filling a 5-foot radius, though only rises 3 feet from the ground. The area is difficult terrain for any creature without a swimming speed.

For the duration of the spell, as a bonus action you can move the wave of water up to 30 feet along a surface in any direction. The first time the wave enters any creature’s space during your turn, they must make a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. A creature automatically fails this saving throw if they are prone.

Dark Lightning

  • 2nd-Level Necromancy
  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You thrust out your hands, unleashing a deadly coil of lightning infused with wrathful hate towards a creature you can see within range. The target must make a constitution saving throw. If they fail, they take 2d8 lightning damage. If the target is below their maximum hit points, the lightning forks to another creature of your choosing within 10 feet of the target. This new target must make their own Constitution saving throw, taking 2d8 lightning damage if they fail. This process can repeat up to three times, and the same target cannot be affected twice. If a target succeeds on their saving throw and is below their maximum hit points, they take 1d8 necrotic damage instead.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, either the lightning or necrotic damage (your choice) increases by 1d8 per slot level above 2nd.

Dark Secret

  • 2nd-Level Divination
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You whisper a phrase into the mind of the target, unknown to you but clear and terrifying to them. Until the end of your next turn, you have advantage on all ability checks, attack rolls, and saving throws involving your target or actions it has taken. During this time, the target has disadvantage on all ability checks and attack rolls involving you or actions you have taken. Targets that are immune to being frightened are immune to this effect.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target per spell slot level above 2nd.

Dim Vision

  • 1st-Level Illusion
  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minutes

With a gesture and a whispered incantation, you cause the light within a specified area to flicker and fade, casting everything into uncertain shadows. Choose a point you can see within range. A 10-foot radius sphere centered on that point is suffused with dim light, subtly impairing vision without plunging the area into complete darkness.

Creatures within the sphere or attempting to see into or through it have a harder time perceiving details. They suffer a minor penalty on Perception checks that rely on sight, equivalent to a -2 penalty. Moreover, attacks made into, out of, or within the affected area are at a slight disadvantage, imposing a -1 penalty to attack rolls due to the decreased visibility.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the sphere increases by 5 feet for each slot level above 1st.

Dissociative Edge

  • 2nd-Level Transmutation
  • Classes: Paladin, Ranger, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self (30 Feet)
  • Components: V, S, M (any melee weapon)
  • Duration: Instantaneous

When you cast this spell, your weapon hums with violent energy. The first time you could make a melee weapon attack before the end of your current turn, you can launch a scything blade of force from your weapon instead.

Each creature within a line 5 feet wide and 30 feet long must make a Dexterity saving throw, starting from the creature closest to you. The first creature that fails takes 2d8 force damage and suffers damage and effects as though you had hit them with a successful attack using that weapon.

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

Earth Ripple [R]

  • 2nd-level transmutation
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: DEX Save
  • Damage/Effect: Bludgeoning/Piercing

You cause the earth to deform and ripple, a target creature must make a Dexterity saving throw or suffer one of the following effects (your choice):

  • It is pulled into the earth, taking 1d8 bludgeoning damage and reducing its movement speed to zero until a creature spends an action to dig it free.
  • It is slammed 5 feet in a direction of your choice by a wave of earth, taking 2d8 bludgeoning damage and being knocked prone.
  • It is impaled by a spike of earth, taking 4d8 piercing damage.

Enchanting Gaze

  • 1st-Lecvel Enchantment
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round

Your eyes take on an arcane aura as you gaze at one creature you can see within range. You can still cast this spell if you are blinded and could otherwise see the creature. The target must make a Wisdom saving throw or be incapacitated until the start of your next turn, and on its turn, it must use all of its movement to move closer to you, ending the turn if it moves within five feet of you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell’s range increases by 10 feet for each slot level above 1st.

Ethereal Blade

  • 2nd-Level Evocation
  • Classes: Sorcerer, Wizard Ranger
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a blade of ethereal energy in your hand, similar in dimensions to a longsword, which lasts for the duration of the spell. As an action, you can make a melee spell attack with the blade against one creature within your reach. On a hit, the blade does 2d6 radiant damage plus 1d6 cold damage.

If you let go of the blade, it disappears, but while the spell is in effect, you can create it again with a bonus action.

At higher Levels: When you cast ethereal blade using a spell slot of 4th level or higher, the damage increases by 1d6 radiant damage for every two levels above 2nd.

Erase

  • 1st-Lecvel Transmutation
  • Classes: Bard, Cleric, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You automatically remove mundane writing from up to two sheets of paper or parchment, from a single scroll, or from a surface no larger than 9 inches by 12 inches. The caster of erase must be aware of the writing for the spell to be effective; it has no effect if cast blindly or experimentally.

Eternal Bond

  • 5th-level transmutation
  • Classes: Paladin, Sorcerer, Warlock, Wizard
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a weapon and a gem worth at least 1000gp, which the spell consumes)
  • Duration: Until dispelled

Eternal Bond creates a permanent, unbreakable bond between a weapon and its wielder. The weapon gains a +1 bonus to attack and damage rolls if it is not already magical, and it becomes bound to the wielder’s soul. The wielder can summon the weapon to their hand from any distance, even from other planes of existence.

The weapon can now store a spell of 3rd level or lower, cast by the wielder, to be released on a hit. Once used, this ability can’t be used again until the next dawn. The spell must be loaded and consumes one of the caster’s spell slots when loaded.  The maximum spell level that can be is 3rd, which includes upcasting a spell.

Find Traps (REPLACEMENT)

  • 2nd-level divination
  • Classes: Cleric, Druid, Ranger
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: None
  • Damage/Effect: Detection

This spell highlights to the caster any trap within range that is within their line of sight. It highlights the object that is trapped but not the triggering mechanism.  As an example, if there is a pit that is triggered by a pressure plate somewhere before the pit.  The pit would be highlighted but not the pressure plate. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. In all cases, the spell only detects traps that are there by design and purpose and not by some accident of nature.

Because the caster is aware of where the trap is located, they will have advantage on any rolls to disarm the trap or will be allowed to render aid to someone else attempting to disarm the trap.

  • 3rd-level conjuration
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of ashes from a forest fire)
  • Duration: Concentration, up to a 1 minute

Targeting a point on the ground you can see, you cause a cyclone made of whipping flames to fill a 10-foot-radius, 30-foot-high cylinder.

Creatures that are inside the spell when you cast it or enter it for the first time on a turn must make a Strength saving throw. On a failed saving throw, it takes 3d6 fire damage and is flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung.

When a creature is not entirely inside the cyclone’s radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone and must spend 2 feet (or 3 feet if it is flying) of movement for every 1-foot it moves away from the cyclone.

For the duration of the spell, you can spend an action to move the cyclone up to 30 feet in any direction along the ground.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd.

Fist of Justice

  • 2nd-Level Evocation
  • Classes: Paladin
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With an empty hand, you deliver a fist of justice. Make a melee spell attack against a creature you can reach. On a hit, the creature takes 3d10 bludgeoning damage and is pushed back five feet. On a miss, the creature takes half as much bludgeoning damage and isn’t pushed back.

Flash of Intelligence

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Ranger, Sorcerer, Wizard
  • Range: 5 feet
  • Duration: 1 round
  • Components: V, S

A single willing target of this spell receives an influx of knowledge on the turn this spell is cast. Their Intelligence score becomes 24.

At Higher Levels: You may affect an additional target for every two spell levels above 3rd.

Fox’s Cunning

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute
  • Components: V, S

The target of this spell has its Intelligence score increased to 20 for the duration of the spell.

  • 4th-level evocation
  • Classes: Wizard only
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small crystal and a metal armlet)
  • Duration: Concentration, up to 10 minutes

You point at one creature that you can see within range that is wearing armor. The target’s armor becomes frosted and icy until the spell ends, protecting the target and granting it the following benefits while worn:

  • The target has resistance to cold damage.
  • The target has a +2 bonus to AC.
  • When the target is hit with a melee attack by an attacker within 5 feet of it, if the attacker doesn’t have resistance or immunity to cold damage, its speed is reduced by 15 feet, and it has disadvantage on weapon attack rolls until the end of its next tum.

Frost Strike [R]

  • 2nd-Level Evocation
  • Classes: Sorcerer, Warlock
  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during the spell’s duration, your weapon gleams with frigid ice, and the attack deals an extra 2d6 cold damage to the target. The target must make a Dexterity saving throw or have its speed halved until the beginning of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Geyser [R]

  • 4th-level conjuration
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You cause a massive eruption of water to blast upwards from the ground at a point within range. Creatures within 10 feet of the point must make a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked 60 feet into the air. On a successful save, creatures take half as much damage, and are instead knocked their choice of 10 feet away from the point or 10 feet upward.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 foreach level above 4th.

  • 5th-level conjuration
  • Classes: Druid, Ranger, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You can conjure a powerful bow made of ice that you can make ranged attacks with. This bow functions as a +1 longbow and generates its own ammunition as the drawstring is pulled. Additionally, the arrows fired from this bow deal an additional 2d6 cold damage. You gain the following additional benefits while this spell is active: You are considered proficient in the longbow.

  • When you take the Attack action, you may attack twice instead of once, if the attacks are with this bow.
  • You have resistance to cold and fire damage.
  • You may use your spellcasting ability modifier in place of your Dexterity modifier for attack and damage rolls with this bow.
  • The first time each round that you damage a target with this bow, that target’s speed is reduced by 15 feet until the start of your next turn.

Higher level Casting: When you cast this spell using a spell slot of 6th level or higher the additional cold damage increases by 2d6 for each slot level above 5th.

Greater Shield

  • 3rd-level abjuration
  • Classes: Sorcerer, Wizard
  • Casting Time: 1 reaction, which you can take when you are hit by an attack or targeted by the magic missile spell.
  • Range: Self
  • Duration: 1 round
  • Components: V, S

A powerful barrier of magical force, like a physical shield, appears to protect you. Until the start of your next turn, you have a +10 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Holy Weapon

  • 4th-level conjuration
  • Classes: Cleric, Paladin
  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 minute
  • Components: V, S

Shout a prayer of aid and vengeance and call to your hand a weapon of divine energy. This weapon often manifests itself in the form of your deity’s weapon. You wield the weapon in one hand, are proficient with it, and may use either your Strength, Dexterity, or spell casting ability modifier on attack and damage rolls. It deals 2d6 radiant damage and has a +1 bonus on attack rolls.

If you are disarmed of this weapon, or it otherwise leaves your hands, the spell ends.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, the bonus increases to +2 and the weapon deals 3d6 damage. If you use a spell slot of 8th level or higher, the bonus increases to +3 and the weapon deals 4d6 damage.

Heraldic Fox

  • 2nd-Level transmutation
  • Classes: Cleric, Druid, Paladin, Wizard
  • Casting Time: 1 Bonus Action
  • Range: touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A shield that you touch gains a shimmering aura in the shape of a fox that inspires whoever wields it. The creature wielding the shield gains a +1 bonus to AC and has tactical advantage on Dexterity saving throws. In addition, if the creature would take half damage because of a successful Dexterity saving throw, it takes no damage instead.

Heraldic Horse

  • 2nd-Level Transmutation
  • Classes: Cleric, Paladin, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 10 Minutes

A shield that you touch gains a shimmering aura in the shape of a horse that inspires whoever wields it. A creature wielding the shield gains a +5 bonus to initiative rolls and can’t be surprised.

Hide or Reveal Portal

  • 2nd-Level transmutation
  • Classes: Bard, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a pencil, paintbrush, or other device to make an inscription)
  • Duration: Concentration, up to 10 minutes

You touch an area of a wall or a large or smaller door or corridor and inscribe a glyph of passage. If you touch a location on a wall that has a hidden entrance within 15 feet of the spot you touch, the entrance is revealed. If you touch a door or corridor, it is hidden from view, melding with the wall, and appearing to sight and touch as if it was a continued part of the wall or surrounding material. The illusion can be discovered with a successful Intelligence (Investigation) check against your spell save DC, causing the illusion to vanish. When the spell ends, the affected area returns to how it previously was.

This spell does not have an effect on magically hidden doors or portals and cannot detect and expose them, nor will this spell expose traps.

Holy Infusion

  • 2nd-level Evocation
  • Classes: Cleric, Paladin
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your prayer infuses you with holy energy. Until the spell ends, your weapon attacks do an additional 1d6 radiant damage against undead creatures and fiends, and the weapon is treated as magical.

Holy Weapon

  • 4th-level conjuration
  • Classes: Cleric, Paladin
  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: 1 minute
  • Components: V, S

Shout a prayer of aid and vengeance and call to your hand a weapon of divine energy. This weapon often manifests itself in the form of your deity’s weapon. You wield the weapon in one hand, are proficient with it, and may use either your Strength, Dexterity, or spell casting ability modifier on attack and damage rolls. It deals 2d6 radiant damage and has a +1 bonus on attack rolls.

If you are disarmed of this weapon, or it otherwise leaves your hands, the spell ends.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, the bonus increases to +2 and the weapon deals 3d6 damage. If you use a spell slot of 8th level or higher, the bonus increases to +3 and the weapon deals 4d6 damage.

Hurricane Slash [R]

  • 2nd-level evocation
  • Classes: Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet (30-foot-long line)
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: DEX Save
  • Damage/Effect: Slashing

You condense wind into a razor-sharp blast that shreds a 30-foot-long 5-foot-wide line. Creatures in the area must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save or half as much on a success.

At Higher Levels: When you cast this spell using a spell slot of 5 level or higher, you can create an additional line of effect for every two levels. A creature around more than one slash is affected only once.

Hunter’s Pace

  • 1st-Level Transmutation
  • Classes: Ranger
  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 hour
  • Components: V

You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.

At Higher Levels: When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by five feet per slot level above 1st.

  • 2nd-level conjuration
  • Classes: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You release an icy spear at a target within range. Make a ranged spell attack against the creature. On a hit, the target suffers 2d4 piercing and 4d4 cold damage.

Higher level Casting: When casting this spell using a spell slot of 3rd level or higher, each damage increases by 1d4 for each slot level above 2nd.

Inhibit Vision

  • 3rd-Level Illusion
  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S, M (a pinch of squid ink and a fragment of a bat’s wing)
  • Duration: Concentration, up to 1 minute

You weave a complex illusion that blankets an area in oppressive shadows, making it difficult to see. Choose a point you can see within range. For the duration, a 20-foot radius sphere centered on that point is filled with dim light, obscuring vision. Even creatures with darkvision cannot see through the darkness in the affected area; to them, it appears as if the darkness is impenetrable.

The spell doesn’t affect the light level outside the sphere, but creatures looking into or out of it find their vision significantly hampered. Creatures within the sphere have disadvantage on Perception checks that rely on sight, and all attacks made into, out of, or within the sphere are made at disadvantage due to the visual impairment.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 10 feet for each slot level above 3rd.

Lesser Misdeed

  • 2nd-level Illusion
  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts until the end of your next turn, but the invisibility ends if you attack or cast a spell. You can direct the illusion to move and sound however you like, with the same movement speed as you. As soon as it is attacked or would take damage, it dissipates. When the spell ends, your illusory double fades.

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

Memory Lock

  • 5th-level Enchantment
  • Classes: Bard, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small silver key worth at least 100gp)
  • Duration: Permanent (until dispelled or triggered)

You touch a willing creature and target a specific memory within their mind. This memory is then locked away, inaccessible to the creature. The target does not realize the memory is missing and instead fills in the blank with fabricated details that align with their perception of reality.

Memory Selection: You choose a memory of a specific event, fact, or person known to the target. The memory is permanently locked away, and the target will fabricate a new memory or set of memories to fill the gap. The fabricated memories are consistent with the target’s overall experiences and knowledge.

False Memory: The fabricated memory created by the target appears natural and is integrated seamlessly into their mind. The target will not suspect anything is amiss unless presented with overwhelming evidence to the contrary.

Unlocking Condition: You can set a specific code word or action that will unlock the memory. When the target hears the code word or performs the action, the locked memory will resurface, and the fabricated memory will be forgotten.

Detecting the Memory Lock: Detecting the locked memory requires a successful Intelligence (Investigation) check or Wisdom (Insight) check against your spell save DC. Magic that reveals or reads minds, such as detect thoughts or modify memory, can detect the memory lock but cannot unlock it without first dispelling it.

Dispelling the Lock: The locked memory can also be unlocked by casting dispel magic (DC 18) or greater restoration on the target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can lock away one additional memory for each slot level above 5th.

Material Component: The small silver key is consumed in the casting.

Mend Flesh

  • 1st-Level Necromancy
  • Classes: Cleric, Druid, Paladin, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous
  • Components: V, S, M (a needle and thread)

You stitch closed an open wound or reattach a whole limb severed in the past minute. If the target is alive or undead, they regain hit points equal to their Constitution modifier (minimum 1). If a limb was reattached, until the creature finishes a long rest, they suffer disadvantage on all checks that require them to use the reattached limb. If the limb is a leg, their movement speed is halved during this time. If the limb is an arm, they suffer disadvantage on attack rolls with weapons held using the arm during this time.

At Higher Levels: When you cast this spell using a slot of 2nd level or higher, the time limit increases by 10 minutes per slot level about 1st and the target regains additional hit points equal to their Constitution modifier per slot level above 1st.

Mind Blast

  • 2nd-Level Evocation
  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You pierce through the mental defenses of a creature within range. It must succeed on a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened of you for a minute, or half of the damage on a successful one and isn’t frightened of you. The creature makes a new saving throw at the end of its turns to end the frightened condition.

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 2nd.

Missive

  • 1st-Level Conjuration
  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the letter being sent)
  • Duration: Instantaneous

You magically transport a small, non-magical item such as a letter, note, or other piece of correspondence from your possession to the pocket, pouch, or jacket of a target creature within range. The item to be transported cannot exceed 5 pounds and must fit within a space of 6 inches by 3 inches. The target must be known to you, and there must be a clear path between you and the target; however, direct line of sight is not necessary. The spell cannot transport items that are trapped, poisoned, or bear any kind of magic.

The recipient feels a slight nudge or sensation indicating the arrival of the item, though it does not reveal the sender’s location or identity unless specified in the transported message or item itself.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the range increases by 30 feet for each slot level above 1st.

Named Shot

  • 3rd-level divination
  • Classes: Ranger
  • Casting Time: 1 minute
  • Range: Touch
  • Duration: 1 hour, concentration
  • Components: V, S

You cast this spell on a single piece of ammunition. You whisper the name of an individual or a creature type (beholder, human, zombie, etc.). When you use this piece of ammunition on the named target, the target receives no bonus to armor class due to cover. If the attack with the piece of ammunition hits, it is a critical hit.

Necrotic Feast

  • 1st-Level Necromancy
  • Classes: Cleric, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous
  • Components: V, S

You touch the corpse of a small or larger creature that was slain in the past hour. You gain 5 (2d4) temporary hit points, which last until the end of your next rest. The corpse shrivels up and can’t be animated.

At Higher Levels: For each spell slot used higher than 1st level, you can touch an additional corpse and gain 5 (2d4) additional temporary hit points for each corpse you touch.

Obscure Sight

  • 2nd-Level Illusion
  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 90. Feet
  • Components: V, S, M (a piece of opaque glass and a feather)
  • Duration: Concentration, up to 1 minutes

You cast a spell that subtly alters the perception of light within a designated area, creating an illusion of shifting shadows and murky light. Choose a point you can see within range. For the duration, a 15-foot radius sphere centered on that point is filled with dim light, making it difficult for creatures to see clearly.

While Obscure Sight is in effect, creatures within the area or those attempting to look into or through the area suffer disadvantage on Perception checks that rely on sight. Additionally, attacks made into, out of, or within the affected area are at disadvantage due to the visual distortion.

Unlike its more potent counterpart, Obscure Sight does not completely negate darkvision, but it does make the use of darkvision less effective, as creatures relying on it will still find their vision obscured by the dim light illusion.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 5 feet for each slot level above 2nd.

Owl’s Wisdom

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Concentration, up to 1 minute
  • Components: V, S

The target of this spell has its Wisdom score increased to 20 for the duration of the spell.

Quantum Courier

  • 4th-Level Conjuration
  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (object being sent)
  • Duration: Instantaneous

Quantum Courier is an advanced conjuration spell that allows the caster to instantaneously transport a small, non-magical item directly to a designated recipient or location within a remarkable range. The item must not exceed 10 pounds and must fit within an 18-inch cube. The intended recipient or specific location must be known and visualized by the caster, though direct line of sight is not necessary. The spell can bypass physical barriers, except those protected by anti-conjuration magic or wards specifically designed to prevent teleportation or conjuration.

Upon casting, the item disappears from the caster’s location and reappears at the chosen destination, even if it’s within a locked room or container, as long as the caster can precisely visualize where the item should materialize. The arrival of the item can be marked by a customizable sensory effect, such as a soft glow, a gentle sound, or a mild aromatic scent, depending on the caster’s preference.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the range increases by 1 mile for each slot level above 4th, and the maximum weight of the item that can be transported increases by 5 pounds for each slot level above 4th.

Seal of Forbidden Knowledge

7th-lvel Enchantment

  • Classes: Bard, Wizard, Warlock
  • Casting Time: 1 action (ritual)
  • Range: touch
  • Components: V, S, M (a black onyx worth at least 500gp, which is consumed in the casting)
  • Duration: Permanent (until dispelled or broken)

You touch a willing creature and target a specific set of knowledge within their mind. This knowledge is sealed, preventing the target from revealing it under any circumstances. The target retains the knowledge but is incapable of communicating it, even under magical or chemical coercion. Any attempt to force the revelation of this knowledge causes severe mental and physical harm to the target, and persistent attempts can result in death.

Knowledge Seal: You choose a specific set of knowledge or information the target possesses. This information is sealed and cannot be communicated by the target, regardless of the means used to extract it.

Unrevealable Knowledge: The target cannot speak, write, gesture, or use any other method to convey the sealed knowledge. This applies even under the effects of spells like zone of truth or detect thoughts, or under the influence of truth serums or similar substances.

Harmful Revelation: If the target attempts to reveal the sealed knowledge, they immediately suffer 6d6 psychic damage. Each additional attempt within a 24-hour period increases the damage by 2d6, potentially leading to the target’s death. If the target dies from this damage, their brain is irreparably damaged, and speak with dead fails on their corpse.

Detecting the Seal: Detecting the seal requires a successful Intelligence (Arcana) check or Wisdom (Insight) check against your spell save DC. Magic that reveals or reads minds, such as detect thoughts or modify memory, can detect the knowledge seal but cannot break it without first dispelling it.

Breaking the Seal: The seal can be broken by casting dispel magic at 9th level or wish. Attempting to break the seal with any other means causes 10d10 psychic damage to the target.

Material Component: The black onyx is consumed in the casting.

Ray of Stone [R]

  • Transmutation cantrip
  • Classes: Artificer, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: Ranged
  • Damage/Effect: Necrotic

A beam of amber light streaks toward the target, make of ranged attack against the target.  One a hit, it takes 1d8 necrotic damage.  If the target is immune to petrification the ray does not damage the target.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  • 3rd-level transmutation
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You release a seismic wave, slamming the ground in front of you and causing the earth to explode violently in a 30-foot cone. Creatures touching the ground in the area must make a Strength saving throw. On failure, they take 4d10 bludgeoning damage and fall prone. On success, they take half as much damage and do not fall prone. Large or larger objects and structures in effect automatically fail the save and take twice as much damage. The ground becomes difficult terrain until cleared. Each 5-foot-squareportion of the area requires at least 1 minute to clear by hand.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 foreach slot level above 3rd.

Silent Courier

  • 2nd-Level Conjuration
  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (the object being sent)
  • Duration: Instantaneous

Silent Courier allows the caster to send a small, non-magical item such as a letter, a sealed scroll, or a token directly from their possession to a designated recipient within range. The item must not exceed 5 pounds and must fit within a 6-inch cube. The intended recipient must be known to the caster and within the spell’s range but does not require line of sight. However, there must be an unobstructed path for the item to travel to the recipient. The spell cannot transport items that are trapped, poisoned, bear any form of enchantment, or are otherwise harmful.

Upon casting, the item disappears from the caster’s hand and reappears in an available pocket, pouch, or similar container of the recipient’s clothing or belongings. The recipient is aware of the item’s arrival by a subtle magical tug, although the spell itself leaves no trace of its origin, maintaining the sender’s anonymity unless otherwise indicated by the item or message sent.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range increases by 60 feet for each slot level above 2nd.

Skeletal Dance

  • 3rd-Level Necromancy
  • Classes: Cleric (Death Domain), Necromancer (Wizard), Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fragment of bone from a humanoid and a piece of music sheet)
  • Duration: Concentration, up to 1 minute

You compel skeletons within range to perform a haunting dance. Choose any number of skeletons you can see within range. Each target must perform a macabre dance, creating a zone of fear around them. Every creature of your choice within 30 feet of a dancing skeleton must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from the skeletons by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to any dancing skeleton, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Soulbound Guardian

  • 4th-level conjuration
  • Classes: Cleric, Sorcerer, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a weapon and a 500gp gem)
  • Duration: 90 days

Soulbound Guardian enchants a weapon, creating a deeper connection between it and its wielder for 90 days. The weapon counts as a magical weapon for the purposes of attack rolls. As an action, the wielder can mentally command the weapon to fly up to 30 feet and attack a target they can see, using the wielder’s spell attack roll and spell ability score modifiers for the damage bonus.

Once per long rest, as a reaction when the wielder takes damage, they can command the weapon to interpose itself, providing resistance against that instance of damage.

Note that the gem is consumed when the spell is cast.

At Higher Levels: When cast at a 5th-level or higher, the length of time it can be bound extends by 30 days.

Soulbound Strike

  • 3rd-level enchantment
  • Classes: Paladin, Ranger, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a weapon and a drop of the caster’s blood)
  • Duration: 30 days

Upon casting Soulbound Strike, the caster forms a mystical bond with a weapon for 30 days. The weapon becomes an extension of the caster’s soul, attack rolls are counted as magical attacks made with it. Additionally, the caster can summon the weapon to their hand as a bonus action if it is within 60 feet and not in another creature’s possession.

At Higher Levels: When cast at a 4th-level or higher, the length of time it can be bound extends by 30 days.

Speak with Pet Rock

  • 1st-Level Transmutation
  • Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (a small rock)
  • Duration: 1 Round

You touch a tiny rock or stone surface no larger than a 1-foot cube, imbuing it with extremely limited sentience and giving it the ability to communicate with you (and only you and follow your simple commands (sometimes). You can question the rock about how it feels about events that occurred within 10 feet of it within the past hour. It responds to you by telepathically communicating simple ideas, emotions, or images.

A creature observing the interaction must succeed on a DC 20 Intelligence check to discern that the rock is indeed temporarily magical and not just an ordinary rock. When you cast the spell, roll a d20. On a 20, the rock briefly wobbles in excitement at its sudden consciousness. On a l, the rock telepathically communicates the words “Oh no, not again.” as it sheds a tear and breaks into pieces. Casting this spell on a nonmagical rock that is no larger than a 1-foot cube that has chipped, broken, or been destroyed in the last-minute repairs it to its previous state.

Stone Tell

  • 6th-Level Divination
  • Classes: Cleric, Druid, Wizard
  • Casting Time: 1 action
  • Range: 10 Feet
  • Components: V, S
  • Duration: 10 Minutes

This spell operated on any type of stone or rock, natural or worked. You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone. However, the stones had particularly limited knowledge and understanding. For example, a rock might have revealed that a snake was hiding beneath it but could not tell if it was a poisonous snake.

Summon Familiar

  • 1st-level conjuration
  • Classes: Wizard
  • Casting Time: 1 hour (ritual)
  • Range: 10 feet
  • Components: V, S, M (50gp worth of clay, straw, charcoal, and incense)
  • Duration: Instantaneous
  • Attack/Save: None
  • Damage/Effect:

You gain the service of a familiar, a spirit that takes the form of a non-humanoid creature of your choice. It must be in the shape of a creature you have seen before. It’s an Aberration, Celestial, Fey, Fiend, or Undead (choose one) instead of its usual type, uses the Familiar stat block below, and has a three Familiar Points worth of features of your choosing (see Familiar Features). It gains additional Familiar Points to spend when you reach wizard character levels 5, 9, 13, and 17. Whenever the familiar gains an additional Familiar Point, you can replace a Familiar Feature it has with another one of your choices by spending the appropriate number of Familiar Points.

It is possible to receive additional Familiar Points from heroic or some other spectacular action.  The exact amount and timing are up to the game master. You can’t have more than one familiar at a time.

Combat: Your familiar acts independently of you, but it always obeys your commands. In combat, you both act on the same turn and can alternate between Actions and movement as if being performed by the same creature. A familiar can’t Attack (unless it has the Combat Familiar feature) but can take other Actions as normal. A familiar can only take the Help Action to assist with a Check if it has proficiency in the Skill used to make the Check.

Spell Delivery: When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack or Save, it uses your Attack Modifier and Spell Save DC.

Shared Telepathy: While you’re familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are Deafened and Blinded regarding your own senses.

Pocket Dimension: As an Action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an Action while it’s dismissed, you can cause it to reappear in any unoccupied space you can see within 30 feet of you. Whenever the familiar disappears into its pocket dimension, it leaves behind in its space anything it was wearing or carrying.

Death: When the familiar dies, it leaves behind a corpse of the form it took, and the caster that summoned it gains one Death Save failure that persists until they complete a Long Rest. If the summoner ever reaches three Death Save failures, they instantly die.

Resurrection: If the familiar has been dead for less than 24 hours, you can cast this spell again while within 10 feet of the familiar’s corpse to return it to life with one hit point. If the familiar has been dead longer than 24 hours or you are unable to retrieve its corpse, then you can summon your familiar into a new body by casting the spell again requiring double the amount of gold pieces worth of diamonds or gems (100gp) as a material component which is consumed in the casting of the spell.

A familiar resurrected in this way suffers a d4 penalty to all Checks and Saves until their next Long Rest and retains all their accumulated Familiar Points.

Familiar Stat Block

Type:Tiny or small spirit
AC:10 + Caster’s Proficiency Bonus
HP:Familiar CON Modifier + Caster’s Level (minimum 1)
STRDEXCONINTWISCHA
      
Ability Array6, 8, 10, 10, 12, 14
Skills:Add Caster’s Proficiency Bonus to one skill
Movement:40 feet | 30 feet + 30 feet climb| 20 feet + 10 feet burrow | 5 feet + 40 feet swim | 5 feet + 30 feet fly (Choose one)
Special Abilities
  • Telepathic Communication: The familiar can communicate telepathically with its caster while within 100ft of it.
  • Magical Being: The familiar doesn’t require food, water, or air, and gives off a faint magical aura.

Repeatable Feature

Each of these features can be selected multiple times.

One Point Features
  • Defensive: The familiar gains proficiency in one Save.
  • Hardy: The familiar’s HP maximum increases by five.
  • Keen Sense: The familiar has advantage on Perception Checks that rely on either sight, smell, or hearing (choose one).
  • Linguist: The familiar learns one language of your choice that you know.
  • Resilient: The familiar has advantage on Checks and Saves made to avoid or end one Condition on itself.
  • Resistant: The familiar gains resistance to one damage type.
  • Skillful: The familiar gains proficiency in one Skill.
  • Swift: The familiar’s ground speed is increased by 10 feet.
  • Talented: The familiar gains +1 to an Ability Modifier.
Two Point features
  • Immune: The familiar gains immunity to one damage type or Condition.

Unique Features

Each of these features can only be selected once.

One Point Features
  • Aquatic: The familiar gains a Swimming Speed of 40ft and can breathe underwater. If it already has a Swimming Speed, it increases by 20ft.
  • Arboreal: The familiar gains a Climbing Speed of 30 feet and can use its Reaction when falling to take half damage from the fall. If it already has a Climbing Speed, it increases by 15 feet.
  • Avian: The familiar gains a Flying Speed of 30 feet. If it already has a Flying Speed, it increases by 15 feet.
  • Concealed Aura: As an Action, the familiar can hide, or reveal, its magical aura.
  • Contagion Sense: The familiar is aware of all poisons and diseases within 5 feet of it.
  • Darkvision: The familiar gains Darkvision 60 feet.
  • Distant Link: Increase the range of your telepathic communication from 100 feet to 1,000 feet. Your connection is so strong that you always know the exact location of your familiar and precisely how far it is from you.
  • Empath: As an Action, the familiar touches a creature and magically knows the creature’s surface level emotional state. The familiar can use an Action to dig deeper into the creature’s true emotional state. The target makes a Charisma Save against your Spell Save DC. Failure: It knows the creature’s true emotions and feelings.
  • Friendly Fire: The familiar has advantage on Checks and Saves against your spells and effects.
  • Lanky: The familiar is unusually long-limbed and flexible. Its reach for Melee Attacks is increased by 5 feet. It can also interact with objects and creatures from 10 feet away.
  • Limited Telepathy: The familiar can magically communicate simple ideas, emotions, and images telepathically with a creature that it can see within 60 feet of it that can understand a language.
  • Magically Inclined: The familiar knows one cantrip from the Wizard spell list that doesn’t deal damage, and can cast it at will using Intelligence, Wisdom, or Charisma as its spellcasting ability (your choice when this feature is chosen).
  • Mimicry: The familiar can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Insight Check against your Spell Save DC.
  • Nimble: The familiar doesn’t provoke Opportunity Attacks when it leaves an enemy’s reach.
  • Predator: The familiar has advantage on Attacks against any creature under half its hit point maximum. It also has advantage on Survival Checks to track down targets it has been around for more than one minute.
  • Prey: The familiar has advantage on Stealth Checks and can attempt to Hide even when it’s only lightly obscured.
  • Quiet as a Mouse: The familiar makes no sound, leaves no noticeable trail, and can’t be tracked by mundane means while moving at half speed. It also has advantage on Checks made to Hide.
  • Sacrificial: When a creature you can see is hit by an Attack while within 5 feet of your familiar, you can use a Reaction to cause the familiar to become the target instead.
  • Shapeshifter: As an Action, the familiar can take on the appearance of a Tiny or Small Beast of its choice at will. Its statistics remain unchanged regardless of the form it takes. It reverts to its true form early if it uses an Action to do so, or if it dies.
  • Stinging Blood: As an Action, one creature of the familiar’s choice within 20 feet must make a Constitution Save against your Spell Save DC. Failure: The creature takes 1d6 Poison damage and is Poisoned for one minute. The creature can repeat this Save at the end of each of its turns, ending the effect on a success. Once a creature fails its Save against this feature, the familiar can’t use this again until it finishes a Long Rest.
  • Strong Willed: The familiar has advantage on Saves to avoid being Charmed or Frightened.
  • Subterranean: The familiar gains a Burrowing Speed of 20 feet and leaves a 5 feet wide tunnel behind it. If it already has a Burrowing Speed, it increases by 20 feet.
  • Terrifying: As an Action, one creature of the familiar’s choice within 20 feet must make a Wisdom Save against your Spell Save DC. Failure: The creature is Frightened of the familiar for one minute. The target can repeat this Save at the end of each of its turns, ending the effect on a success. Once a creature fails its Save against this feature, the familiar can’t use it again until it finishes a Long Rest.
  • Too Freakin’ Cute: If the familiar is present for, or involved in, a Persuasion or Performance Check made by you, you can add a 1d4 to the result.
  • Tough: The familiar’s HP maximum increases by an amount equal to your level (or twice its CR).
  • Watchful: The familiar doesn’t require sleep.
Two Point Features
  • Bulwark: The familiar now adds twice your Prof. Bonus to its AC.
  • Chameleon: As an Action, the familiar can choose to become Invisible. The effect ends if the familiar moves or uses any Action other than Hide or Dodge.
  • Combat Familiar: The familiar gains one of the following Attacks, which it can use when it acts:
  • Melee: Melee Attack, 3 + Caster’s proficiency bonus to hit, 1d4 + Caster’s proficiency bonus Bludgeoning, Piercing, or Slashing damage.
  • Ranged: Ranged Attack 30 feet, 3 + Caster’s proficiency bonus to hit, 1d4 damage. The damage type depends on the flavor of the Attack and game master’s approval.
  • Distraction: When you are targeted with an Attack within 5 feet of your familiar, you can use your Reaction to have the familiar distract the attacker and impose disadvantage on the Attack. You can use this feature several times equal to your Prof. Bonus per Long Rest.
  • Echolocation: The familiar gains Blindsight 30 feet while not Deafened, and advantage on Perception Checks that rely on hearing.
  • Evasion: If the familiar is subjected to an effect that allows it to make a Dexterity Save to take only half damage, it instead takes no damage if it succeeds on the Save.
  • Healer: As an Action, the familiar touches a creature and causes it to regain hit points equal to twice your Proficiency Bonus. Once it uses this feature, it can’t do so again until the next dawn.
  • Invisibility: Once per Long Rest, the familiar can use an Action to become Invisible for one minute or until it makes an Attack or casts a spell.
  • Malleable: The familiar can move through a space as narrow as one inch wide without squeezing.
  • Relentless: When the familiar is reduced to 0 HP, it can choose to drop to one HP instead.
  • Speech: The familiar gains the ability to speak and learns 1 language of your choice.
  • Spider Climb: The familiar can climb difficult surfaces, including upside down on ceilings, without needing to make a Check. In addition, it ignores movement restrictions caused by webbing.
  • Third Eye: When you use an Action to see and hear using your familiar’s senses, you are no longer Blinded and Deafened to your own. You can see and hear using your own senses, but Perception Checks that rely on these senses are made with disadvantage.
  • Tracking: The familiar gains the ability to cast Locate Creature. If the familiar is provided with the blood of the creature, some other piece of its being, or an object that smells strongly of it, the familiar can cast this spell without needing to have seen the creature or know it beforehand. Once this feature is used, it can’t be used again until the next dawn.
Three Point Features
  • Combat Familiar: The familiar gains both of the following Attacks, which it can use when it acts:
  • Melee: Melee Attack, 3 + Caster’s proficiency bonus to hit, 1d4 + Caster’s proficiency bonus Bludgeoning, Piercing, or Slashing damage.
  • Ranged: Ranged Attack 30 feet, 3 + Caster’s proficiency bonus to hit, 1d4 damage. The damage type depends on the flavor of the Attack and game master’s approval.
  • Magic Resistance: The familiar has advantage on Saves against spells and other magical effects.

Surge of Dexterity

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Ranger, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Duration: 1 round
  • Components: V, S

A single willing target of this spell perceives time slightly slower on the turn this spell is casted. Their Dexterity score becomes 24.

At Higher Levels: You may affect an additional target for every two spell levels above 3rd.

Temporal Memory Seal

  • 4th-level Enchantment
  • Classes: Bard, Warlock, Wizard
  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a small silver key worth 50gp)
  • Duration: 8 hours (extendable to 24 hours with concentration)

You touch a willing creature and temporarily seal away a specific memory, causing the target to forget it for the duration of the spell. The target is unaware that the memory is missing and subconsciously fills in the gap with something else. The memory can be unsealed by a specific code word or action.

Memory Seal: You choose a specific memory within the target’s mind. This memory is sealed away for the duration of the spell.

Memory Gap: The target is unaware that the memory is missing and subconsciously fills in the gap with plausible, fabricated information.

Trigger for Unsealing: The memory can be unsealed before the duration ends by a specific code word or action you determine at the time of casting. If no trigger is specified, the memory remains sealed for the full duration.

Duration: The sealed memory is inaccessible for 8 hours. By concentrating on the spell, you can extend the duration up to 24 hours. After the spell ends, the memory returns to the target’s mind as if it had never been sealed away.

Detecting the Seal: Detecting the sealed memory requires a successful Intelligence (Arcana) check or Wisdom (Insight) check against your spell save DC. Spells that read minds, such as detect thoughts, can notice the gap but cannot access the sealed memory.

Material Component: The small silver key is consumed in the casting.

Torrent of Wisdom

  • 3rd-level transmutation
  • Classes: Bard, Cleric, Ranger, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Duration: 1 round
  • Components: V, S

A single willing target of this spell gain clarity of mind and fluidity of thought on the turn this spell is casted. Their Wisdom score becomes 24.

At Higher Levels: You may affect an additional target for every two spell levels above 3rd.

Unstable Explosion [R]

  • 2nd-level evocation
  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet (10 diameter sphere)
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: DEX Save
  • Damage/Effect: Fire

You cause an unstable explosion to erupt at a point of your choice within range effecting a five-foot radius, rolling 3d6. For each die that rolls a 6, roll an additional d6 and the radius of the spell expands by 5 feet. Each creature within the final range of the spell must make a Dexterity saving throw. On a failed save, they take fire damage equal to the total value of the rolled dice. On a success the target takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 3 level or higher, the damage increases by 1d6 foreach slot level above 2.

Veil of the Unseen

  • 4th-Level Illusion
  • Classes: Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an eyelash encased in gum Arabic)
  • Duration: 1 Minute

You weave a more potent spell of illusion than mere invisibility, cloaking the target in a veil that not only renders them invisible to sight but also masks their presence to all but the most potent detection magic. Unlike its lesser counterpart, Veil of the Unseen does not require the caster’s concentration to maintain, allowing for greater flexibility and strategic depth in its use. However, it maintains the usual restrictions of the invisibility spell; the effect ends early if the target attacks or casts a spell.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.

  • 3rd-level evocation
  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create a sudden violent vortex that blasts outwards in a 30-foot cone, tossing characters and objects within the area. Creatures in the area take 4d6 bludgeoning damage and must succeed a Strength saving throw or be knocked 30 feet backward and 30 feet upward.  Success means the targets take half damage and are not moved.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 foreach slot level above 3rd.

Ward of Concealed Knowledge

  • 5th-level Enchantment
  • Classes: Bard, Warlock, Wizard
  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a piece of parchment with a written secret, burned during casting)
  • Duration: 24-hours

You touch a willing creature and temporarily conceal a specific piece of knowledge or information within their mind. While the spell is in effect, the target is unable to share or reveal this knowledge by any means, including magical or chemical coercion. Any attempt to reveal the information causes the target severe psychic damage. After the spell ends, the knowledge can be freely accessed and shared again.

Knowledge Seal: You choose a specific piece of knowledge or information within the target’s mind. This knowledge is sealed away for the duration of the spell.

Severe Deterrent: Any attempt by the target to reveal the concealed knowledge results in intense psychic pain, causing the target to take 3d6 psychic damage per attempt. If attempts continue, the damage increases by 1d6 per subsequent attempt. If the target takes more than half their maximum hit points in this way, they fall unconscious, and further attempts can lead to brain damage or death.

Inaccessibility: The sealed knowledge cannot be accessed or detected by any means, including truth magic or mind-reading spells like detect thoughts. The spell speak with dead automatically fails if used to try to extract this knowledge from the deceased.

Duration: The knowledge remains sealed for 24 hours. After this period, the spell ends, and the target can recall and share the knowledge as normal.

Detecting the Seal: Detecting the concealed knowledge requires a successful Intelligence (Arcana) check against your spell save DC. Even then, the knowledge remains inaccessible until the spell duration ends.

Material Component: The piece of parchment with the written secret is consumed in the casting.

Water Whip [R]

  • 1st-level conjuration
  • Classes: Druid, Sorcerer
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (seaweed or an octopus tentacle)
  • Duration: Concentration, up to 10 minutes

You conjure water in the shape of a tentacle-like whip in your free hand The whip flows from your arm and lasts for the duration. If you let go of the whip, it disappears, but you can conjure it again as a bonus action.

You can use your action to make a melee spell attack with the whip that has a reach of 10 feet. On a hit, the target takes 3d4 bludgeoning damage, or you can choose to trip the target, dealing it no damage and knocking it prone instead.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the reach of the spell attack increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 5th level or higher, you can conjure a second whip in another hand as part of the same bonus action, and with two whips you can make two spell attacks using your action instead of only one.

  • 3rd– level conjuration
  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a large mass of water and form it into a whirling funnel around a point on the ground you can see. The whirling funnel fills a 10-foot-radius, 30-foot-high cylinder. Once per turn, when a creature’s space becomes fully engulfed by the waterspout it must make a Strength saving throw. On a failure, it takes 2d8 bludgeoning damage, and becomes blinded, deafened, and cannot speak. At the start of its next turn, it is expelled from the water to the nearest empty space. On success, it takes half as much damage and suffers none of the spell’s other effects.

On your turn, you can move the waterspout up to 20 feet in any direction along the ground as a bonus action, engulfing any creatures in its path. Creatures who fail their save after being engulfed by the waterspout in this way are carried along with its movement until they are ejected at the start of their turn as normal.

If the center point of this spell is over a huge or larger body of water, the size of the waterspout is doubled.

Campaign Details

Campaign Details

Everything starts on the date of Mirtul 1st, 1492.

Calendar

The Calendar of Harptos was the calendar used across most of Faerûn. It was created by the wizard Harptos of Kaalinth, although most people associate the word “Harptos” with the calendar. It was split into twelve months, each lasting three tendays (or thirty days). There were an additional five days that fell between months, bringing the total number of days in most years to 365.

Date Conventions

The days making up a tenday did not have formal names. If precision was required, the number of the day and the number of the tenday were used, as in, “the fourth day of the first tenday of Flamerule”. Days of the month were typically written as the numerical date followed by the month name, for example, “15 Hammer” or “15th Hammer”. Informally or poetically, this could be spoken or written as “the 15th of Deepwinter”.

Months and Festivals

The names of the months and festivals used in Faerûn were as follows:

Harptos Month and Holiday Table

MonthPronunciationNameHolidays
Hammer/ˈhæm.ɚ/DeepwinterMidwinter
Alturiak/ɔːlˈtɜːriæk/ awl-TUR-ee-ækClaw of Winter 
Ches/tʃes/Claw of SunsetsSpring Equinox on Ches 19
Tarsakh/ˈtɑːrsæk/ TAR-sækClaw of StormsGreengrass
Mirtul/ˈmɜːrtəl/ MUR-tuhlThe Melting 
Kythorn/ˈkaɪθɔːrn/ KIGH-thornTime of FlowersSummer Solstice on Kythorn 20
Flamerule/ˈfleɪmruːl/ FLAYM-roolSummertideMidsummer and  Shieldmeet occurs the day after Midsummer, once every four years
Eleasis/ɛˈlisɪs/ eh-LEE-sisHighsun 
Eleint/ɛˈleɪnt/ eh-LAYNTThe FadingAutumn Equinox on Eleint 21 and Highharvestide
Marpenoth Leaffall 
Uktar The RottingFeast of the Moon
Nightal The Drawing DownWinter Solstice on Nightal 20

Adventuring

Adventuring

Delving into the ancient tomb of horrors. slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread-these are the things that Dungeons and Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure.

This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures.

Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction:

  • The DM describes the environment.
  • The players describe what they want to do.
  • The DM narrates the results of their actions.

Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions.

The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.

Details on Time, speed, and movement can all be found in Chapter 8 of the Player’s Handbook as well as different activities that are important for the players and characters.

Death and Resurrection

Death comes to all characters, most of the time violently with blood, guts, and body parts flying in the wind.  A character death can be traumatic to the player and the group they adventure with.  Luckily with magic most things can be fixed, but death is still death.  It is not as easy as everyone hopes it will be.

Any death is difficult, especially for the recovery.  Any character that is brought back after death will possibly develop issues, mental or otherwise.  Side effects after being on the other side should be considered the norm and those issues will have to be dealt with and possibly resolved.

Resurrection Spells

Revivify

This is the cheapest of the resurrection spells in terms of both money and spell level cost. It is a level 3 spell and costs only 300 gold worth of precious gems, however its scope is very limited, as it must be used upon a creature within a minute of its death. Creature returns to life with 1 hit point. This spell can’t return life to a creature that died of old age, and it can’t restore missing body parts.

The chance of success is a DC10 for the caster to overcome, only their spell casting modifier is allowed as a modifier to the casting roll, spells such as Guidance will not work.

Raise Dead

This is more expensive than revivify, costing a gemstone worth at least 500 gold and a 5th level spell slot, however the time frame for use is much larger. Touch a creature dead for no longer than 10 days. A resurrection ritual is required and, if its soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell has no effect on undead. This spell neutralizes poisons and cures nonmagical diseases. This spell doesn’t remove magical effects. If they aren’t removed prior to casting, they return when the creature comes back to life. This spell closes all mortal wounds but doesn’t restore missing body parts. If the creature doesn’t have body parts or organs necessary for survival, the spell fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.

The chance of success is controlled by the Resurrection Ritual.

Resurrection

The resurrection spell requires an hour of preparation and a gem worth at least 1000 gold. You touch a creature that has been dead for no more than a century, didn’t die of old age, and isn’t undead. A resurrection ritual is required and, if its soul is willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases. It doesn’t, however, remove magical diseases, curses, and the like. This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

If you use this spell on a creature that has been dead for one year or longer, you can’t cast spells, and have disadvantage on all attacks, ability checks, and saves until you finish a long rest.

The chance of success is controlled by the Resurrection Ritual.

Forced Resurrection

The resurrect spell above, but more forceful in that this version of the ritual forces a spirit to return to its body. For this to be successful, a blood sacrifice is required, as is an object that the deceased greatly favored in life. The object must be bathed in the blood of the sacrificed individual before the resurrection ritual is performed.

The chance of success is controlled by the Resurrection Ritual.

True Resurrect and Wish

The resurrection spell requires an hour of preparation and a gem worth at least 25,000 gold. You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. A resurrection ritual is required and, if the creature’s soul is free and willing, it’s restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature appears in an unoccupied space you choose within 10 feet of you.

The chance of success is controlled by the Resurrection Ritual.

Reincarnation

If no material matter remains of the individual that one wishes to bring back from the dead, or an individual with a regular resurrection spell is not available, the Reincarnate spell may be used. Requires 1000 gold worth of oils. Touch a dead humanoid, or a piece of one, that’s died in the last 10 days. The spell makes a new adult body for its soul. A resurrection ritual is required and, if the target’s soul isn’t free or willing to come back to life, the spell fails.

The game master picks the new body by rolling 1d100 that determines the character’s new race and gender. The number rolled determines the new body for the soul, which may not be the same race as the old body. The creature remembers its old life and retains its capabilities save for its racial traits, which must be changed if it’s given a new race. See the Reincarnation page for a list of races that your character could become if brought back to life from the Reincarnation spell.

The chance of success is controlled by the Resurrection Ritual.

Death Penalties

Any death of a character cannot be considered natural and will have some sort of lasting fundamental impact to the character.  This is especially the case when any death lasts more than just a moment, specifically any death that is outside the capability of a Revivify spell.

Besides the normal penalties that are applied when using the different spells, there is also a physical and mental change that the magic causes.  A direct change of attribute points, which increases for each death. 

To summarize, every time a character dies and is brought back to life via some magic that is not Revivify, they will have their attributes changed by some amount.  That amount is controlled by how many deaths they have already suffered, and the type of magic that is used to bring them back.

The table below gives the possible number of attribute changes by coming back to life. The result is how many attributes dice (n) are rolled. The overall change is determined to by rolling two sets of (n)d6, the first set for net positive attribute changes, and the second set for net negative changes. Each d6 in each set represents the position of the attribute changed by that specific d6. Each d6 adds either +1 or -1 to that attribute depending on which set it belongs to. Each d6 in the net positive set and the net negative set may overlap and either offset each other, or magnify the resultant change to the attribute, this is on purpose.

Example:

Roll two d6, one for adding, and one for subtracting from an attribute, the result would look like:

1 = Strength

2 = Dexterity

3 = Constitution

4 = Intelligence

5 = Wisdom

6 = Charisma

With these attribute changes, the character’s attribute can never go lower than ten minus the number of deaths, or higher than 20. But overall, the final bottom number cannot be lower than a six and cannot be greater than a 24.

Death Attribute Alteration Table

DeathMinimum AttributeMaximum AttributeRaise Dead/ResurrectionTrue/Resurrection/WishReincarnation
19211d41d8
28221d61d41d10
37231d81d61d12
46241d101d82d8
56242d62d42d10
66242d82d62d12
76242d102d83d8
86243d63d43d10
96243d83d63d12
106243d103d84d8

Example:

Avery has already died twice before and is on his third time being resurrected.  Hist party almost out of money goes cheap and just uses a Raise Dead spell.  This translates out to that Avery will suffer through a 1d8 of attribute changes as well as losing one point of Constitution permanently.

On the 1d8 he rolls a 6, meaning he needs to roll 6d6 to determine which attributes go down, and 6d6 determining which go up.  The d6 simply represents which attribute was changed. Now rolling his d6 he gets:

Subtract from Attribute:

1 (STR), 1 (STR), 2 (DEX), 3 (CON), 4 (INT), 5 (WIS)

Adds to attribute:

1 (STR), 2 (DEX), 2 (DEX), 3 (CON), 4 (INT), 6 (CHA)

Which summarizes to:

Strength: -1, -1, +2 = -1

Dexterity: -1 +1 +1 = +1

Constitution: -1 +1 = +0

Intelligence: -1 +1 = +0

Wisdom: -1 = -1

Charisma: +1 = +1

Once Avery has been raised from the dead, his attributes are immediately modified by these results and permanent.

The Resurrection Ritual

Resurrection Challenge

If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 individuals who knew the deceased can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be.

For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is which is, again, decided by the game master it is an NPC. If the ritual is being used to restore a character, the game master will confer with the player of the dead character to gauge whether the contributions are effective.

After all contributions are completed, the game master then rolls a single, final resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Upon a successful resurrection check, the character’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return, and the character is lost.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual.

Examples of Contributions

When a resurrection ritual has begun and the other characters and/or available NPCs are seeking to return the deceased to their body (or new body via reincarnation), the contributions they provide are to have emotional or sentimental meaning and usually involves the contributor’s relationship with the deceased. Other than telling the deceased what they meant to the living, some examples of contributions to serve as inspiration are…

  • Barbarian: Trophies of their conquests, their weapon, tales of their victories, music featuring war drums, firm and to the point speeches, personal belongings.
  • Bard: Inspiring poems or songs about them, performances befitting of their personality, stories of their adventures, their musical instrument(s), personal belongings.
  • Cleric: A prayer to the cleric’s deity, cleric’s holy symbol, candles and incense, an expression of what they meant to everyone, personal belongings.
  • Druid: A beloved animal companion, beseeching you goddess for assistance, soil of the earth, personal belongings.
  • Fighter: Their armor or weapons, trophies, firm and to the point speeches, personal belongings.
  • Knight: Their sword or shield, pieces of their riding gear, or any signets or other objects showing their status.
  • Monk: Display of their martial arts, meditation in deceased’s memory, candles and incense, personal belongings.
  • Paladin: Reminding the deceased of their oath, paladin’s holy symbol, stories of how they have changed the world, their weapon, personal belongings.
  • Ranger: Their animal companion, their bow and/or quiver, a preferred type of arrow, trophy from their preferred foe, personal belongings.
  • Rogue: Expensive jewelry or gold coins, preferred weapons, tales of their exploits, personal belongings.
  • Sorcerer: Magic items of significance, sign of their ancestry, their familiar, personal belongings.
  • Warlock: The warlock’s weapon, beseeching their patron for assistance, their familiar, personal belongings.
  • Wizard: The wizard’s quarterstaff or spell book, their familiar, magic scrolls and tomes, personal belongings.

Movement

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures.

The game master can summarize the adventurers’ movement without calculating exact distances or travel times:

For example:

“You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.”

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

Speed

Every character and monster have a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement during a life-threatening situation.

The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in the Player’s Handbook for more information).

Forced March. The Travel Pace table assumes that character’s travel for eight hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond eight hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past the first eight hours of travel. On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5, “Equipment” in the Player’s Handbook), and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide contains more information on special methods of travel.

Overland Movement Table (One Hour of Travel)

 Character SpeedNotes
One Hour (Overland)15 feet20 feet30 feet40 feet
Slow½ mile1 mile2 miles3 miles 
Walk1½ miles2 miles3 miles4 miles 
Fast2 miles3 miles4 miles6 miles-5 penalty to Wisdom (Perception) scores

Overland Movement Table (Eight Hours of Travel)

 Character SpeedNotes
One Day (Overland)15 feet20 feet30 feet40 feet
Slow4 miles8 miles16 miles24 miles 
Walk12 miles16 miles24 miles32 miles 
Fast16 miles20 miles30 miles40 miles-5 penalty to Wisdom (Perception) scores

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain. You move at half speed or slower in difficult terrain.

As an example:

Moving 1 foot in difficult terrain costs 2 feet of speed — so you can cover only half the normal distance in a minute, an hour, or a day.

Hampered Movement Table

ConditionAdditional Movement Cost
Difficult terrain×2
Obstacle×2
Poor visibility×2
Impassable

Different terrains will cause different movement speeds.  This is true for Combat movement or Overland travel.

Terrain and Overland Movement Table

TerrainHighwayRoad or TrailTrackless
Desert, sandy×1×½×½
Forest×1×1×½
Hills×1×¾×½
Jungle×1×¾×¼
Moor×1×1×¾
Mountains×¾×¾×½
Plains×1×1×¾
Swamp×1×¾×½
Tundra, frozen×1×¾×¾

Quadrupeds, such as horses, can carry heavier loads than characters can.

Mounts Movement Table

Mounts (carrying load)Per HourPer Day
Light horse or light warhorse6 miles48 miles
Light horse (151-450 lb.)4 miles32 miles
Light warhorse (231-690 lb.)4 miles32 miles
Heavy horse or heavy warhorse5 miles40 miles
Heavy horse (201-600 lb.)3½ miles28 miles
Heavy warhorse (301-900 lb.)3½ miles28 miles
Pony or war pony4 miles32 miles
Pony (76-225 lb.)3 miles24 miles
War pony (101-300 lb.)3 miles24 miles
Donkey or mule3 miles24 miles
Donkey (51-150 lb.)2 miles16 miles
Mule (231-690 lb.)2 miles16 miles
Dog, riding4 miles32 miles
Dog, riding (101-300 lb.)3 miles24 miles

Rafts, barges, keelboats, and rowboats are used on lakes and rivers.

If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Vehicle Movement Table

VehiclesPer HourPer Day
Cart or wagon2 miles16 miles
Raft or barge (poled or towed)½ mile5 miles
Keelboat (rowed)1 mile10 miles
Rowboat (rowed)1½ miles15 miles
Sailing ship (sailed)2 miles48 miles
Warship (sailed and rowed)2½ miles60 miles
Longship (sailed and rowed)3 miles72 miles
Galley (rowed and sailed)4 miles96 miles

Special Types of Movement

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover several feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air several feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

Traveling in Darkness

Unless you can see where you are going, getting anywhere will be difficult.  There are several different types of sight that will allow you to move at normal speed, but unless you can see your movement will be impacted.

Blindsight: You will be able to move up to the distance of your Blindsight and not incur any penalties.  Any attempt to move at full speed, you must make an Acrobatics or Dexterity save that has a DC of 10 + 2 for every five feet moved.

Darkvision: While total darkness is still dim light, moving around is not that difficult and you are able to move at your full speed without any difficulties.

Normal Vision: You speed is limited to ten feet per round and any attempt to move faster requires an Acrobatics or Dexterity check with a DC of 15 + 2 for every five feet moved.

Tremorsense: Much like Blindsense, this ability allows you to see where you cannot see.  You can move up to the distance of your Tremorsense senses without a problem.

Truesight: There is no darkness that can stop you.  You can move normally without any issues.

The Environment

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.  There are also a lot more details in Chapter 8 of the Player’s Handbook.

Vision and Light

The most fundamental tasks of adventuring-noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few- rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hinderance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area – such as darkness, opaque fog, or dense foliage – blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

Bright light: lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim light: also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness: creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights). within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Blindsight: A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, sue h as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. Note that the range of blindsight is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Darkvision: Many creatures in the worlds of Dungeons and Dragons, especially those that dwell underground. have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. Note that the range of darkvision is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Truesight: A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions, and succeed on saving throws against them, and perceives the original form of a shape changer or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. Note that the range of truesight is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Additional Vision Clarification

One of the common traits of the titular dungeons in Dungeons & Dragons is that they tend to be dark. In Fifth Edition, many races and classes give features that allow players to see such conditions, such as Darkvision, but this trait is not infallible. It has drawbacks and limitations that many players and Dungeon Master’s are not aware of.

When it comes to exploration in various types of lighting, many things need to be considered, including the nature of darkness, distances, and obscurement. Bearing these in mind is important for any player or DM to preserve D&D’s mood and balance. It should be noted that the rules of vision are based upon obscurement. While there are three kinds of lighting, including bright, dim and darkness, it is obscurement that governs them. This is where having or lacking Darkvision comes into play.

For characters without Darkvision, darkness is considered heavily obscured, meaning they cannot see in it at all. Perception checks that rely on sight automatically fail. Dim light, including candles and starlight, is lightly obscured. Creatures without Darkvision can see in it, but it is difficult. This means Perception checks that rely on sight have disadvantage. This applies to Passive Perception as well, which grants a -5 to the value when the player would have disadvantage. Lastly, bright light grants full vision. It does not count as having any obscurement at all. However, if the light is from direct sunlight, characters with Sunlight Sensitivity are penalized.

As for characters with Darkvision, the obscurement is moved down a stage based on their distance of vision. For example, a character with a Darkvision of 60 feet treats darkness within that range as dim light, and dim light is treated as bright light. However, outside of that range, darkness is still heavily obscured. In it, the character is still unable to see. What’s more, a creature with Darkvision still has disadvantage on Perception checks in darkness.

It should also be noted that this only pertains to obscurement from sources of light. Darkvision does nothing to protect from other effects of obscurement. For example, the Fog Cloud spell creates an area that is heavily obscured; creatures cannot see inside of it or through it at all. Because Fog Cloud is not a spell that solely affects lighting, Darkvision provides no benefits to sight inside of the area.

Another important distinction to make is the difference between magical darkness and non-magical darkness. The Darkness spell inhibits Darkvision within its area. This spell is notoriously dangerous because even the caster is unable to see within its range. What’s more, it consumes forms of non-magical light, so lighting a torch does nothing to help.

The only way a character can see within the Darkness spell is by using a spell that is third level or higher to create light or the Warlock Invocation Devil’s Sight. This Invocation is very different from Darkvision. Primarily, Devil’s Sight allows the user to see in darkness (including magic darkness) normally, as if it were bright light. What’s more, Darkvision removes a player’s ability to see things in color while in darkness; Devil’s Sight has no such caveat.

Vision, however, interacts differently with invisibility. Creatures with the Invisible condition can hide anywhere, as they are considered heavily obscured for that purpose. However, they still must use the Hide action to benefit from this ability. Note that this doesn’t help against creatures with vision that doesn’t rely on sight, such as Blindvision. Otherwise, they must use their sense of hearing or watch for any traces left by the creature, like footprints in the snow or ripples in shallow water.

If an Invisible creature is not hiding, however, they can be detected. Creatures who try to attack them have disadvantage, and an Invisible creature has advantage on their attacks. However, the best use of invisibility is to Hide to prevent from being targeted. While D&D’s vision system is a little complex, using it properly can really elevate the immersion the game. After all, the only thing scarier than a dungeon is a dungeon cloaked in darkness’ embrace.

Note that in all cases the range of any special vision type is measured from the creature that has that vision as the origin point. There are not any special environmental situations that extend this range.

Summary

Normal Vision Table

SightConditionPerception EffectAttack Effect
NormalBright LightNoneNone
NormalDim LightDisadvantagedNone
NormalDarknessAutomatic FailureDisadvantage

Darkvision within Range Table

SightConditionPerception EffectAttack Effect
DarkvisionBright LightNoneNone
DarkvisionDim LightNoneNone
DarkvisionDarknessDisadvantagedNone

Darkvision Outside of Range Table

SightConditionPerception EffectAttack Effect
DarkvisionBright LightNoneNone
DarkvisionDim LightDisadvantageNone
DarkvisionDarknessAutomatic FailureDisadvantage

Conditions

Darkness – Darkness creates a heavily obscured area. Night, even most moonlit nights, are considered to cast full darkness as do any areas with a lack of bright light sources.

Dim Light – Dim light creates a lightly obscured area. This is often used to describe the hazy area between bright light (as caused by a torch or other light source) and darkness. Twilight, dawn, and even the light of a full moon are all considered dim light.

Bright Light – Most creatures can see normally in bright light. This is a well-lit room, a sunny day, the area closest to a light source, etc.

Heavily Obscured – Darkness, as well as things such as thick fog or dense foliage, cause an area to be heavily obscured. In these areas, creatures suffer from the blinded condition.

Lightly Obscured – Areas that are lightly obscured cause a creature to have disadvantage on perception checks that require sight.

Blinded – A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s Attack rolls.

Passive Perception – If a creature has disadvantage on perception checks, that creature takes a -5 penalty to their passive perception score. (We’ll discuss passive perception and how it relates to darkness but check out our full article for more info.)

Magical Darkness – Magical darkness is any darkness created by a spell or other magical effect.

Social Interaction

Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other inhabitants of the world.

Interaction takes on many forms. You might need to convince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a dragon so that it will spare your life. The DM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer character (NPC).

In general terms, an NPC’s altitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course.

Social interactions have two primary aspects: roleplaying and ability checks.

Roleplaying

Roleplaying is literally the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.

Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve.

There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you.

Descriptive Approach to Roleplaying

With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it.

For instance:

 Chris plays Tordek the dwarf. Tordek has a quick temper and blames the elves of the Cloakwood for his family’s misfortune. At a tavern. an obnoxious elf minstrel sits at Tordek’s table and tries to strike up a conversation with the dwarf.

Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and glares at the minstrel before ordering another drink.”

In this example, Chris has conveyed Tordek’s mood and given the DM a clear idea of his character’s altitude and actions.

When using descriptive roleplaying, keep the following things in mind:

  • Describe your character’s emotions and altitude. Focus on your character’s intent and how others might perceive it.
  • Provide as much embellishment as you feel comfortable with.
  • Don’t worry about getting things exactly right. Just focus on thinking about what your character would do and describing what you see in your mind.

Active Approach to Roleplaying

If descriptive roleplaying tells your DM and your fellow players what your character thinks and does, active roleplaying shows them.

When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.

Going back to the example of Chris roleplaying Tordek above, here’s how the scene might play out if Chris used active roleplaying:

For example:

Speaking as Tordek, Chris says in a gruff, deep voice, “I was wondering why it suddenly smelled awful in here. If I wanted to hear anything out of you, I’d snap your arm and enjoy your screams.” In his normal voice, Chris then adds, “I get up, glare at the elf, and head to the bar.”

Results of Roleplaying

The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery.

When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue, and personality. Vou might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude.

Interactions in Dungeons and Dragons are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will fall short.

Monster Harvesting

The act of removing useful body parts from a creature is referred to as harvesting.

Anything that can be harvested from a creature is referred to as a harvesting material or simply material. In general, only creatures that have died may be harvested, but there may be some exceptions based on context.

Appraising

Before a player begins hacking and butchering their hunt, they may instead choose to take a moment first and appraise the creature to be harvested. To do this, they must spend 1 minute examining the creature to be harvested and then roll an Intelligence check, adding their proficiency bonus if they are proficient in the skill corresponding to that creature (see table below).

For example:

Appraising a Beholder (which is an aberrant), the check would be an Intelligence (Arcana) check, while appraising an Ogre (which is a giant) would require an Intelligence (Medicine) check.

The DC of the check is equal to 8 + the Harvested Creature’s CR (treating any CR less than 1 as 0). Success on this check grants the player full knowledge of any useful harvesting materials on the creature, the DC requirement to harvest those materials, any special requirements to harvest them, and any potential risks in doing so. In addition, any harvesting check made on that creature by that player is rolled at advantage. A character may only attempt one appraisal check per creature.

Monster Type / Skill Check Table

Creature TypeSkill Check
AberrationArcana
BeastNature or Survival
CelestialArcana
ConstructInvestigation
DragonArcana or Nature
ElementalArcana
FeyArcana
FiendArcana or Religion
GiantMedicine
HumanoidMedicine
MonstrosityNature
OozeInvestigation
PlantNature
UndeadArcana or Religion

Splitting Up the Responsibilities

Some party members may prefer to let one character handle the appraisal of materials, while another more dexterous character handles the actual harvesting. In this scenario, all benefits of appraising a creature are conferred to the player doing the harvesting, so long as the player that performed the appraising assists the harvesting player through the whole duration of the harvest.

This section details the steps associated with performing a harvest, and any factors that may influence it.

Harvesting

To harvest a creature, a character must make a Dexterity ability check using the same skill proficiency as listed in the above appraising table.

For example:

A character attempting a harvest check on an Aberrant would receive a bonus equal to their Dexterity modifier and their proficiency in Arcana (if they have any).

This check reflects a character’s ability to not only properly remove the intended item without damaging it, but it also involves any ancillary requirements of the harvest such as proper preservation and storage techniques.

Using other proficiencies:

If a player is harvesting a certain creature or harvesting a creature of a certain type of material, the DM may allow them to use a relevant tool proficiency rather than a skill proficiency.

For example, the DM may allow a player to add their proficiency with Tinker’s Tools to their attempt to harvest a mechanical golem or use their proficiency with leatherworking tools when attempting to harvest a creature for its hide. Alternatively, all creature type proficiencies may be replaced by proficiency with the harvesting kit.

Each individual item in a creature’s harvesting table is listed with a DC next to it. Any roll that a player makes that equals or exceeds this DC grants that player that item. Rewards are cumulative, and a player receives every item with a DC equal to or below their ability check result.

For example:

Rolling a total of 15 on a check to harvest an azer will reward the player with both “azer ash’, and “azer bronze skin”, but not a “spark of creation”. If they so wish, players may opt to not harvest a material even if they have met the DC threshold to harvest it.

Only one harvesting attempt may be made on a creature. Failure to meet a certain item’s DC threshold assumes that the item was made unsalvageable due to the harvester’s incompetence.

For most creatures, the time it takes to harvest a material is counted in minutes and is equal to the DC of that material divided by 5. For huge creatures however, it is equal in DC of that material, while for gargantuan creatures, it is equal to the DC of that material multiplied by 2.

Violent Deaths

This guide assumes that most creatures you attempt to harvest died in direct combat and thus already accounts for the idea that you are harvesting creatures that are not in pristine condition. However, some deaths are more violent than others and can make harvesting useful materials either extremely difficult or downright impossible. Such examples include burning by fire, dissolving from acid, or being completely crushed under a pillar of stone. In these cases, raise the DC for harvesting any of that creature’s materials by 5. Alternatively, the DM may decide that well- orchestrated hunts result in a carcass that is prime for harvesting, such as creatures killed mostly through psychic damage, or those killed in one clean attack. In these cases, the DM should lower the DC for harvesting any of that creature’s materials by 5.

Furthermore, the DM may adjudicate whether some of a creature’s individual materials have been made useless due to effects imposed by them during their death. Examples may include blood being tainted from poisoning, or their pelt being worthless due to excessive slashing/piercing damage.

Expiration

Many harvested goods will start to rot and decay. Below is a quick overview of how we determined expiration dates.

Item TypeDaysExplanation
Body Part2Flesh rots and decays quickly.
Body Part, Undead7Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).
BonesBones take a very long time to decay.
FeathersFeathers take a very long time to decay.
Ears14Ears are predominantly tough cartilage (soft bone). The skin around the ear’s rots quickly, but the ear remains intact for some time after.
HairHair takes a very long time to decay.
Head3Like other flesh, it rots and decays quickly, but lasts slightly longer
Hides/Pelts10Hides/Pelts must be treated and soaks to retain its usefulness.
Liquid, Vial (i.e., Blood)7If contained in a stoppered vial, most fluids have a longer shelf life. However, if exposed to air, it gets ruined VERY quickly.
Liquid, Vial (i.e., Slime)14Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly.
Poisons14Most poisons are viable for about 2 weeks. However, each poison is different. In additions, proficiency with a poisoner’s kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison’s usefulness)
Tattoos/Marks5Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh.
Wings7While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longer.

Meat

It is possible to harvest the meat of many creatures, although uncooked meat spoils quickly and often attract other predators. Some creature types have meat that is inedible (i.e., undead), while others carry some sort of stigma (cannibalism, distasteful, unholy). For example, eating a celestial may be considered a vile, unholy act; while eating a monstrosity may be considered disgusting and distasteful; and giants are too like most medium-sized humanoids and is often considered in line with cannibalism. Of course, while buying stigma associated meats is forbidden and possibly illegal in most places, there are always people willing to buy illegal goods (although they may be hard to find).

Creature TypeEdiblePossible StigmaSellable
AberrationN Inedible
BeastYNY
CelestialYCannibalism, Holy CreatureN
ConstructN Inedible
DragonYNY
ElementalN Inedible
FeyYCannibalism, WorshipedSome are inedible
FiendN Inedible
GiantYCannibalism, Disgusting CreatureN
HumanoidYCannibalismN
Monstrosity*Disgusting CreatureN
OozeN Inedible
PlantN No meat
UndeadN Inedible

      * Some monstrosities have meat that is edible (DM Discretion)

The amount of meat is dependent on the beast’s size. The weight of a raw piece of meat is one pound heavier than a ration (one slab of meat, 3 lb. is needed to produce 1 dried ration, 2 lb.).

Beast SizeDCMeatWeightExpire
Tiny512 lb.1 day
Small51d43-12 lb.1 day
Medium51d63-18 lb.1 day
Large52d66-36 lb.1 day
Huge54d612-72 lb.1 day

Eating Meat: Cooked meat can be eaten safely. Cooking meat requires a campfire or oven. Eating raw meat requires a DC 10 Constitution Check. A successful check results in a filling meal. A failure results in debilitating stomach cramps, causing 1 level of exhaustion (disadvantage on ability checks).

Drying Meat: The meat can be dried using salt, spices, heat, and time.

Drying MethodTimeDCNotes
Oven6 hours5 
Smoke Hut2 days7Smoking must be maintained (can’t be left alone for days)
Sun16 hours15Must be in direct sunlight, in over 85°F. Set on a hot stone or hanging from a rack. Higher chance of spoiling.

Drunkenness

A pint of ale is never very far away in the world of Faerun. A drink to accompany a fine meal a bit of liquid courage to head into battle, or a celebration after long and arduous journey. A great way for anyone to enjoy themselves, but alcohol itself is a double-edged sword It can make you feel invincible, but it can also make you think you’re seeing double, be careful when consuming for dangerous effects are never tar behind.

Intoxication

For many, alcohol can affect you differently that is where intoxication levels come into effect. Your characters intoxication level is equal to your constitution modifier plus your proficiency bonus and there are different stages to being drunk.

Tipsy

when the alcohol is flowing, and good times are being had by all you start to feel a tingle in your fingers. You gain the sense that you could do just about anything, you are tipsy.

“Tipsy” is when you are 1/4 of the way to being intoxicated rounded down. Therefore, at this stage you have advantage on a charisma-based skill checks and wisdom saves for being frightened At this stage you also gain disadvantage on ranged attacks

Drunk

As the night continues so does your drinking. You’re having a fun night, why stop? Once you’ve reached 1/2 of your intoxication level you reached the point where you are drunk.

At this stage your speech is slurred, you’re seeing double, and your limbs are a little numb. If you are drunk, you gain five temporary hit points and maintain your advantage against fright. You lose your charisma-based advantage and gain disadvantage on ALL attack rolls and intelligence checks.

Wasted

At this point in the night. you are one of the last people in the bar. You’ve ignored that voice in the back of your head saying you should stop and now you’re wasted.

When you are 3/4 of the way to full intoxication you are wasted. You gain another five temporary hit points and cannot be rightened or charmed, but you have disadvantage on all attack rolls and ability checks.

Blackout

Now you have drank too much. You have past the point of no return. You may not be able to form coherent thoughts or even be able to say your own name. You have reached the Blackout stage.

This is the point where you have reached your intoxication level You are at disadvantage for any attack rolls, ability checks and saves aside from Constitution. At this point you must make a constitution save (D.C. equals 10 + 1/2 the number of drinks consumed) every hour or be rendered unconscious.

A Simple Drink

There are many types of drinks that one could imbibe, and those drinks have different levels of intoxication.

Drink Strength Table

StrengthDrink
½Watered Down
1Average
2Strong
3Inhuman

Racial Bonus

Dwarves, Half-Ores, and Goliaths have stronger constitutions than most. Therefore, their intoxication level is twice their Constitution modifier plus their proficiency bonus.

Lockpicking

Insert cool intro here. I mean. it’s just a homebrew on lockpicking, what kind of intro does it need? It anything, I’ll just say I think it’s cooler than your usual Dexterity (thieves’ tools) single roll. but that’s just my opinion.

Study the Lock

When faced with some kind of mechanical lock, you can use your Action to Study the Lock. You handle, analyze, and test the lock looking for weak spots and trying to figure out the best plan of attack. Make an Intelligence (thieves’ tools) check against the DC of the lock. If you succeed, you find the mechanism’s weak spots and how to exploit them giving your future attempts at picking the lock advantage.

Additionally, if you take a subtle approach when unlocking the lock, the jam the lock result becomes minor setback and the break the lock result becomes jam the lock. It you fail, you don’t gain any additional information on the lock. Future attempts at studying the lock can only be made after a short rest.

Pick the Lock

You use your Action to try to, you know, pick the lock. You must choose a subtle or a non-subtle approach and then make a Dexterity (thieves’ tools) against the lock’s DC. Creatures without proficiency in thieves’ tools can’t opt for a subtle attempt and creatures using improvised tools make the check with disadvantage.

If you succeed on the check, the lock is picked and opens. If you fail by less than 5, the lock isn’t picked but nothing else happens. If you fail 5 or more, but less than 10, you jam the lock. If you fail by 10 or more, you break the lock on the spot. Hard to visualize? Here’s a handy-dandy table.

DC15 Lock Example Table

CheckResults
5 or lessBreak the lock
6 to 10Jam the lock
11-14Nothing happens
15 or moreLock opens

Break the Lock

The lock is broken and can’t be picked or used. Sorry, dude.

Jam the Lock

Your attempt at picking the lock caused something to break, catch, jam, or otherwise damage the mechanism momentarily. Future attempts at picking the lock have the DC cumulatively increased by five until the lock is successful picked or properly opened by its designed opening method of the lock’s DC is increased by 15, you break the lock.

Minor Setback

Same as jamming the lock except the DC is only increased by two.

Subtle Approach

You focus on decreasing your chances of leaving visible marks of you forced entry by using subtler, gentler, and less aggressive methods. Your attempts at picking the lock are hard to see to most people. If someone tries to analyze the lock looking for marks, they must make an Intelligence (Investigation) check against a DC equal to 10 plus your Dexterity (thieves’ tools) bonus. seeing nothing out of the ordinary on a failure and signs of your picking on a success.

Non-Subtle Approach

You just want to get the job done, no fuss, no subtlety. You use more aggressive methods and whatever tools your nave in your arsenal to open the lock, like using a piece of metal for leverage. creating dents on specific places to weaken the mechanism, etc., which leaves clearly perceivable marks on the lock or on the area it was placed. Any creature that looks at the lock can see that it was the target of a breaking and entering attempt.

Changing the DC

Some locks can be more susceptible to a specific type of approach. A rusty lock is considerably harder to pick using delicate tools and trying not to leave marks than it is to simply grab a hammer or plyers and try to make the mechanism unlock by force. At the same time, some locks might be too heavy or reinforced to be reasonably made to open without the use of small tools and delicate technique. For that reason, the DM might assign different DCs for the same lock based on what approach is taken. A successful study the lock check tells the character whether one of the approaches is easier than the other or it both have the

Magical Locks

If the lock has a magical component to it. the DM might allow the study the lock check to be an Intelligence (Arcana) check instead of the usual Intelligence (Thieves Tools) check.

Red Larch

Red Larch has been an important stop on the Long Road for two centuries now. Named for a distinctive stand of red larch trees that were cut down when the hamlet was founded, Red Larch became a settlement in the first place thanks to a drinkable spring that fed a sizable pond ideal for watering horses, oxen, and pack mules.

An east-west trail meets the Long Road at the pond, running west to the logging community of Kheldell and east to Bargewright Inn and eventually Secomber. Another trail leads to quarries in the Sumber Hills and to ruins of stone keeps long ago left to monsters and outlaws (the Haunted Keeps).

In recent years, new quarries have been opened on the northwestern edge of town. So far these have yielded up great slabs of marble much prized in Waterdeep for facing large new buildings and repairing older edifices. Red Larch is also a center for stonecutters quarrying slate on the fringes of the Sumber Hills.

While Red Larch remains prosperous, dark omens are appearing. The heart of the Sumber Hills has become far more dangerous, with monsters lurking seemingly everywhere (no one goes into the hills berry­ picking or hare-hunting these days, though Red Larcher children traditionally did so daily in summer and fall). Banditry is on the rise, and the weather seems to be getting more severe and more unpredictable. Several Red Larcher shepherds have seen strange figures watching them from distant hillsides in the wild fields east of town where they have traditionally grazed their flocks. Quarry workers used to cut by torchlight when orders were backing up but do so no longer, shunning the pits by night. They are spooked by rumors of dark-robed figures in stone masks lurking in the darkness beyond the torchlight. The townsfolk fear that dangerous times are at hand, but no one seems to know what to do about it.

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