Hutijin

Hutijin

Large fiend (devil)
Challenge

STR
8
DEX
2
CON
7
INT
6
WIS
4
CHA
7

200
16d10+112
23
Soak
2
Fort
+13
Ref
+11
Will
+12
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities fire, poison
Condition immunities burning, charmed, exhausted, frightened, poisoned

Speed 5 m., fly 10 m.
Skills Athletics +14 (25), Brawn +11 (22), Divinity (cha) +13 (24), Intimidation +13 (24), Perception +10 (21)
Senses truesight 20 m.
Languages all, telepathy 20 m.

Infernal Despair. Each creature within 3 meters of hutijin that isn’t a devil makes saving throws with disadvantage.

Legendary Resistance (3/day). If hutijin fails a saving throw, it can choose to succeed instead.

Magic Resistance. Hutijin has advantage on saving throws against spells and other magical effects.

Magic Weapons. Hutijin’s weapon attacks are magical.

Maneuvers. The hutijin uses maneuvers (maneuver save Difficulty 23). It has 20 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: debilitating crush, disorient, grapple, hammer spin, hammer through, hammering blow, knockback, spring attack, swipe, tear flesh, trip (Tail only)

2 stamina dice: tear tendon

Regeneration. Hutijin regains 20 health at the start of each of its turns. While hutijin is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If hutijin takes radiant damage, this trait doesn’t function at the start of hutijin’s next turn. Hutijin dies only if it starts its turn with 0 health and doesn’t regenerate.

Spellcasting. The hutijin uses Divinity (cha) to cast spells (spell save Difficulty 22, +13 to hit with spell attacks). It has 10 mana, a mana limit of 4, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: alter self (can become Medium when changing her appearance), animate dead, detect magic, invisibility (self only), lightning bolt, stasis, suggestion, teleport, wall of fire

Cantrips (at will, 26th-level spellcaster): thaumaturgy

1 mana: agonizing bargain, ceremony, detect evil and good, divine emissary, divine word, find steed, heal, hinder, protection from evil and good, sanctuary, shield of faith

2 mana: bane, bestow curse, commune, dispel magic, fiendish calling, guardian of faith, hallow, hurl through hell, leathery wings, spirit guardians, spiritual weapon

3 mana: ancient curse, dispel evil and good

Actions (4)

Bite (1/turn). Melee Weapon Attack: +14 to hit. Hit: 15 (2d6 + 8) piercing damage. The target must succeed on a Difficulty 22 Fortitude saving throw or become poisoned. While poisoned in this way, the target can’t regain health, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw (1/turn). Melee Weapon Attack: +14 to hit, reach 2 m. Hit: 17 (2d8 + 8) slashing damage.

Mace (1/turn). Melee Weapon Attack: +14 to hit. Hit: 15 (2d6 + 8) bludgeoning damage, or 17 (2d8 + 8) bludgeoning damage if used with two hands.

Tail (1/turn). Melee Weapon Attack: +14 to hit, reach 2 m. Hit: 19 (2d10 + 8) bludgeoning damage.

Reactions

Fearful Voice (Recharge 5–6). In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 5 meters of him that isn’t a devil must succeed on a Difficulty 22 Will saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin’s Fearful Voice for 24 hours.

Legendary actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The hutijin regains spent legendary actions at the start of its turn.

Attack. Hutijin attacks once with his mace.

Lightning Storm (Costs 2 actions). Hutijin releases lightning in a 5-meter radius. All other creatures in that area must each make a Difficulty 22 Reflex saving throw. On a failure, a creature takes 18 (4d8) lightning damage, and it can’t take reactions until the start of its next turn. On a success, a creature takes half as much damage.

Teleport (1/long rest). Hutijin magically teleports itself and up to three willing creatures it can see within 1 meter of it, along with any equipment they are wearing or carrying, to a location Hutijin is familiar with, up to 2 kilometers away.

Lower planesmtof

Maneuvers

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and ignore an additional Soak for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

Spells

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 5 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect on your turn (no action required).

1 minute/mana

As an action, you afflict a fiend that you have summoned and can see within 5 meters of you with bolts of vicious energy. These foul energies inflict terrible pain upon the fiend, torturing it to make it more pliant to your will. The creature must make a Will saving throw.

On a failure, it has disadvantage on skill checks and saving throws against you and if the creature demand payment for its services, reduce the payment by 20%.

Beings tortured by this spell quickly come to resent you, making them more likely to try to pervert your orders to malicious ends or try to seek retribution after their release.

Augment

You can expend 1 additional mana so any payment is reduced a further 20% (maximum 60% reduction, total).

1 hour/mana

As an action, you make yourself look different until the spell ends or until you dismiss it on your turn (no action required). You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another species, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance.

You may alter any skin or facial features to be anything normally possible. Birthmarks, moles, tattoos, piercings, and other distinguishing features are not visible unless you specifically will it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to disguise yourself as a specific individual, with the results depending on the details you know and have seen of the creature’s physical features as determined by the GM.

  • Fragrant. You can expend 1 additional mana to alter your smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

(ritual)

As you spend 1 hour to cast this spell, you perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 2 meters of you throughout the casting.

Atonement. You touch one willing creature whose core belief have been changed against their will, and you make a Difficulty 20 Insight check.

On a success, you restore the target to its original core beliefs.

Bless/Desecrate Water. You touch one vial of water and cause it to become holy water if you know the Holy theme or unholy water if you know the Unholy theme. If you know both themes you can decide which to create.

Coming of Age. You touch one creature who is a young adult. For the next 24 hours, whenever the target makes a skill check, it rolls with advantage. A creature can benefit from this rite only once.

Dedication. You touch one creature who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, rolls with advantage. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a miracle or wish spell.

Marriage. You touch adult creatures willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to Defense while they are within 5 meters of each other. A creature can benefit from this rite again only if widowed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage of holy water by 4d6 for each additional mana expended.

  • You can expend 1 additional mana to increase the size of the impact of holy water to each creature within 2 meters.

concentration, 5 minutes/mana

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 5 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 5 meters of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

(ritual); M (charcoal, incense, and herbs worth 10 sp that must be consumed by fire, consumed)

As you spend 10 minutes to cast this spell, you call forth an emissary of your deity. The emissary’s form is based on a creature that your deity is known for: almiraj, awakened shrub, badger, bat, cat, chwinga, crab, crawling claw, fish (quipper), flying monkey, flying snake, frog, hawk, homunculus, lizard, octopus, owl, poisonous snake, rat, raven, scorpion, sea horse, spider, toad, tressym, weasel, or any Tiny or smaller animal of challenge rating 0.

Appearing in an unoccupied space within 5 meters, the emissary has the statistics of the chosen form, though its health is increased by 5. Your emissary can understand your speech and you gain the ability to decipher its noises and motions.

Your emissary acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. If you don’t issue any commands to your emissary, it defends itself from hostile creatures but otherwise takes no actions. An emissary can’t attack, but it can take other actions as normal.

While your emissary is within 20 meters of you:

  • Your emissary has resistance to all damage. Each time it takes damage, you take the same amount of damage.
  • When you cast a spell with a range of touch, your emissary can deliver the spell as if it had cast the spell. Your emissary must use its reaction to deliver the spell when you cast it. If the spell is an attack, you use your own skill check for the roll.

As an action, you can temporarily dismiss your emissary if it is within 5 meters of you. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 5 meters of you that you can see.

You can’t have more than one blood sentinel, divine emissary, familiar, or wild companion at a time. If you cast this spell while you already have a blood sentinel, divine emissary, familiar, or wild companion, the spell fails.

When the emissary drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If it is slain by a creature, you gain advantage on your next attack made against the killer.

Augment

You can increase your emissary’s health by 15 for each additional mana expended.

concentration, 1 minute/mana

As an action, you speak a prayer censuring the faithless as they turn before the command of your deity. Each creature of your choice that can see or hear you within 5 meters of you must make a Will saving throw.

On a failure, a creature is affected.

  • Banished or destroyed: each creature challenge ⅛ or lower is banished if it isn’t on its native plane of origin, otherwise it is destroyed. A banished creature is banished with a faint popping noise, returning to its home plane. If the spell ends before the duration ends, the target reappears within 5 meters of the space it left. Otherwise, the target doesn’t return.
  • Stunned: each creature challenge ¼ or lower is stunned for the duration.
  • Blinded and deafened: each creature challenge ½ or lower is blinded and deafened for the duration.
  • Turned: each creature challenge 2 or lower is turned and deafened for the duration. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 5 meters of you. It also can’t take reactions. For its actions, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can Dodge. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

If a creature is affected, but not banished or destroyed, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so a creature is banished or destroyed if its challenge is 1 or lower, stunned if its challenge is 2 or lower, blinded and deafened if its challenge is 3 or lower, and turned if its challenge is 5 or lower.

  • You can expend 2 additional mana so a creature is banished or destroyed if its challenge is 2 or lower, stunned if its challenge is 4 or lower, blinded and deafened if its challenge is 6 or lower, and turned if its challenge is 8 or lower.

  • You can expend 3 additional mana so a creature is banished or destroyed if its challenge is 3 or lower, stunned if its challenge is 6 or lower, blinded and deafened if its challenge is 9 or lower, and turned if its challenge is 12 or lower.

  • You can expend 4 additional mana so a creature is banished or destroyed if its challenge is 4 or lower, stunned if its challenge is 8 or lower, blinded and deafened if its challenge is 12 or lower, and turned if its challenge is 16 or lower.

As you spend 10 minutes to cast this spell, you summon a loyal, majestic steed. Appearing in an unoccupied space within 5 meters, the steed assumes the form of an animal companion that doesn’t have a burrow, flying, or swimming speed using 1 resource. A steed is typically a camel, elk, horse, mastiff, or pony, but if you have encountered more exotic creatures like an eagle, lizard, spider, wolf, rhinoceros, or saber-toothed tiger you can call forth one of them, with GM approval. The steed appears as a celestial (Holy) or a fiend (Unholy) instead of its normal creature type based on a theme you know and of a size suitable for you to ride: Medium if you are Small, or Large if you are Medium, but no other game statistics change.

Once called, you form a bond with the creature. Casting this spell again re-summons the same bonded steed, with all its health restored and any conditions removed. You can’t have more than one steed bonded by this spell at a time. As an action, you can release a steed from its bond, causing it to disappear permanently.

The steed has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana or 2 ki you expend, the steed gains 1 mana or 2 stamina dice. The steed is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

You control the steed in combat. If you are not mounted, the steed only defends itself against hostile creatures.

While mounted on it, you can make any spell you cast that targets only you also target the steed.

The steed disappears temporarily when it drops to 0 health, leaving behind any objects it was wearing or carrying. You can dismiss the steed on your turn (no action required) as it leaves behind any objects it was wearing or carrying and wanders into the wilderness, disappearing after 1 minute.

Augment

You can use an additional resource for each additional mana expended. The companion can have a burrow, flying, or swimming speed.

As an action, a creature that you can touch or see within 10 meters regains 2d8 + your spellcasting ability health. This spell has no effect on constructs or undead.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the healing by 3d8 for each additional mana expended.

  • Major Regeneration. You can expend 2 additional mana to increase the healing by 1d8 and stimulate major natural healing. The duration changes to 1 minute/mana and for the duration of the spell, the creature regains 1 health at the start of each of its turns (10 health each minute).

    The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

  • Power Word Heal. You can expend 3 additional mana and cast this spell as two actions so the target regains all its health. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.

As a reaction, which you use when another creature that you can touch or see within 10 meters makes a skill check or a saving throw, you can hinder their effort. The creature makes the roll with disadvantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can hinder one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.

  • Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.

  • Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.

    You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

  • Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.

  • Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.

As an action, a stroke of lightning blasts out from you in a direction you choose. The lightning ignites flammable objects in the area that aren’t being worn or carried. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d8 lightning damage and can’t take reactions until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • Staggering Bolt. You can expend 1 additional mana so the damage is reduced to 2d8 and each creature who fails the saving throw is staggered until the end of its next turn.

concentration, 5 minutes/mana

As an action, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attacks made against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana

As an action, you ward a creature within 5 meters against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Will saving throw.

On a failure, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

concentration, 5 minutes/mana

As an action, a shimmering field appears and surrounds a creature that you can touch or see within 10 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

As an action, you teleport up to 20 meters to an unoccupied space that you can see.

You can bring along objects you are touching that aren’t worn or carried by another creature as long as their weight doesn’t exceed what you can carry.

If you teleport 5 meters or less, make a weapon attack.

On a hit, add 1d8 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can teleport an additional 100 meters for each additional mana expended.

  • You can increase the damage by 3d8 for each additional mana expended.

  • Joint Teleport. You can bring two additional willing creatures you touch with you for each additional mana expended. The creatures must be within one size category of you, must not be encumbered, and must be within 1 meter of you when you cast this spell.

  • There and Back Again. You can expend 1 additional mana at the end of your turn to teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

  • Dimension Door. You can expend 1 additional mana to teleport up to 100 meters to a place you can see, a place you can visualize, or a place you can describe by stating distance and direction, such as “20 meters straight downward” or “upward to the northwest at a 45° angle, 100 meters.” If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

  • Continuous Teleport. You can expend 2 additional mana to change the duration to 1 minute/mana and on each of your turns before the spell ends, you can use an action to teleport in this way again.

24 hours

As two actions, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of two Medium or Small creatures you can see within 10 meters. Your spell imbues the targets with a foul mimicry of life, raising them as undead creatures. Choose one or more of the following options:

Skeleton. A pile of bones can become a skeleton.

Zombie. A corpse can become a zombie. It gains +1 damage on its slam attack.

Gnoll Witherling. A corpse of a gnoll can become a gnoll witherling.

Ghoul. If you cast this spell at night, a corpse becomes a ghoul.

Ghast. If you cast this spell at night, you can only target one corpse which becomes a ghast.

The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice.

When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any creature you raised with this spell if the creature is within 50 meters meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control on the creature you have animated with this spell, rather than animating new ones.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You animate or reassert control over an additional skeleton or zombie for each additional mana expended. You animate or reassert control over one additional gnoll witherling, ghoul, or ghast for every two additional mana expended.

  • Minotaur Skeleton. You can expend 1 additional mana to animate or reassert control over a minotaur skeleton from a pile of bones of a minotaur or existing minotaur skeleton. You animate or reassert control over one additional minotaur skeleton for every two additional mana expended.

  • Ogre Zombie. You can expend 1 additional mana to animate or reassert control over an ogre zombie from a corpse of an ogre or existing ogre zombie. You animate or reassert control over one additional ogre zombie for every two additional mana expended.

  • Wight or Deathlock Wight. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a wight or deathlock wight from a corpse or existing wight or deathlock wight. You animate or reassert control over one additional wight or deathlock wight for every two additional mana expended.

  • Deathlock. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a deathlock from a corpse or existing deathlock. You animate or reassert control over one additional deathlock for every two additional mana expended.

  • Mummy. You can cast this spell at night and expend 2 additional mana to animate or reassert control over a mummy from a corpse or existing mummy. You animate or reassert control over one additional wight for every two additional mana expended.

  • Flameskull. You can expend 2 additional mana to animate or reassert control over a flameskull from a humanoid skull or existing flameskull. You animate or reassert control over one additional flameskull for every two additional mana expended.

  • Bone Naga. You can expend 3 additional mana to animate or reassert control over a bone naga from a pile of bones of a naga or existing bone naga. You animate or reassert control over one additional bone naga for every two additional mana expended.

concentration, 1 minute/mana

As two actions, you curse up to two creatures you can touch or see within 10 meters and within 5 meters of each other. Each creature must make a Will saving throw.

On a failure, whenever a creature makes a skill check or a saving throw before the spell ends, it rolls with disadvantage.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, you curse a creature that you touch. The creature must make a Will saving throw.

On a failure, it is becomes cursed for the duration.

When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability. While cursed, the creature has disadvantage on skill checks made with that ability.
  • While cursed, the creature has disadvantage on attacks.
  • While cursed, the creature must make a Will saving throw at the start of each of its turns. If it fails, it wastes its actions that turn doing nothing.
  • While cursed, your attacks and spells deal an extra 1d8 necrotic damage to the creature.
  • While cursed, the creature is blinded or deafened (your choice).
  • While cursed, the creature can not regain health.

A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

  • You can expend 1 additional mana to bestow an additional curse.

  • Persistent. You can expend 1 additional mana to change the duration to 3 hours/mana.

  • Indefinite. You can expend 3 additional mana so the spell lasts until it is dispelled.

(ritual); M (incense and a sacrificial offering appropriate to your religion worth 25 sp, consumed)

As you spend 1 minute to cast this spell, you contact your deity or a divine proxy with an offering and ask a single question concerning a specific goal, event, or activity that has occurred or has yet to occur. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25% chance for each casting after the first that you get no answer. The GM makes this roll in secret.

Augment

You can ask one additional question for each additional mana expended.

As two actions, choose a creature, object, or magical effect within 20 meters. Make a skill check using your spellcasting skill. The Difficulty equals the spell Difficulty used to cast the spell + the spell’s effective mana. If you have identified the spell, you have advantage on this skill check. If there are multiple spells and if you have not identified them, the spell is chosen at random starting with the spell with the lowest mana cost.

On a success, the spell ends.

If you fail by 4 or less, the spell is suppressed for 1 minute.

A spell’s effective mana is normally the amount of mana it was cast with, including augmentation. If a feature lets a spell be cast without expending mana then the spell’s effective mana is its normal mana cost.

Augment

You gain a +1 bonus to your skill check for each additional mana expended.

M (a vial of blood from a celestial or humanoid killed within the past 24 hours); concentration, 5 minutes/mana

As two actions, you utter foul words and consume a vial of blood from a celestial or humanoid killed within the past 24 hours to summon a fiend in an unoccupied space that you can see within 10 meters. The fiend is neutral to you and your companions, and it disappears when it drops to 0 health or when the spell ends. The fiend can’t use any legendary actions or lair actions. Any spell cast by the fiend reduces your mana by the amount the fiend expends.

You can call two Abyssal Wretchs, Dretch, Imp, Maw Demon, Nupperibo, or Quasit

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Fiends prefer commands that would draw you toward evil. Otherwise, you must make a Deception, Intimidation, or Persuasion check contested by its Insight check. You make the check with advantage if you say the fiend’s true name. If your check fails, the fiend is immune to your verbal commands for the duration of the spell and may become hostile, though it can still carry out your commands if it chooses. If your check succeeds, the fiend carries out your command.

If your concentration ends before the spell reaches its full duration, the fiend doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual fiend’s talisman, you can summon that fiend, and it obeys all your commands, with no Charisma checks required.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned fiend can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can call two additional Abyssal Wretchs or one additional creature for each additional mana expended.

  • You can expend 1 additional mana to call a Barghest, Hell Hound, Incubus, Merrenoloth, Rutterkin, Succubus, Spinagon, or Vargouille. You can call one additional creature for each additional mana expended.

  • You can expend 1 additional mana to call a Babau, Hamatula, Barbazu, Bulezau, Cambion, Dybbuk, Gnoll Fang of Yeenoghu, Nightmare, Merregon, Mezzoloth, Night Hag, Shadow Demon, or Tanarukk. You can call one additional creature for every two additional mana expended.

  • You can expend 2 additional mana to call a Barlgura, Chasme, Vrock, or White Abishai. You can call one additional creature for every two additional mana expended.

  • You can expend 3 additional mana to call a Armanite, Black Abishai, Dhergoloth, Draegloth, or a Maurezhi.

3 hours/mana

As two actions, a Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within 5 meters. The guardian occupies that space and is indistinct except for a weapon it wields which is emblazoned with the symbol of your deity. The weapon is a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer).

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d12 bludgeoning, piercing, or slashing (based on the weapon associated with your deity) damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The guardian vanishes when it has dealt a total of 50 damage.

Augment

You can increase the damage by 1d10 and the maximum damage increased by 25 for each additional mana expended.

M (herbs, oils, and incense worth 50 sp, consumed); 1 hour/mana

As you spend 1 minute to cast this spell, you infuse an area with holy (or unholy) energy for the duration. The area is a cylinder that is twice as big as normal centered on a point on the ground that you can see within 10 meters. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Will saving throw.
  • The creature has disadvantage on attacks made against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and any creature charmed, frightened, or possessed by the creature is no longer charmed, frightened, or possessed upon entering the area.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to affect all celestials, elementals, fey, fiends, and undead.

  • You can expend 1 additional mana, increase the casting time to 24 hours, and expend materials equal to 500 sp to infuse the area with holy (or unholy) power until the spell is dispelled and increase the cylinder’s radius up to 10 meters. The spell fails if the radius includes an area already under the effect a hallow spell.

  • You can expend 1 additional mana to bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Will saving throw.

    On a success, the creature ignores the extra effect until it leaves the area.

    Courage. Affected creatures can’t be frightened while in the area.

    Darkness. Darkness fills the area. Normal light, as well as magical light created by spells using less mana than you used to cast this spell, can’t illuminate the area.

    Daylight. Bright light fills the area. Magical darkness created by spells using less mana than you used to cast this spell can’t extinguish the light.

    Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.

    Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.

    Fear. Affected creatures are frightened while in the area.

    Silence. No sound can emanate from within the area, and no sound can reach into it.

    Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.

As two actions, you hurl a creature that you can touch or see within 10 meters through the nightmarish landscape of the lower planes. The creature must make a Will saving throw. If the creature is a fiend, the spell has no effect on it.

On a failure, it takes 7d8 psychic damage and the creature disappears. At the end of its next turn, the target returns to the space it previously occupied, or the nearest unoccupied space.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 5d8 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, black leathery wings spread out from your back so you gain a flying speed of 10 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 10 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, you call forth spirits to protect you. They flit around you in an aura shaped as a sphere. The guardian spirits provide supernatural protection. As a reaction, which you use when a creature that you can touch or see within 5 meters of you takes damage, you can reduce that damage by double the mana expended to cast this spell and the attacker takes psychic damage equal to double the mana expended to cast this spell. An enemy creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

On a failure, it takes 1d8 psychic damage, moves at half speed, and has disadvantage on skill checks while in the area.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 for every two additional mana expended.

concentration, 1 minute/mana

As two actions, you create a floating, spectral weapon within 5 meters that lasts for the duration or until you cast this spell again. The weapon takes the form of a weapon associated with your deity (as St. Cuthbert is known for his mace and Thor for his hammer). When you cast the spell—and once on on each of your turns thereafter as an action—you can move the weapon up to 5 meters and make a melee spell attack against a creature within 1 meter of the weapon.

On a hit, the target takes 6d6 bludgeoning, piercing, or slashing damage (based on the weapon associated with your deity).

On a miss by 4 or less, the target takes half as much damage.

Augment

You can increase the damage by 3d6 for each additional mana expended.

As two actions, you freeze a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.

On a failure, it is stunned until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is stunned for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can expend 1 additional mana so the creature is paralyzed instead of stunned.

concentration, 3 hours/mana

As two actions, you suggest a course of activity (limited to a sentence or two) and magically influence a creature within 5 meters that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

The creature must make a Reflex saving throw.

On a failure, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.

The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, you create a wall of fire at a point within 20 meters that lasts for the duration. The wall can’t occupy the same space as a creature or object and it needs to be vertical, but doesn’t need to rest on any firm foundation. The wall blocks line of sight, but creatures and objects can pass through it. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 6d6 fire damage and is burning 2.

On a critical failure, it takes twice as much damage and is burning 4.

On a success, it takes half as much damage and is burning 1.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d6 and the burning level by 1 for each additional mana expended.

until dispelled

As you spend 1 minute to cast this spell, you put a protective curse on an object or place dedicated to your god, such as a shrine, icon, cemetery gate, or so on. If the object is desecrated, then this spell is triggered and a curse is placed on the desecrators. Choose one of the following curses:

Bad Luck. The target is haunted by ill luck. It has disadvantage on skill checks.

Poverty. The target is cursed with poverty. Within 24 hours of gaining money or goods worth 10 sp or more, half of it will be lost, stolen, or destroyed.

Vulnerability. The target is easily injured. Other creatures have advantage on attacks made against the target.

A remove curse spell cast with 5 or more mana ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.

concentration, 1 minute/mana

As two actions, shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attacks made against you.

You can end the spell early by using either of the following special functions.

Break Enchantment. As two actions, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As two actions, a celestial, an elemental, a fey, a fiend, or an undead within 10 meters must make a Will saving throw.

On a failure, the creature is sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.