Kryx RPGThemesMonsters

All feats, concoctions, maneuvers, and spells

Table of Contents

All feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Prerequisites: The ability to cast at least one acid spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals acid damage, you can reroll the die and must use the new roll, even if the new roll is a 1.

Prerequisites: The ability to cast at least one spell from the acid theme

You can speak, read, and write Terran and whenever you make a Charisma check when interacting with elementals, you have advantage.

You can produce small amounts of acid from your fingertips. You can destroy a tiny amount of nonmagical organic materials such as cloth, plants and rope in about 10 minutes. Wood material would take about 20 minutes. Metal material would take about 30 minutes.

You learn one cantrip of your choice from the Plants theme. You also become capable with the Primal skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

You can select this feat multiple times.

Skilled at mimicry and dramatics, you gain the following benefits:

  • You become capable with the Deception skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked.

Airy

2nd

You can speak, read, and write Auran and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you can jump twice as far and can treat any fall as being 3 meters shorter than it is for calculating damage.

You learn one concoction that costs 1 catalyst from any theme. You can create it without expending catalysts.

Once you use it, you must finish a short or long rest before you can use it again unless you expend catalysts to use it again.

You can select this feat multiple times.

Always on the lookout for danger, you have a bonus to your initiative rolls equal to your Wisdom.

This does not stack with other ability bonuses to your initiative

Prerequisites: The ability to cast at least one spell

Home can be wherever you are. During a short or long rest, you can invoke ancestral spirits to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, up to 9-meters-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies have advantage on Stealth and Perception checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Any ally who regains health as part of their rest by spending Health Dice while within the area gains 1d6 temporary health.

Once you use this feature, you must finish a long rest before you can use it again.

Prerequisites: You know the call beast spell

You can spend 10 minutes to perform a ritual to call forth an animal from the wilderness to serve as your faithful companion, known as an animal companion. At the end of the ritual, you cast call beast, changing the duration to last until you finish a short or long rest and removing the need to concentrate on the spell. You always call the same beast.

Prerequisites: Capability with the Arcana skill

You are drawn to magical energy, studying the energies that permeate the cosmos, seeking understanding of magic. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Spells require expertise attained after years of apprenticeship and countless hours of study.

You learn one cantrip or one spell that costs 1 mana from a theme in the Arcane power source. If the spell costs mana, you can cast it without expending mana, but once you do so, you can’t cast it again until you finish a short or long rest before you can cast it again unless you expend mana or psi to cast it again.

If you do not have a spellcasting ability, Intelligence is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one cantrip

When you cast a cantrip that targets a creature or object within 9 meters or more, you can increase the distance by 9 meters.

As an action, you can call memories to mind to become capable with one Intelligence, Wisdom, or Charisma skill of your choice for 1 hour. If you are already capable, you become proficient. If you are already proficient, you gain expertise with that skill. Once you use this feature, you must finish a short or long rest before you can use it again.

You gain proficiency with the armor type above your current proficiency: Leather → Hide → Chain → Scale → Plate.

You can select this feat multiple times.

You have gained the favor of lunar spirits. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to fire damage and cold damage.

You have undergone extensive physical training to gain the following benefits:

  • You become capable with the Athletics skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.
  • When you are prone, standing up uses only 1.5 meters of your movement.
  • You can make a running long jump or a running high jump after moving only 1.5 meters on foot, rather than 3 meters.
Prerequisites: The ability to create at least one concoction

You can create and attach a concoction that you’d normally throw to a projectile as an action. The range of an attack made with the attached concoction is halved.

You project an inspiring aura. While you aren’t incapacitated, you and each friendly creature within 9 meters of you who can see you gains a +2 bonus to initiative rolls.

You can telepathically speak in the mind of any creature that you can touch or see within 18 meters of you.

Prerequisites: You know the barkskin spell

You can cast barkskin on yourself at will, without expending mana.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

You become capable with the the Deception or Persuasion skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

You have advantage on Perception checks that rely on hearing or smell.

Prerequisites: The ability to cast at least one spell

You can use your action to touch a willing creature to give it advantage on Medicine checks and Death saving throws. This blessing lasts for 1 minute. You can use this feature a number of times equal to your spellcasting ability (a minimum of once). You regain all expended uses when you finish a long rest.

You can speak, read, and write Aquan and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you are unhindered by difficult terrain caused by ice or water.

You have a mastery of riding creatures. You gain the following benefits:

  • You have advantage on saving throws made to avoid falling off your mount.
  • If you fall off your mount and descend no more than 3 meters, you can land on your feet if you’re not incapacitated.
  • Mounting or dismounting a creature costs you only 1.5 meters of movement, rather than half your speed.
  • If your mount is subjected to an effect that allows it to make a Reflex saving throw to take only half damage while you are mounted and aren’t incapacitated, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Prerequisites: Halfling

Whenever an ally you can see within 9 meters of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

Additionally, when a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t do so again until you finish a short or long rest.

You gain the ability to extend your knowledge. When you finish a long rest, you become capable with one Intelligence, Wisdom, or Charisma skill or language of your choice. This benefit lasts until you finish a long rest.

You can speak, read, and write Celestial and whenever you make a Charisma check when interacting with celestials, you have advantage.

d8Language
1Dwarven
2Elvish
3Giant
4Gnomish
5Goblin
6Halfling
7Orc
8Exotic Language
d8Exotic Language
1Abyssal
2Celestial
3Draconic
4Aklo
5Infernal
6Sylvan
7Undercommon
8Primordial Language
d4Primordial Language
1Aquan
2Auran
3Ignan
4Terran

When you finish a long rest, roll a d8. The number it rolls determines a language that you can speak, read, and write until you finish a long rest.

If you roll an 8, roll another d8 to determine which exotic language you can speak, read, and write.

If you roll an 8, roll a d4 to determine which primordial language you can speak, read, and write.

Chef

2nd

As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Health Dice to regain health regains an extra 1d8 health.

Additionally, with one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus, provided you have ingredients and cook’s utensils on hand. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary health equal to your proficiency bonus.

You can speak, read, and write Aquan and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you have advantage on ability checks to swim and can hold your breath for twice as long as normal.

Choose a skill to improve your proficiency with.

  • If you are untrained, you become capable
  • If you are already capable, you become proficient
  • If you are already proficient, you gain expertise with that skill.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

You gain the ability to sacrifice your physical durability in exchange for power. When casting a spell, you can expend Health Dice equal to its mana cost, instead of using any mana.

When you damage an undead creature, you deal extra damage equal to your proficiency bonus.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to necrotic and poison damage.

Prerequisites: Fiendish feat

You gain darkvision out to a range of 18 meters and magical darkness doesn’t impede your darkvision. If you already have darkvision, its range increases by 18 meters.

Prerequisites: The ability to create at least one concoction

You can lob bombs with great force and a precise trajectory to angle the splash in a cone or line spraying in a single direction. When throwing an alchemical bomb that creates a sphere on impact, you can choose to target each creature in a cone or line, with the point of origin including the target and facing directly away from you.

Prerequisites: Capability with the Divinity skill

You have started worshiping a deity and act as a conduit for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

You learn one cantrip or one spell that costs 1 mana from a theme in the Divine power source. If the spell costs mana, you can cast it without expending mana, but once you do so, you can’t cast it again until you finish a short or long rest before you can cast it again unless you expend mana or psi to cast it again.

If you do not have a spellcasting ability, choose Wisdom or Charisma as your spellcasting ability.

You can select this feat multiple times.

You become capable with the Medicine skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Alert to the hidden traps found in many dungeons, you gain the following benefits:

  • You have advantage on Perception checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn’t impose the normal −5 penalty on your passive Perception.

When you aren’t wearing armor, your Defense equals 13 + your Constitution (max 4).

Prerequisites: Occultist

You can spend 10 minutes to perform a ritual to reach across the boundaries of the world to call forth a companion based on your patron. Subtract an amount of mana equal to your mana limit each time you take a rest. Your eidolon is augmented to that amount of mana. See Companion for more details.

Your eidolon bears a glowing rune that is identical to a rune that appears on your forehead as long as your eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as shapechange or polymorph (although invisibility does conceal it as long as the spell lasts).

As an action, you can expend 2 mana to replace one of your eidolon’s skill proficiencies with another skill proficiency.

If your eidolon is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 sp worth of rare materials, you call forth your eidolon’s spirit and use your magic to create a new body for it. You can return an eidolon to life in this manner even if you do not possess any part of its body.

Creature Type

Your eidolon appears in a form based on your patron.

Aberrant. Your eidolon is an aberration, but uses a beast form. It has advantage on saving throws against spells and other magical effects.

Arctic. Your eidolon is an elemental: an ice elemental

Astral. Your eidolon is any companion form you choose. It no longer needs to breathe and it has advantage on saving throws to avoid being charmed or sent to another plane.

Beholder. Your eidolon is any companion form you choose.

Celestial. Your eidolon is a celestial, but uses a beast form. It gains resistance to radiant damage and has advantage on saving throws against being frightened.

Chaotic. Your eidolon is any companion form you choose.

Draconic. Your eidolon is a Dragon.

Fey. Your eidolon is one of the beast or fey forms.

Fiendish. Your eidolon is a fiend, but uses a beast form. Magical darkness doesn’t impede its darkvision. It gains resistance to fire and poison damage.

Genie. Your eidolon appears in an elemental form based on the type of genie your patron is. Dao: earth elemental, Djinni: air elemental, Efreeti: fire elemental, or Marid: water elemental.

Mummy. Your eidolon is an elemental: a sand elemental.

Phoenix. Your eidolon is a phoenix.

Sea. Your eidolon is an elemental: a water elemental.

Shadow. Your eidolon is an undead: a shadow, but uses a beast form. It has a shadowy form which allows it to enter a hostile creature’s space and stop there. It can also move through a space as narrow as 2.5 centimeters wide without squeezing and while in dim light or darkness, your eidolon can take the Hide action as a bonus action.

Spectral. Your eidolon is an undead, a ghost or specter, but uses a beast form. It can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Stone. Your eidolon is an elemental: an earth elemental

Storm. Your eidolon is an elemental: a lightning elemental.

Undying. Your eidolon is an undead, but uses a beast form. It is resistant to cold, poison, and necrotic damage and immune to the exhausted, frightened, and poisoned conditions.

Vampiric. Your eidolon is an undead, but uses a beast form. It has the Blood in the Water maneuver and it has resistance to necrotic damage.

If you hit a creature with an attack, that creature can’t make opportunity attacks until the end of its next turn.

You become capable with the Persuasion skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Additionally, you can add half your proficiency bonus (rounded down) to any Charisma check to calm violent emotions or to counsel peace that doesn’t already use your proficiency bonus. You must make this entreaty in good faith; it doesn’t apply if proficiency in the Deception skill applies to your check.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As a reaction, which you take when you take acid, cold, concussion, fire, force, lightning, poison, or psychic damage, you can capture some of the incoming energy, lessening its effect on you. Roll a d8. You have resistance to the resulting damage type until the end of your next turn.

Prerequisites: Gnome

You can draw on your magical heritage to escape danger. When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

You no longer need to breathe and you have advantage on saving throws to avoid being sent to another plane.

Prerequisites: Elf: High Elf or Gnome

Drawing on your fey ancestry, you have learned how to teleport. As a bonus action, you can magically teleport up to 9 meters to an unoccupied space you can see. Once you use this feature, you must finish a short or long rest before you can use it again

You can speak, read, and write Abyssal or Infernal and whenever you make a Charisma check when interacting with fiends, you have advantage.

Prerequisites: Fiendish feat

You have resistance against fire and poison damage.

Prerequisites: The ability to cast at least one spell from the fire theme

You can speak, read, and write Ignan and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

Your life has forced you to be hearty to survive. You have resistance to fire damage and don’t suffer the effects of extreme heat

Prerequisites: The ability to cast at least one fire spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals fire damage, you can reroll the die and must use the new roll, even if the new roll is a 1.

You have advantage on saving throws and ability checks to avoid being restrained, or knocked prone.

You see glimpses into the future. You have advantage on initiative checks and you can’t be surprised.

You become capable with the Medicine skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Additionally, you can mend wounds quickly and get your allies back in the fight. As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 health to it, plus additional health equal to the creature’s maximum number of Health Dice. The creature can’t regain health from this feat again until it finishes a short or long rest.

Prerequisites: You know the create homunculus spell

You can spend 10 minutes to perform a ritual to create a companion known as a homunculus. At the end of the ritual, you cast create homunculus, changing the duration to last until you finish a short or long rest and removing the need to concentrate on the spell.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

The magic you command infuses you with elemental water. You can hold your breath for 15 minutes, you have resistance to fire damage and against any spells or abilities that use water to deal damage that don’t deal cold damage.

Prerequisites: You know the slick skin spell

You can cast slick skin on yourself at will, without expending mana.

Prerequisites: The ability to cast at least one ice spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals cold damage, you can reroll the die and must use the new roll, even if the new roll is a 1.

Prerequisites: You know the minor illusion spell

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Prerequisites: Tiefling

Fiendish blood runs strong in you. You gain the following benefits:

  • You have resistance to cold and poison damage.
  • You have advantage on saving throws against being poisoned.

You become capable with one Intelligence skill of your choice. If you are already capable, you become proficient. If you are already proficient, you gain expertise with that skill.

Additionally, you can accurately recall anything you have seen or heard within the past month.

You can speak, read, and write one language of your choice.

Prerequisites: The ability to cast at least one spell

When you roll a 1 on a die for a spell you cast that restores health, you can reroll the die and must use the new roll, even if the new roll is a 1.

As an action, you can choose to glow like a torch, shedding bright light in a 6-meters radius and dim light for an additional 6 meters. You can dismiss this as an action.

You have inexplicable luck that seems to kick in at just the right moment. You have 2 luck points. As a reaction, which you take when you make an attack roll, an ability check, or a saving throw, you can spend one luck point to twist fate. Roll a 1d4 and apply the number rolled as a bonus or penalty (your choice) to the roll. You can do so after the roll but before any effects of the roll occur.

You regain your expended luck points when you finish a short or long rest.

You can select this feat multiple times. Each time you do so, you gain two additional luck points.

Prerequisites: You have been bitten by a lycanthrope

One of the most ancient and feared of all diseases, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a lycanthrope creature appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Some view lycanthropy as a curse, but you have grown to accept the gifts of the beast while maintaining control through intense training and blood magic. You can prevent the spread of your lycanthropy through blood, should you wish to.

Lycanthropy comes in many forms, with each version bound to a specific beast: wolf, bear, tiger, boar, and rat are a few of the more well-known variations.

The lycan blood coursing through your veins manifests. You can cast wild shape without expending mana. You can augment it further by expending mana. You gain the following benefits while Wild Shaped:

  • You have vulnerability to damage from silvered weapons.
  • If you have at least 1 health at the start of each of your turns and have not taken damage from a silver weapon since the end of your last turn, you gain temporary health equal to your Constitution.

Once you use this feature, you must finish a short or long rest before you can use it again.

You gain the ability to see the magical world around you. You have advantage on Arcana checks to identify spells.

You gain a +1 bonus to a saving throw of your choice against magic.

Prerequisites: The ability to cast at least one spell from the force theme

You can weave magic around yourself for protection. When you expend mana to cast a spell, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has health equal to your level + your spellcasting ability. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 health, you take any remaining damage.

While the ward has 0 health, it can’t absorb damage, but its magic remains. Whenever you expend mana to cast a spell, the ward regains an amount of health equal to the mana you expended.

When a creature that you can touch or see within 9 meters of you takes damage, you can use your reaction to cause your ward to absorb that damage. If this damage reduces the ward to 0 health, the warded creature takes any remaining damage.

Once you create the ward, you can’t create it again until you finish a long rest.

You learn one maneuver that costs 1 stamina die from any theme. You can use it without expending stamina dice.

Once you use it, you must finish a short or long rest before you can use it again unless you expend stamina dice to use it again.

You can select this feat multiple times.

You learn one language of your choice and you become capable with the Deception, Skulduggery, or Streetwise skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Prerequisites: The ability to cast at least one spell

You have trained how to alter and twist your spells to suit your needs. You gain 3 metamagic and learn three metamagic options of your choice. If you already have metamagic, you gain 3 more metamagic. You regain metamagic on a short or long rest.

Distant Spell

When you cast a spell that has a range of 1.5 meters or greater, you can expend 1 metamagic or mana to double the range of the spell. When you cast a spell that has a range of touch, you can expend 1 metamagic or mana to make the range of the spell 9 meters.

Empowered Spell

When you roll damage for a spell, you can expend 1 metamagic or mana to reroll a number of the damage dice up to your spellcasting ability (minimum of one). You must use the new rolls.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can expend 1 metamagic or mana to double its duration, to a maximum duration of 24 hours. If you fail a Fortitude saving throw to maintain concentration on an extended spell, you can expend 1 metamagic or mana to reroll your Fortitude saving throw.

Heightened Spell

When you cast a spell that requires an attack roll or forces a creature to make a saving throw to resist its effects, you can expend 2 metamagic or mana to gain advantage on the first attack roll of the spell or 3 metamagic or mana to give one target of the spell disadvantage on its first saving throw made against the spell. You can not use this metamagic option in combination with other metamagic options.

Reverberating Spell

When you cast a spell with a duration of instantaneous that has an area, you can you can expend metamagic or mana equal to the total mana cost to cast the spell to have the spell target the same area at the start of your next turn (1 metamagic or mana if the spell is a cantrip). The area glows in a color chosen by the GM and creatures can determine what will happen with an ability check (Arcana, Divinity, Occult, Primal, or Psionics). You can not use this metamagic option in combination with other metamagic options.

Sculpt Spell

You can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can expend 1 metamagic or mana to choose a number of them equal to the total mana cost to cast the spell. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Reflex saving throw, you can expend 1 metamagic or mana to ignore the effects of half- and three-quarters cover against targets of the spell.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can expend metamagic or mana equal to 1 plus the total mana cost to cast the spell to target a second creature in range with the same spell (1 metamagic or mana if the spell is a cantrip).

You can select this feat multiple times.

When you spend 4 or more hours with at least half of your flesh exposed to the sun, you don’t need to eat or sleep for the next 24 hours.

Prerequisites: Capability with the Occult skill

You have made a minor pact with a mysterious being of supernatural power, unlocking magical effects both subtle and spectacular. Drawing on the ancient knowledge of this being, you piece together eldritch secrets to bolster your own power.

You learn one cantrip or one spell that costs 1 mana from a theme in the Occult power source. If the spell costs mana, you can cast it without expending mana, but once you do so, you can’t cast it again until you finish a short or long rest before you can cast it again unless you expend mana or psi to cast it again.

If you do not have a spellcasting ability, Charisma is your spellcasting ability.

You can select this feat multiple times.

You have a bonus to your initiative rolls equal to your Wisdom.

This does not stack with other ability bonuses to your initiative

Prerequisites: You know the mage armor spell

You can cast mage armor on yourself at will, without expending mana.

Being within 1.5 meters of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls.

Prerequisites: The ability to create a concoction or cast a spell that deals poison damage

When you roll a 1 on a damage die for a concoction you created or a spell you cast that deals poison damage, you can reroll the die and must use the new roll, even if the new roll is a 1.

If you, or parts of your body, are ingested by a creature, the creature must succeed on a Fortitude saving throw or be poisoned for 1 minute. Each turn while poisoned from you, the creature takes damage equal to your level + your Constitution (minimum 1). The poisoned condition ends if the creature regurgitates you or your body parts.

Prerequisites: Capability with the Primal skill

You have learned to revere nature, and gain magical powers either from the force of nature itself or from a nature deity. You may pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity or you may serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

You learn one cantrip or one spell that costs 1 mana from a theme in the Primal power source. If the spell costs mana, you can cast it without expending mana, but once you do so, you can’t cast it again until you finish a short or long rest before you can cast it again unless you expend mana or psi to cast it again.

If you do not have a spellcasting ability, Wisdom is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: Capability with the Psionics skill

You have turned your eyes inward, investigating the potential of your mind and exploring your psyche. You harness the power within yourself to create effects that exceed your body’s mental and physical capabilities.

You learn one cantrip or one spell that costs 1 mana from a theme in the Psionic power source. If the spell costs mana, you can cast it without expending mana, but once you do so, you can’t cast it again until you finish a short or long rest before you can cast it again unless you expend mana or psi to cast it again.

If you do not have a spellcasting ability, Intelligence is your spellcasting ability.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

Whenever a creature causes you to make a Will saving throw, that creature takes psychic damage equal to half your level.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to fire and radiant damage.

You become capable with the Coercion or Persuasion skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You serve as a celestial conduit. You have resistance to radiant damage and you have advantage on saving throws against being frightened.

Your confidence propels you into battle. You have a bonus to your initiative rolls equal to your Charisma.

This does not stack with other ability bonuses to your initiative

Prerequisites: Android

Your body is infused with nanites. As a bonus action, you can cause your nanites to surge as you regain health equal to 2d6 + your level. When you use this ability, your circuitry-tattoos glow with light equivalent to that of a torch in illumination until the start of your next turn. Once you have used this feature you must finish a long rest before you can use it again.

Prerequisites: The ability to cast at least one spell, Intelligence, Wisdom, or Charisma of 1 or higher

You have learned how to cast rituals. Rituals are spells which are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding one spell from a theme you know with a mana cost of 1 and the ritual tag.

If you come across a spell in written form, such as a magical spell scroll or a mage’s spellbook, you might be able to add it to your ritual book. The spell’s mana cost can be no higher than your mana limit or psi limit, and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 75 sp per mana. The cost represents materials you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

You have an advantage on Will saving throws to determine if something is an illusion.

Prerequisites: The ability to cast at least one spell

You gain the ability to manipulate the line between life and death. When you expend mana to cast a spell and it restores health to any creature with less than half its health remaining, the creature regains additional health equal to your proficiency bonus.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You have resistance to cold and necrotic damage.

You gain proficiency with shields.

You're capable of performing minor alterations to your body, from some magic you possess, shapeshifting being in your blood, or some other factor. When you finish a long rest, you may alter your body in a minor way. Choose one minor aesthetic way to alter your body:

  • change your hair, eye, or skin color by a few shades
  • shorten or lengthen your hair
  • gain or lose up to 10% of your normal body weight
  • grow or shrink up to 7.5 centimeters
  • slightly shrink or enlarge your eyes, ears, or nose
  • similar minor alterations (GM’s discretion).

The GM may decide that some changes require several days (such as changing your skin tone from very pale to very dark or growing long hair from a previously bald head), or simply impossible (such as growing taller than 120% of your original height). These changes cannot imitate a particular person.

Prerequisites: Dexterity of 1 or higher

You are expert at slinking through shadows and your quick ranged attacks make you difficult to locate. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.

Slip

2nd

You learn how to slip away without reprisal. You gain the following benefits:

  • Opportunity attacks have disadvantage against you.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast bond and speak with animals spells, but only as rituals.

You have advantage on saving throws and ability checks to avoid being pushed, pulled, or knocked prone.

You become capable with the perception skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Prerequisites: The ability to cast at least one spell from the stone theme

You can harness the magical power of stone for your protection. When you expend mana to cast a spell, you can simultaneously use a strand of the spell’s magic to create an aegis on yourself that lasts until you finish a long rest. The aegis has health equal to your level + your spellcasting ability. Whenever you take bludgeoning, piercing, or slashing damage, the aegis takes the damage instead. If this damage reduces the aegis to 0 health, you take any remaining damage.

While the aegis has 0 health, it can’t absorb damage, but its magic remains. Whenever you expend mana to cast a spell, the aegis regains an amount of health equal to the mana you expended.

You can move the aegis to another creature that you can touch or see within 9 meters as a bonus action.

Once you create the aegis, you can’t create it again until you finish a long rest.

You can speak, read, and write Terran and whenever you make a Charisma check when interacting with elementals based from the earth you have advantage.

Additionally, you are unhindered by difficult terrain caused by stones.

Prerequisites: The ability to cast at least one storm spell that deals damage

When you roll a 1 on a damage die for a spell you cast that deals concussion or lightning damage, you can reroll the die and must use the new roll, even if the new roll is a 1.

Prerequisites: The ability to cast at least one spell from the storm theme

You gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 6-meters-radius cylinder centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 30-meters-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You are infused with elemental air. You have resistance to concussion and lightning damage.

You become capable with the Wilderness skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Additionally, you can add half your proficiency bonus (rounded down) to any ability check to survive in the wild that doesn’t already use your proficiency bonus.

Prerequisites: Eidolon, or Homunculus

While your companion is on the same plane of existence as you, it can magically convey what it senses to you, and you can communicate telepathically with it.

Choose one theme from the Arcane, Divine, Occult, Primal, or Psionic power source. That theme is considered to be from your power source. You must be capable with the Arcana skill to study an Arcane theme, Divinity skill to study a Divine theme, Occult skill to study an Occult theme, Primal skill to study a Primal theme, and Psionics skill to study a Psionic theme.

You can select this feat multiple times.

Prerequisites: the ability to cast at least one spell

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.

Any time you roll on the Wild Surge table, if you roll an odd number, you regain the use of this feature.

You choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Your totem is active while you don’t have full health and aren’t incapacitated.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1.6 kilometers away with no difficulty, able to discern even fine details as though looking at something no more than 30 meters away from you. Additionally, dim light doesn’t impose disadvantage on your Perception checks.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 18 meters of you and you’re not incapacitated. The elk spirit helps you roam far and fast.

Tiger. You gain proficiency in two skills from the following list: Acrobatics, Athletics, Stealth, and Wilderness. The cat spirit hones your survival instincts.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.

Your maximum health increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your maximum health increases by an additional 1 health.

When you roll a Health Die to regain health, the minimum amount of health you regain from the roll equals twice your Constitution (minimum of 2).

You gain a +1 bonus to Defense while you are wielding a separate melee weapon in each hand.

You become capable with the Coercion skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

You have advantage on death saving throws, and if you die, your corpse and remains are protected from decay as the gentle repose spell.

Prerequisites: You have been bitten by a vampire and have drank a vampire’s blood

You no longer need to breathe and do not age. While you can eat common food, you do not need it to survive. You need only to drink blood from a living host at least once a week in order to survive. If a Vampire goes without blood for a week they will slip into a kind of hibernation from which they cannot awake unless given fresh blood. Blood from the dead will not suffice as it is indigestible and repulsive.

Your spirit is linked to the vegetation that surrounds you. Whenever you regain health in natural terrain, you treat any dice rolled to determine the health you regain as having rolled their maximum value.

Your soul is marked for endless battle. If a spell, such as resurrection, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Prerequisites: The ability to cast at least one spell

While you aren’t incapacitated, any ally within 9 meters of you has advantage on death saving throws.

Prerequisites: The ability to cast at least one spell from the water theme

You gain the ability to subtly control the water around you.

If it is raining, you can use an action to cause the rain to stop falling in a 6-meters-radius cylinder centered on you. You can end this effect as a bonus action.

If there is water nearby, you can use a bonus action each round to cause the water to flow up to 25 meters in a certain direction in a 30-meters-radius sphere centered on you. The water flows in that direction until the end of your next turn.

You gain proficiency with three simple or martial weapons of your choice.

If you are a Monk, these weapons are considered a monk weapon for you if they lack the heavy and special properties.

You can select this feat multiple times.

Prerequisites: You know the wild shape spell

You can cast the wild shape spell as a bonus action, rather than as an action.

Additionally, while you are transformed by the wild shape spell, you can use a bonus action to expend mana to regain 3d8 health per mana expended, up to your mana limit.

Prerequisites: The ability to cast at least one spell

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell using 1 or more mana, roll a d6. Immediately after you use a maneuver, roll a d12. If the result is less than or equal to the mana expended, roll on the Wild Surge table to create a random magical effect.

You can speak, read, and write Auran and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you are unhindered by difficult terrain caused by stones.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

Your life has forced you to be hearty to survive. You have resistance to cold damage, don’t suffer the effects of extreme cold, and have advantage on saving throws against effects that would apply the slowed condition.

Prerequisites: The ability to cast at least one spell from the ice theme

You gain the ability to turn areas of water to ice.

If it is raining, you can use an action to cause the rain to fall as sleet in a 6-meters-radius cylinder centered on you. If it falls as sleep the area is lightly obscured and the ground becomes covered in slippery ice for 1 minute. A creature that enters the area or ends its turn there must succeed on a Reflex saving throw or fall prone. You can end this effect as a bonus action.

If it is raining, you can use an action to cause the rain to fall as snow in a 6-meters-radius cylinder centered on you. The area is heavily obscured and the ground becomes difficult terrain for 1 minute. You can end this effect as a bonus action.

You can move across any water surface as if it were solid ground as your steps create ice patches on the top of the water for 1 minute.

Prerequisites: Acid Adept feat and the ability to cast at least one spell

Spells you cast ignore resistance to acid damage.

Prerequisites: The ability to cast at least one spell

You can run swiftly by decreasing air resistance around you. Your speed increases by 3 meters.

Prerequisites: The ability to cast at least one spell

You can shield others from harm at the cost of your own health. When a creature within 9 meters of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

You are at your deadliest when you get the drop on your enemies. You have advantage on initiative checks and you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet.

Prerequisites: Totem Spirit feat

You gain a magical benefit based on the totem animal you chose as your totem spirit.

Bear. While you aren’t wearing armor with Soak, Bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 2. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you aren’t wearing plate armor, opportunity attacks have disadvantage against you and if you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk. While you aren’t wearing plate armor, your speed increases by 3 meters. The spirit of the elk makes you extraordinarily swift.

Tiger. If you move at least 6 meters straight toward a creature and then hit it with a melee weapon attack on the same turn, the target must succeed on a Reflex saving throw or be knocked prone. The spirit of the tiger empowers your ability to pounce.

Wolf. Your allies have advantage on melee attack rolls against any creature within 1.5 meters of you that you have attacked since the end of your last turn. The spirit of the wolf makes you a leader of hunters.

Prerequisites: You know the wild shape spell

While transformed into a beast form from the wild shape spell, you can cast any spell you know or a spell known by your new form.

Additionally, while you are transformed by the wild shape spell and you take the Attack action, you can forgo one weapon attack that uses your ability to use a maneuver or cast a spell that has a use time or casting time of 1 action.

Prerequisites: The ability to cast at least one spell

The healing spells you cast on others can heal you as well. When you expend mana to cast a spell and it restores health to any creature other than you this turn, you regain health equal to 2 + the mana expended.

You can smell creatures that don’t have full health within 18 meters, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on ability checks to track any creature that doesn’t have full health.

Prerequisites: The ability to cast at least one spell and you must have taken an ability improvement in Constitution.

You have practiced casting spells in the midst of combat. You have advantage on Fortitude saving throws that you make to maintain your concentration on a spell when you take damage.

Prerequisites: Wild Surge feat and the ability to cast at least one spell

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Surge table, you can roll twice and use either number.

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Reflex saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You gain darkvision out to a range of 18 meters. If you already have darkvision, its range increases by 18 meters.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You don’t require air, food, drink, or sleep, although you still require rest to reduce being exhausted and still benefit from finishing short and long rests.

Additionally, you have advantage on saving throws against poison and disease.

When a creature hits you with an attack, you gain a +4 bonus to Defense against all subsequent attacks made by that creature for the rest of the turn.

Prerequisites: Celestial feat

You don’t need to share a language with a creature for it to understand your words, but the creature must be able to understand at least one language.

You develop a talent for picking out lies. Whenever you make a Insight check to determine whether a creature is lying, treat a result of 7 or lower on the dice as an 8.

Additionally, you can use a bonus action to make a Perception check to spot a hidden creature or object or to make a Insight check to decipher clues.

You can strike multiple pressure points to extract crucial information about your foe. As a bonus action when you hit a creature with the attack, you can choose to learn one characteristic about the creature of your choice: Creature Type, Defense, Senses, Saving Throw of your choice, Damage Vulnerabilities, Damage Resistances, Damage Immunities, or Condition Immunities.

Your speed increases by 3 meters.

Prerequisites: Fire Adept feat and the ability to cast at least one spell

Spells you cast ignore resistance to fire damage.

You can use the Dash action as a bonus action on your turn.

You employ precise, yet fluid, steps that allow you to surmount obstacles. Moving through nonmagical difficult terrain costs you no extra movement.

Prerequisites: The ability to cast at least one spell

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

Prerequisites: The ability to cast at least one spell

Once on each of your turns when you damage a creature with a cantrip, you can push that creature 3 meters away from you or pull it 3 meters closer to you.

Your speed increases by 3 meters.

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You can use your Strength and a half instead of Strength for the damage rolls of melee weapons that you are wielding in two hands.

Prerequisites: The ability to cast at least one spell from the earth or sand theme

Due to your connection to the earth you gain tremorsense which allows you to detect and pinpoint the origin of vibrations within 9 meters, provided that you and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures.

Prerequisites: Proficiency with chain, scale, or plate armor

While you are wearing chain mail, scale mail, or plate armor that you are proficient with, the armor’s soak value is 3 instead of 1.

You can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you have disadvantage on their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Prerequisites: Ice Adept feat and the ability to cast at least one spell

Spells you cast ignore resistance to cold damage.

If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your level.

You can use this ability once on each of your turns.

You have advantage on saving throws against poison and advantage on saving throws against being poisoned.

Your quest for knowledge allows you to master any spoken language. When you complete a long rest, you can pick two languages. You gain the ability to speak, read, and write the chosen languages until you finish your next long rest.

Additionally if you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.

The outer layers of your mind become indecipherable to those who would plunder it. You are immune to any effect that would sense your emotions, read your thoughts, or determine you are lying, unless you allow it.

You strike with blinding speed or slip your weapon past an enemy’s guard. You gain a +1 bonus to attack rolls you make with light weapons.

You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can expend 1 mana, 1 psi, or 3 stamina dice to cancel the disadvantage for that roll.

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within your reach.
Prerequisites: The ability to cast at least one spell

You learn two spells of your choice from any theme. A spell you choose must use mana or psi no higher than your mana limit or psi limit.

You can select this feat multiple times.

Prerequisites: The ability to cast at least one spell

When you cast a spell that creates an illusion and has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Prerequisites: The ability to cast at least one spell

Whenever you start casting a spell using mana or psi that is either from the Fire theme or deals fire damage, you are wreathed in a mantle of flame until the start of your next turn, gaining the following benefits:

  • You shed bright light in a 9-meters radius and dim light for an additional 9 meters.
  • Any creature that touches you or hits you with a melee attack while within 1.5 meters of you takes fire damage equal to your level + your spellcasting ability.

You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 9 meters of you, rather than 1.5 meters of you, if the target can see or hear you.

Prerequisites: The ability to cast at least one spell

Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more health than normal: 2 extra health per Health Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

You are exceptionally speedy. Your speed increases by 3 meters.

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

You are immune to poison damage, the poisoned condition, and disease.

Prerequisites: Vampiric Nature feat

When you aren’t in sunlight or running water, you can use your action to transform in to a Tiny bat or back into your true form. While in bat form, you can’t speak, your walking speed is 1.5 meters, and you have a flying speed of 9 meters. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.

Prerequisites: You know the sanctuary spell

You can become an island of calm in even the most chaotic of situations. You can cast the sanctuary spell on yourself and it lasts up to 8 hours. A creature that succeeds on the save is immune to this effect for 1 hour.

Once you cast the spell in this way, you can’t do so again for 1 minute.

Prerequisites: Poison Adept feat

Spells you cast and concoctions you create ignore resistance to poison damage.

While you are wielding a glaive, halbred, pike, quarterstaff, spear, or trident, other creatures provoke an opportunity attack from you when they enter your reach.

When you use the Attack action on your turn and attack with an unarmed strike or a natural weapon, you can make one additional unarmed strike. You don’t add your ability to the damage of this unarmed strike, unless that ability is negative.

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 18 meters of you. Each one gains temporary health equal to 1d10 + your level, provided that the creature can see or hear you.

You learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Prerequisites: The ability to cast at least one spell

Your magical energy grants you extraordinary fortitude. If you have at least 1 health at the start of each of your turns, you gain temporary health equal to your spellcasting ability (minimum of 0).

You become capable with Will saving throws. If you are already capable, you become proficient.

When you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Prerequisites: You know the detect magic spell

You can cast detect magic at will, without expending mana.

Prerequisites: Awakened Mind feat

You can sense the presence of non-mindless creatures within 18 meters, which allows you to pinpoint the space the creature occupies.

The effect can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt.

You can detect poisons as the detect poison spell at will, without casting the spell or expending mana.

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • When a creature within your reach makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Prerequisites: The ability to cast at least one spell

You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Prerequisites: You know the teleport spell

You gain the ability to step from one place to another. As a bonus action while not grappled, incapacitated, or restrained, you can teleport up to half your walking speed to an unoccupied space you can see, consuming an amount of movement equal to the distance traveled.

Prerequisites: The ability to cast at least one spell

While you aren’t incapacitated, you and each friendly creature within 9 meters of you who can see or hear you gains a bonus to saving throws against magic equal to half your spellcasting ability (with a minimum bonus of +1).

Your speed increases by 3 meters.

Prerequisites: Storm Adept feat and the ability to cast at least one spell

Spells you cast ignore resistance to concussion and lightning damage.

Prerequisites: You know the speak with plants spell

You can cast speak with plants at will, without expending mana.

Prerequisites: You know the tree shape spell

While transformed into a tree from the tree shape spell, you can cast any spell you know or a spell known by your new form.

You can use two-weapon fighting even when the one-handed weapons you are wielding aren’t light.

Prerequisites: You know the animate dead spell and the ability to cast at least one spell

When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or ske1eton, as appropriate.

Whenever you create an undead using a spell, it has additional benefits:

  • The creature’s maximum health is increased by an amount equal to your level.
  • The creature adds your proficiency bonus to its weapon damage rolls.
Prerequisites: Vampiric feat

The vampiric blood coursing through your veins manifests. You gain the following benefits:

  • You know the blood drain spell
  • You don’t cast a shadow or a reflection.
  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • If you have at least 1 health at the start of each of your turns, you are not in sunlight or running water, and you have not taken radiant damage or damage from holy water since the end of your last turn, you gain temporary health equal to your Constitution.
Prerequisites: Proficient with the Stealth skill

You can take the Hide action as a bonus action on your turn.

Prerequisites: The ability to cast at least one spell

You have practiced casting spells in reaction to your enemies’ movements. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell targeting the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must cost equal or less than half your mana (rounded up).

Prerequisites: You know the speak with dead spell

You can cast speak with dead at will, without expending mana.

Prerequisites: You know the levitate spell

You can cast levitate on yourself at will, without expending mana.

Prerequisites: You know the consult the spirits spell

You can cast consult the spirits at will, without expending mana or material components.

Prerequisites: You must have a magical or physical means of gaining echolocation. Speak to your GM.

You can sense your surroundings by sound. You have advantage on Perception checks that rely on hearing and have blindsight out to a range of 9 meters. You can’t use this blindsight while deafened and you have disadvantage on saving throws against loud sounds.

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Reflex saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You gain the services of a spirit that watches over you and protects you from harm. Whenever you finish a long rest, you gain the benefits of a death ward spell. The spell’s duration is extended to 24 hours.

You become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 1.5 meters or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

When you hit a creature with natural weapons, the bestial fury within you can curse your target with rabid fury. The target must succeed on a Fortitude saving throw (DC equal to 8 + your Constitution + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 poison damage.

You can use this feature a number of times equal to your Constitution (a minimum of once). You regain all expended uses when you finish a short or long rest.

You can unfailingly create false identities for yourself. You must spend seven days and 25 sp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence
  • Wisdom
  • Charisma
  • Class levels (if any)

At the GM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Prerequisites: Lycan Form feat

While in your lycan form you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.

Prerequisites: You know the disguise spell

You can cast disguise at will, without expending mana.

Prerequisites: Vampiric Nature feat

When you drop to 0 health outside your resting place, you transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that you aren’t in sunlight or running water. If you can’t transform, you are destroyed.

While in mist form, you have health equal to half your normal form’s health, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 6 meters, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water. You have advantage on Reflex and Fortitude saving throws, and you are immune to all nonmagical damage, except the damage you take from sunlight.

While in mist form, you can’t revert to your true form, and you must reach your resting place within 2 hours or be destroyed. Once in your resting place, you revert to your true form. You are then paralyzed until you regain at least 1 health. After spending 1 hour in your resting place with 0 health, you regains 1 health.

Prerequisites: You know the image spell

You can cast image at will, without expending mana.

Prerequisites: Awakened Mind feat

You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Your movement is unaffected by difficult terrain, you have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.

Prerequisites: The ability to cast at least one spell

You can end spells that hamper you and your allies. When you expend mana to cast a spell that restores health, you can simultaneously target the healed creature with dispel magic or restoration even if you do not know the spell. You expend mana as normal.

If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.

Shroud

10th
Prerequisites: You know the invisibility spell

You can cast invisibility at will, without expending mana.

Prerequisites: Totem Spirit feat

You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Your connection to the natural world deepens. As a bonus action you can root yourself to the ground. You can end this effect as a bonus action. While rooted you gain the following:

  • Your movement speed is 0.
  • You have advantage on ability checks and saving throws to avoid being knocked prone, pulled, or pushed.
  • You gain a +2 bonus to Defense.

You can use your action to increase your powers of perception. When you do so choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest.

Darkvision. You gain darkvision out to a range of 18 meters. If you already have darkvision, its range increases by 18 meters.

Ethereal Sight. You can see into the Ethereal Plane within 18 meters of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 3 meters of you that are within line of sight.

Once you use this feature, you must finish a short or long rest before you can use it again.

Prerequisites: You know the seeing eye spell

You can cast seeing eye at will, without expending mana.

Prerequisites: The ability to cast at least one spell

You gain the ability to make a creature unaware of your magical influence on it. When you cast a spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on a Will saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your spellcasting ability (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed thc duration of your spell.

Prerequisites: The ability to cast at least one spell

You project an aura of speed. While you aren’t incapacitated, you and each friendly creature within 9 meters of you who can see or hear you can take the Dash action as a bonus action.

Any ally that starts its turn within 9 meters of you and can see or hear you has its walking speed increased by 10 until the end of its turn.

You can spread your bestial ferocity to your allies. As a bonus action, you can choose a number of willing creatures you can see within 9 meters of you equal to your Constitution (minimum of one creature).

For 1 minute, you and the chosen creatures gain the following benefits:

  • gain 5 temporary health
  • speed increases by 3 meters
  • advantage on saving throws against being frightened

You gain an additional 5 temporary health for each creature that accepts the benefit.

You can use this feature a number of times equal to your Constitution (a minimum of once). You regain all expended uses when you finish a long rest.

Prerequisites: Aasimar or Celestial feat

You gain the ability to sprout a pair of feathery white wings from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

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.

Prerequisites: Tiefling or Fiendish feat

You gain the ability to sprout a pair of black leathery from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

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.

Prerequisites: Aarakocra

Your wings now grant you a flying speed of 18 meters.

Prerequisites: Dragonborn or Kobold

You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

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.

You can burrow through nonmagical, unworked, earth and stone with a burrow speed equal to half your walking speed. While doing so, you don’t disturb the material you move through.

Your connection with the energy flowing through nature increases your lifespan. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Your wounds mend in battle. You regain health equal to 1d6 + half your level if you end your turn in combat with less than half of your health remaining and you aren’t incapacitated.

You can run down your foes. If you move at least 3 meters in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Reflex saving throw (DC 8 + your proficiency bonus + your Strength) or be knocked prone. You can use this feature only once on each of your turns.

Healing energy flows all throughout your body, gradually undoing scars and strain. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Prerequisites: The ability to cast at least one spell

You cause the ground beneath you to transform into shifting glaciers. Your walking speed is increased by 6 meters as the glaciers propel you forward and the ground you move on is turned into difficult terrain for 1 minute. You can start or end this feature once on your turn.

Prerequisites: You know the shadow theme and the ability to cast at least one spell

You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you expend mana to cast a spell that creates an illusion, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Deception check you make to avoid detection.

Prerequisites: Death’s Gift feat

You have embraced dark energies to unnaturally extend your lifespan. You age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Prerequisites: The ability to cast at least one storm spell that deals damage

The winds carry you with ease. You gain a magical flying speed of 18 meters. As an action, you can reduce your flying speed to 9 meters for 1 hour and choose a number of creatures within 9 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 9 meters for 1 hour.

Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Prerequisites: Lycan Form feat

You can draw on your inner reserves to survive beyond death. As a reaction when you drop to 0 health, you can immediately regain an amount of health equal to your level + your Constitution.

Once you use this feature, you must finish a short or long rest before you can use it again.

Prerequisites: The ability to cast at least one spell; Intelligence, Wisdom, or Charisma of 3 or higher

You can increase the power of your simpler spells. When you expend mana or psi up to half your mana limit or psi limit to cast a spell that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d6 necrotic damage for each mana expended, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per mana increases by 1d6. This damage ignores resistance and immunity.

Prerequisites: The ability to create at least one concoction; Intelligence of 3 or higher

You can increase the power of your simpler concoctions. When you expend catalysts up to half your catalysts limit to use a concoction that deals damage, you can deal maximum damage with that concoction.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 4d6 necrotic damage for each catalyst expended, immediately after you use it. Each time you use this feature again before finishing a long rest, the necrotic damage per catalyst increases by 1d6. This damage ignores resistance and immunity.

A holy presence mends your wounds in battle. You regain health equal to 1d6 + half your level if you end your turn in combat with less than half of your health remaining and you aren’t incapacitated.

You are always under the effects of a protection from evil and good spell.

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can burrow through nonmagical sand with a burrow speed equal to half your walking speed. While doing so, you don’t disturb the material you move through.

You have advantage on saving throws against spells and other magical effects and you have resistance against the damage of spells and other magical effects.

Prerequisites: Totem Spirit feat

You gain a magical benefit based on a totem animal you chose as your totem spirit. Your totemic attunement is active while you don’t have full health and aren’t incapacitated.

Bear. Any creature within 1.5 meters of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle. You have a flying speed equal to your current walking speed plus an additional 3 meters. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. You can use a bonus action during your move to pass through the space of a creature when you move. That creature must succeed on a Reflex saving throw or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength.

Tiger. If you move at least 6 meters straight toward a creature right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf. If you hit a creature with a melee weapon attack, you can use a bonus action to attempt to knock it prone. The target must succeed on a Reflex saving throw or be knocked prone.

Your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

Prerequisites: Vampiric Nature feat

You gain the ability to sprout a pair of black leathery from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

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.

When you hit a creature with an attack and deal damage to it, you can also force it to make a Will saving throw.

On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there.

On a successful save, the creature can’t be banished by this feature for 24 hours.

All concoctions

As an action, you can create a vial of liquid that smells of sulfur. A creature can take the contents into their mouth and spit it out as an action as a green corrosive mist shoots forth. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 2d8 for each additional catalyst expended.

unstable, 1 minute/catalyst

As an action, you can create a vial of yellow fluid that is streaked with a white cloudy liquid and swirls on its own. A creature can drink the contents as an action to cause adrenaline to rush through its body, causing it to be hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional catalyst expended.

4 hours/catalyst

As an action, you can create this vial of orange liquid. A creature can drink the contents as an action to become bolstered with toughness and resolve. A creature’s maximum health and health increase by 15 for the duration.

Augment

The target’s health increase by an additional 20 for each additional catalyst expended.

As an action, you can create this vial of orange and green liquid. As an action, a creature can throw the vial at a point within 9 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 5d4 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, it takes half as much damage and no damage at the end of its next turn.

Augment

You can increase the damage by 3d4 for each additional catalyst expended.

As an action, you can create this vial of sticky, adhesive fluid which ignites when exposed to air. As an action, a creature can throw this vial at a point within 9 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 2d6 fire damage and is burning 2.

On a successful save, a creature takes half as much damage and doesn’t start burning.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 2d6 and the burning level by 1 for each additional catalyst expended.

  • Sticky Napalm. You can expend 1 additional catalyst to increase the burning DC by 2 and water and sand don’t extinguish the fire on the target. The effects of your sticky napalm end when the burning level on the target is reduced to 0.

As an action, you can apply this bubbling purple gel that eats through adhesives. It destroys normal adhesives (such as tar, tree sap, or glue) in a 1.5-meters cube in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (tanglefoot bags, spider webbing, and so on). It has no effect on fully magical adhesives, including sovereign glue.

Augment

You can apply this solvent in another 1.5-meters cube for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of rainbow liquid with a geometric shape suspended in it that continuously reforms into a different geometric shape. A creature can drink the contents as an action to look different until the effect ends or until it uses an action to dismiss it. You decide what change the potion will illicit, including height, weight, facial features, sound of voice, hair length, coloration, and distinguishing characteristics, if any. You can make the creature appear as a member of another species, though none of its statistics change. The creature also can’t appear as a creature of a different size than it, and its basic shape stays the same; if it’s bipedal, it can’t 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 concoction with the following options, expending catalysts for each option.
  • You can expend 1 additional catalyst to disguise the creature 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 catalyst to alter the creature’s smell to blend in with creatures using the scent ability or creatures who identify individuals by pheromones or other chemical senses.

1 hour/catalyst

As an action, you can create a vial of foul-tasting, milky tonic. A creature can drink the contents as an action to have advantage on saving throws against being poisoned, and have resistance to poison damage for the duration.

If it is poisoned, the poison is neutralized. If more than one poison afflicts the target, a random poison is neutralized.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to the poisoned condition and poison damage.

4 hours/catalyst

As an action, you can create a vial of liquid with bark suspended in it. A creature can drink the contents as an action so its skin takes on a rough, bark-like appearance for the duration. The creatures’s Defense becomes 13 + its Dexterity (max 4) as long as it isn’t wearing armor. The effect ends if the creature dons armor.

1 hour/catalyst

As an action, you can create a vial of liquid with fur suspended in it. A creature can drink the contents as an action to alter their physical form to gain different characteristics. When you use this ability, you have 1 catalyst to choose one or more of the following effects. Each effect has its own catalyst cost, reducing the pool of catalysts.

Amphibious (1 catalyst). You gain gills; you can breathe air and water.

Bear’s Endurance (1 catalyst). You have advantage on constitution checks and gain 3d6 temporary health, which is lost when the spell ends.

Bull’s Strength (1 catalyst). You have advantage on strength checks, and your carrying capacity doubles.

Cat’s Grace (1 catalyst). You have advantage on dexterity checks and you don’t take damage from falling 6 meters or less if you aren’t incapacitated.

Climbing (1 catalyst). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Camouflage (1 catalyst). Your skin and equipment take on the color and texture of nearby objects, including floors and walls, masking you from detection. For the duration, you have advantage on Stealth checks.

Echolocation (3 catalysts). You gain the ability to sense your surroundings by sound. For the duration, you have advantage on Perception checks that rely on hearing and have blindsight out to a range of 9 meters. If you already have blindsight, its range increases by 9 meters. You can’t use this blindsight while deafened.

Keen Senses (1 catalyst). Your eyes, ears, or nose become more sensitive. You gain advantage on Perception checks.

Natural Weapons (1 catalyst). You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Your unarmed strikes also becomes magical, if they aren’t already.

Nocturnal (2 catalysts). Your eyes become accustomed to the dark. You have darkvision out to a range of 18 meters.

Swimming (1 catalyst). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Spider Climb (1 catalyst). If you have a climbing speed, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Tough Hide (1 catalyst, lasts 4 hours/catalyst). Your skin becomes as tough as leather; Your Defense becomes 13 + your Dexterity (max 4).

Augment

You can increase the pool of catalysts by 1 for each additional catalyst expended.

1 hour/catalyst

As an action, you can apply this clear resin that protects a weapon from harmful attacks from oozes, rust monsters, and similar things, rendering the weapon immune for the duration. One pot can coat one single two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Immersing the weapon in water or similar liquid washes it off.

1 hour/catalyst

As an action, you can create a vial of liquid that sounds like a polyglot of languages when the cork is removed. A creature can drink the contents as an action to understand the literal meaning of any spoken language that it hears. The creature also understand any written language that it sees, but it must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This effect doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Augment

Tongues Potion. You can expend 1 additional catalysts so the creature also understands the true meaning of any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

As an action, you can create a vial that holds a regular flame that sheds light equivalent in brightness to a torch and lasts until the vial is broken. The flame creates no heat and doesn’t use oxygen.

unstable, 10 minutes/catalyst

As an action, you can create this acidic oil. As an action, a creature can coat one weapon with the oil to cause it corrode creatures it hits. For the duration, the weapon deals an extra 1d6 acid damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every other additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of liquid that optically appears bigger or smaller than it actually is. A creature can drink the contents as an action to change its appearance, gaining an illusory appearance.

The effect disguises physical appearance as well as clothing, armor, weapons, and equipment. The creature can choose to seem 30 centimeters shorter or taller and appear thin, fat, or in between. The creature can’t change its body type, so it must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to the creature. The effect lasts for the duration, unless the creature uses its action to dismiss it sooner.

The changes wrought by this effect fail to hold up to physical inspection. For example, if this effect is used to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If this effect is used to appear thinner than the creature is, the hand of someone who reaches out to touch the creature would bump into it while it was seemingly still in midair.

A creature can use its action to inspect a target and make a Will saving throw against your alchemical save DC. If it succeeds, it becomes aware that the target is disguised.

1 minute/catalyst

As an action, you can create this sealed jar. A creature can open it as an action to release an overwhelmingly antiseptic odor so that it covers other smells for the duration. Creatures within a sphere of the jar have advantage on all saving throws against scent based attacks and effects while the sap’s odor remains, but they have disadvantage on any scent-based Perception checks during that time.

As an action, you can create a packet dust. A creature can use an action to sprinkle a pinch of it over water. The dust turns a sphere of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a Fortitude saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one.

Augment

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

unstable, 1 minute/catalyst

As an action, you can create a vial of red liquid that continuously contracts to a tiny bead and then expands to color the clear liquid around it. A creature can drink the contents as an action to grow larger or smaller for the duration.

Everything the creature is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The creature’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the creature to double its size, the creature or object attains the maximum possible size in the space available. Until the effect ends, the creature also has advantage on Strength checks. The creature’s weapons also grow to match its new size. While these weapons are enlarged, the creature’s attacks with them deal 1d6 extra damage.

Reduce. The creature’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the effect ends, the creature also has disadvantage on Strength checks. The creature’s weapons also shrink to match its new size. While these weapons are reduced, the creature’s attacks with them deal 1d6 less damage (this can’t reduce the damage below 1).

Augment

You can expend 1 additional catalyst to enlarge or reduce the creature’s size one additional step.

Enlarge. The creature gains 10 temporary health and its reach increases by 1.5 meters.

Reduce. The creature had advantage on Stealth checks and can move through tight areas.

unstable, 10 minutes/catalyst

As an action, you can create this poisonous oil. As an action, a creature can coat one weapon with the oil to cause it inject poison into creatures it hits. For the duration, the weapon deals an extra 1d6 poison damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every other additional catalyst expended.

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 9 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 2d6 concussion damage and 2d6 fire damage.

On a successful save, it takes half as much damage.

Augment

You can increase the fire damage by 1d6 and the concussion damage by 2d6 for each additional catalyst expended.

As an action, you can create a vial of liquid that smells of kerosene. A creature can take the contents into their mouth and spit it out as an action as a thin sheet of flames shoots forth. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d6 fire damage and is burning 1.

On a successful save, a creature takes half as much damage and doesn’t start burning.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

Augment

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

unstable, 10 minutes/catalyst

As an action, you can create this flammable oil. As an action, a creature can coat one weapon with the oil to cause it to ignite in flames. For the duration, the weapon deals an extra 1d6 fire damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every other additional catalyst expended.

unstable, 1 minute/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 9 meters, where it explodes on impact. Each creature in a sphere twice as big as normal must succeed on a Fortitude saving throw or be blinded 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.

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 9 meters, where it explodes on impact. Fog spreads to fill a sphere twice as big as normal for the duration. The fog spreads around corners. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 16 kilometers per hour) disperses it.

unstable, 10 minutes/catalyst

As an action, you can create this dark, cold oil. As an action, a creature can coat one weapon with the oil to cause it to freeze creatures it hits. For the duration, the weapon deals an extra 1d6 cold damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every other additional catalyst expended.

4 hours/catalyst

As an action, you can create a vial of light blue liquid that continuously produces a coating of ice on the outside of the vial. A creature can drink the contents as an action. While it isn’t wearing armor a protective coating of ice surrounds its body until the effect ends. The creature’s Defense becomes 13 + its Dexterity (max 4). The effect ends if the target dons armor or if it dismisses the effect as an action.

1 minute/catalyst

As an action, you can create this vial of oily grease. As an action, a creature can throw the vial at a point within 9 meters. Slick grease covers the ground in a sphere twice as big as normal centered on the point and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

If any fire touches the grease, it ignites. When a creature enters the burning area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 1d6 fire damage and is burning 1.

On a successful save, a creature takes half as much damage and doesn’t start

As an action, you can create two vials of red liquid that glimmers when agitated. A creature can drink the contents as an action to regain 2d8 health. This potion has no effect on undead or constructs.

Augment

You can increase the healing for each potion by 3d8 for each additional catalyst expended.

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 9 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failed save, a creature takes 3d8 necrotic damage and cannot speak or use breath weapons until the end of your next turn as a visible line of swirling air leaves the creature’s mouth.

On a successful save, it takes half as much damage.

This has no effect on creatures that do not breathe.

Augment

You can increase the damage by 2d8 for each additional catalyst expended.

1 minute/catalyst

As an action, you can create this vial of light blue liquid. As an action, a creature can throw the vial at a point within 9 meters. A thin layer of ice covers the ground in a sphere that is twice as big as normal centered on the point and turns it into difficult terrain for the duration.

When the ice appears, each creature standing in its area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

10 days

As you spend 1 minute to write on parchment, paper, or some other suitable writing material, the ink you use transforms into a potent illusion that lasts for the duration.

To you and any creatures you designate when you create the writing, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the effect be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

unstable, 1 minute/catalyst

As an action, you can create a container that looks empty but feels as though it holds liquid. A creature can drink the contents as an action to become invisible for the duration. Anything the creature is wearing or carrying is invisible as long as it is on its person. The invisibility ends if it attacks, throws a concoction, uses a maneuver, or casts a spell.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Continued Invisibility Potion. You can expend 1 additional catalyst to change the duration to 1 hour/catalyst.

  • Dust of Disappearance. You can expend 1 additional catalysts to turn the concoction into dust that you store in a small packet. A creature can use an action to throw the dust into the air, causing each creature and object within 3 meters to become invisible for the duration. The duration is the same for all subjects. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

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

As an action, you can create a packet of fine gray powder. As an action, a creature can throw the packet at a point within 9 meters, where it bursts on impact. Each creature in a sphere twice as big as normal centered on that point must succeed on a Fortitude saving throw or be affected for 1 minute. An affected creature has disadvantage on attack rolls and ability checks.

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

1 day/catalyst

As an action, you can create this vial of emerald-colored adhesive made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. As an action, a creature can throw the vial at a point within 9 meters, shattering it on impact. Each creature in a sphere twice as big as normal centered on that point must make a Reflex saving throw.

On a failed save, a creature smells like weak prey to predators. Creatures can smell a marked creature at five times the normal range. If they smell it, they can note its direction, pinpoint it when it is within 9 meters, and track it by scent with advantage on its ability checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.

1 hour/catalyst

As an action, you can create a vial of liquid that smells like a library. A creature can drink the contents as an action to learn a language or gain proficiency in a skill for the duration.

unstable, 1 minute/catalyst

As an action, you can create a vial of clear fluid that has electricity running through it. A creature can drink the contents as an action to be hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional catalyst expended.

As an action, you can create this vial. As an action, a creature can throw the vial at a point within 9 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 3d8 cold damage and is slowed 1 until the end of its next turn.

On a successful save, it takes half as much damage and isn’t slowed.

Augment

You can increase the damage by 2d8 for each additional catalyst expended.

As an action, you can create a vial of liquid with an image of animal tracks suspended in it. A creature can drink the contents as an action and think of a specific kind of beast by name or description. The creature learns the direction and distance to the closest creature of that kind within 8 kilometers, if any are present.

unstable, 5 minutes/catalyst

As an action, you can create a vial of copper liquid with an object suspended in it. A creature can drink the contents as an action to sense the direction to an object’s location, as long as that object is within 305 meters of the creature. If the object is in motion, the creature knows the direction of its movement.

The effect can locate a specific object known to the creature, as long as it has seen it up close—within 9 meters—at least once. Alternatively, the effect can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This effect can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between the creature and the object.

Augment

Locate Creature. You can expend 1 additional catalysts to locate a creature instead of an object. The drinker senses the direction to the creature’s location, as long as that creature is within 305 meters of the drinker. If the creature is moving, the drinker knows the direction of its movement.

The effect can locate a specific creature known to the drinker, or the nearest creature of a specific kind (such as a human or a unicorn), so long as it has seen such a creature up close—within 9 meters—at least once. If the creature is in a different form, such as being under the effects of a polymorph spell, this effect doesn’t locate the creature.

This effect can’t locate a creature if running water at least 3 meters wide blocks a direct path between the drinker and the creature.

As an action, you can create a vial of light seafoam green liquid that has a cube of ice floating in it. A creature can drink the contents as an action to learn the direction and distance to the closest substantial body of water within 8 kilometers, if any are present.

unstable, 1 minute/catalyst

As an action, you can create an orange paste that causes a euphoric feeling that makes the consumer feel invulnerable. A creature can drink the contents as an action. Until the effect ends, the creature is immune to being frightened and gains 2d8 temporary health at the start of each of its turns. When the effect ends, the target loses any remaining temporary health from this effect.

Augment

You can increase the temporary health by 1d6 for each additional catalyst expended.

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 9 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failed save, a creature takes 1d6 fire damage and 3d6 piercing damage.

On a successful save, it takes half as much damage.

Augment

The fire and bludgeoning damage increase by 1d8 and the piercing damage increases by 2d8 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a philter of rose-hued, effervescent liquid that contains one easy-to-miss bubble shaped like a heart. A creature can drink the contents as an action so the next time it sees a creature within 10 minutes, it becomes charmed by that creature for the duration. If the creature is of a species and gender the drinker is normally attracted to, it regards it as its true love while it is charmed.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that has green and orange pieces suspended in it. A creature can drink the contents as an action to gain resistance to acid damage for the duration.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to acid damage.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that is cold to the touch. A creature can drink the contents as an action so ice rimes its body. The creature has resistance to cold damage, ignores the effects of extreme cold, and can move across difficult terrain created by ice or snow without spending extra movement for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Immunity. You can expend 2 additional catalysts so the creature is immune to cold damage.

  • Fire Resistant. You can expend 1 additional catalysts so the creature has resistance to fire damage.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that has scorched pieces suspended in it. A creature can drink the contents as an action so harmless flames race across its body. As a bonus action, the creature can have the flames shed bright light in a 6-meters radius and dim light for an additional 6 meters. Additionally, the creature has resistance to fire damage, advantage on ability checks to end the burning condition, and ignores the effects of extreme heat for the duration.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • Immunity. You can expend 2 additional catalysts so the creature is immune to fire damage.

  • Cold Resistant. You can expend 1 additional catalysts so the creature has resistance to cold damage.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that has green pieces suspended in it. A creature can drink the contents as an action to have advantage on saving throws against being poisoned, and resistance to poison damage for the duration.

If it is poisoned, one poison is neutralized. If more than one poison afflicts the creature, one poison is neutralized at random.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to the poisoned condition and poison damage.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that has blue pieces suspended in it. A creature can drink the contents as an action to gain resistance to concussion and lightning damage for the duration.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to concussion and lightning damage.

As an action, you can create a vial of liquid that smells like moldy cheese and has the texture of a troll’s skin. A creature can drink the contents as an action to stimulate its natural healing process. The creature regains 3d8 health immediately and regains additional health equal to half the amount healed by this effect at the end of its next turn.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the healing by 4d8 for each additional catalyst expended.

  • Major Regeneration. You can expend 2 additional catalyst to stimulate major natural healing. The creature regains the normal amount of health. The duration changes to 1 minute/catalyst and for the duration of the effect, the creature regains 5 health at the start of each of its turns (50 health each minute).

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

4 hours/catalyst

As an action, you can create a vial of liquid with pieces of rock suspended in it. A creature can drink the contents as an action so its skin takes on a rough, rock-like appearance for the duration. The creatures’s Defense becomes 13 + its Dexterity (max 4) as long as it isn’t wearing armor. The effect ends if the creature dons armor.

unstable, 10 minutes/catalyst

As an action, you can create this clear, gelatinous oil that sparkles with tiny, ultrathin silver shards. As an action, a creature can coat one slashing or piercing weapon with the oil to sharpen its edge. For the duration, the weapon deals an extra 1d6 damage when it hits.

Alternatively, you can coat a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every other additional catalyst expended.

unstable, 10 minutes/catalyst

As an action, you can create this oil that stings to the touch. As an action, a creature can coat one weapon with the oil to cause it to become electrified. For the duration, the weapon deals an extra 1d6 lightning damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every other additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of liquid that continuously changes color and smell, rotates through religious and arcane symbols, jumps up and down within its container, and suddenly vanishes. A creature can drink the contents as an action to deepen its understanding of its own talent. It gains proficiency in one skill of its choice until the effect ends.

1 hour/catalyst

As an action, you can create a vial of liquid that contains three easy-to-miss bubbles shaped like Zs. A creature can drink the contents as an action. The creature must make a Will saving throw.

On a failed save, the creature falls unconscious. The creature is unconscious until the effect ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

This is a charm effect. Undead and creatures immune to being charmed aren’t affected by this effect.

4 hours/catalyst

As an action, you can create a vial of green liquid that continuously produces a goopy coating on the outside of the vial. A creature can drink the contents as an action. While it isn’t wearing armor its body becomes slick until the effect ends. The creature’s Defense becomes 13 + its Dexterity (max 4). The effect ends if the creature dons armor or if it dismisses the effect as an action.

1 hour/catalyst

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 9 meters, where it explodes on impact. Smoke spreads to fill a sphere twice as big as normal for the duration. The smoke spreads around corners. A creature with darkvision can’t see through this smoke. Non-magical light, as well as light created by spells of using equal or less energy, can’t illuminate the area.

5 minutes/catalyst

As an action, you can create a vial of liquid that releases a quiet howl like a wolf when opened. A creature can drink the contents as an action to gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.

1 hour/catalyst

As an action, you can create a vial of liquid with a grasshopper’s hind legs suspended in it. A creature can drink the contents as an action to increase its speed by 3 meters and have advantage on Athletics checks to jump until the effect ends.

Augment

Expeditious Potion. You can expend 1 additional catalyst so the creature can move at an incredible pace. The duration changes to 5 minutes/catalyst. When the creature drinks the potion, and then as a bonus action on each of its turns until the effect ends, the target can take the Dash action.

As an action, you can create a vial of fluid that smells like the smeller’s favorite meal, but tastes like paper. A creature can drink the contents as an action to receive enough sustenance to satisfy its solid and liquid nourishment needs for a day.

1 minute/catalyst

As an action, you can create a bag of sticky, adhesive, black tar. As an action, a creature can throw the bag at a point within 9 meters, where it bursts on impact. Sticky, adhesive, tar covers the ground in a sphere centered on the point and turns it into difficult terrain for the duration.

When the tar appears, each creature standing in its area must succeed on a Reflex saving throw or be restrained. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or be restrained.

A creature restrained by the tar or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your alchemical save DC.

On a success, the target is freed.

1 minute/catalyst

As an action, you can create this stone. As an action, a creature can throw this stone at a point within 9 meters, where it shatters on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failed save, a creature takes 4d6 concussion damage and is deafened for the duration.

On a successful save, it takes half as much damage and isn’t deafened.

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

Augment

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

5 minutes/catalyst

As an action, you can create a vial of liquid. A creature can inject the serum as an action. The injected creature must make a Will saving throw.

On a failed save, a creature can’t speak a deliberate lie for the duration. You know whether the creature succeeds or fails on its saving throw. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.

unstable, 5 minutes/catalyst

As an action, you can create a vial of clear liquid that has wind continuously moving within it. A creature can pour the contents on itself as an action to gain one of the following benefits for the duration:

  • It gains a +2 bonus to Defense
  • Ranged weapon attacks made against it have disadvantage on the attack roll
Augment

You can expend 1 additional catalyst so the concoctions gives both benefits.

As an action, you can create this vial of clear liquid with a constant sparkle. As an action, a creature can throw the vial at a point within 9 meters, shattering it on impact. All nonmagical liquid within a sphere centered on a point of your choice within 9 meters is purified and rendered free of poison and disease.

1 hour/catalyst

As an action, you can create a vial of clear liquid that has an air bubble suspended in it. A creature can drink the contents as an action to have a bubble of air around their head for the duration. The air allows the creature to breathe and it continuously renews itself.

1 hour/catalyst

As an action, you can create a vial of foul-tasting, milky tonic. A creature can drink the contents as an action to have advantage on saving throws against diseases.

If it is diseased, the disease is cured. If more than one disease afflicts the target, a random disease is cured.

unstable, 5 minutes/catalyst

As an action, you can create a vial of liquid with feathers or leather suspended in it. A creature can drink the contents as an action to alter their physical form so wings spread out from their back and they gain a flying speed of 18 meters for the duration. The wings can appear feathery or leathery. When this spell’s duration would end, if the creature is still flying, it floats gently to the ground at 18 meters per round.

5 minutes/catalyst

As an action, you can create a vial of grey liquid that appears to be out of focus. A creature can drink the contents as an action to become blurred, shifting and wavering to all who can see it. For the duration, any creature has disadvantage on attack rolls against the creature. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

unstable, 1 minute/catalyst

As an action, you can create this vial full of sticky webs. As an action, a creature can throw this bomb at a creature within 9 meters, shattering it on impact. Writhing strands of webbing wrap up the creature like a mummy. The target must succeed on a Reflex saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Reflex saving throw.

On a successful save, it breaks free and the concoction ends on the target.

The cocoon has 10 Defense and 30 Health. When reduced to 0 health, the cocoon is ripped open, which frees the target.

As an action, you can create a vial of liquid which smells of nature: dirt, trees, caves, and water. A creature can drink the contents as an action to briefly gain a profound sense of the surrounding territory. In the outdoors, the creature can sense details about the land within 4.75 kilometers of it. In caves and other natural underground settings, the radius is limited to 90 meters. The effect doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

The creature instantly gain knowledge of up to three facts of its choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, the creature could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

unstable, 1 hour/catalyst

As an action, you can create a vial of liquid whose smells momentarily spikes the adrenaline of a creature who smells it. A creature can drink the contents as an action to sense the presence of danger within 35 meters. For the duration, the creature can’t be surprised, attack rolls against it can’t gain advantage, it has advantage on initiative checks, it has advantage on Perception checks to find traps, and it has advantage on Reflex saving throws to avoid traps.

4 hours/catalyst

As an action, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to gain the ability to see in the dark. For the duration, the creature has darkvision out to a range of 18 meters. If it already has darkvision, its range increases by 18 meters.

4 hours/catalyst

As an action, you can create a vial of warm, yellow liquid. A creature can drink the contents as an action to gain the ability to see in bright areas. For the duration, that creature suppresses the effects of the Sunlight Sensitivity species trait for the duration.

4 hours/catalyst

As an action, you can create a vial of black and white liquid that continuously swirls. A creature can drink the contents as an action to be granted a measure of protection from death.

The first time the creature would drop to 0 health as a result of taking damage, the creature instead drops to 1 health, and the effect ends.

If the effect is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the effect ends.

Augment

You can expend 1 additional catalyst so the target gains 3d10 temporary health when it drops to 1 health.

4 hours/catalyst

As an action, you can create a vial of cold, oily liquid. A creature can drink the contents as an action to suppress the effects of the Sunlight Sensitivity species trait for the duration.

unstable, 4 hours/catalyst

As an action, you can create a vial of liquid with a forked branch suspended in it. A creature can drink the contents as an action to find the shortest, most direct physical route to a specific fixed location that it is familiar with on the same plane of existence. If the destination is on another plane of existence, if the destination moves (such as a mobile fortress), or if the destination isn’t specific (such as “a green dragon’s lair”), the effect fails.

For the duration, as long as the creature is on the same plane of existence as the destination, it knows how far it is and in what direction it lies. While the creature are traveling there, whenever it is presented with a choice of paths along the way, it automatically determines which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

As an action, this 30-centimeters-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. It flies up to 35 meters where it explodes with a dazzling display of colors. Each creature in a sphere must make a Fortitude saving throw.

On a failed save, a creature takes 3d8 fire damage and is blinded and deafened until the end of its next turn.

On a successful save, a creature takes half as much damage.

Augment

You can increase the damage by 1d8 for each additional catalyst expended.

unstable, 1 minute/catalyst

As an action, you can create a vial of liquid whose liquid is ghostly transparent. A creature can drink the contents as an action to gain the ability to see through solid objects to a range of 9 meters. Within that range, the creature has darkvision if it doesn’t already have it. For the duration, the creature perceives objects as ghostly, transparent images.

This vision can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt.

unstable, 1 hour/catalyst

As an action, you can create a vial of liquid with a cricket that continuously expands suspended in it. The vial can be poured on an insect to transform it into a giant version of its natural form. The insect is friendly to you and your companions, and it disappears when it drops to 0 health, when you use another giant insect liquid concoction, or when the concoction ends.

Centipede. A centipede becomes a Giant Centipede.

Spider. A spider becomes a Giant Wolf Spider (+2 damage on bite) or a Giant Spider.

Wasp. A wasp becomes a Giant Wasp.

Other Insects. An insect becomes a Swarm of Insects.

The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

When it attacks, make a melee alchemical attack in place of its attack, but retain the damage and other effects.

As a bonus action on each of your turns, you can verbally command any creature you enlarged with this concoction if the creature is within 90 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 action 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.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can transform one additional creature for every 1 additional catalyst expended.

  • Swarm of Poisonous Snakes. You can expend 1 additional catalyst to transform a snake into a Swarm of Poisonous Snakes. You can transform one additional creature for every 2 additional catalysts expended.

  • Giant Scorpion. You can expend 1 additional catalysts to transform a scorpion into a Giant Scorpion.

1 minute/catalyst

As an action, you can create this vial of yellow and pink swirling gas. As an action, a creature can throw the vial at a point within 9 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw against poison.

On a failed save, a creature takes 3d8 poison damage and is poisoned and confused for the duration.

On a successful save, a creature takes half as much damage and isn’t poisoned and confused.

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

Augment

You can increase the damage by 1d8 for each additional catalyst expended.

As an action, you can create a vial of liquid with a shining gold object suspended in it. A creature can drink the contents as an action to brings to its mind a brief summary of the significant lore about a person, place, or object. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing isn’t of legendary importance, the creature gains no information. The more information the creature already has about the thing, the more precise and detailed the information it receive is.

The information the creature learns is accurate, but might be couched in figurative language. For example, if the creature has a mysterious magic axe on hand, the effect might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”

unstable, 5 minutes/catalyst

As an action, you can create a vial of clear liquid that floats at the top of its container and has cloudy white impurities drifting in it. A creature can drink the contents as an action to rise vertically, up to 9 meters, and remain suspended there for the duration. The potion can levitate a creature that weighs up to 135 kilograms.

The creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. The creature can change its altitude by up to 9 meters in either direction on its turn as part of its move.

If the creature is still aloft when the effect ends, the creature descends 18 meters per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Augment

Flying Potion. You can expend 1 additional catalyst so the creature gains a flying speed of 18 meters for the duration instead of levitating.

4 hours/catalyst

As an action, you can create a vial of liquid that shifts from orange to blue and from hot to cold. A creature can drink the contents as an action so their body automatically adapts to hostile environments. The creature can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing it to survive as if it were a creature native to that environment. The creature can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and it takes no damage simply from being in that environment. You need not specify what environment the potion is adapting to when you create this concoction; simply activate it, and the creature’s body will instantly adapt to any hostile environment as needed throughout the duration.

The creature can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage each round deals the creature only half the usual amount of damage.

As an action, you can create this vial of neon green swirling gas. As an action, a creature can throw the vial at a point within 9 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw against poison.

On a failed save, a creature is paralyzed until the end of its next turn.

unstable, 1 hour/catalyst

As an action, you can create a vial of purple liquid. A creature can drink the contents as an action to gain historical visions of a given location within 18 meters or object the creature touches.

Location. Rooms, streets, tunnels, and other discrete locations accumulate impressions left by powerful emotions experienced in a given area. These impressions offer the creature a picture of the location’s past.

The types of events most likely to leave impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a caster to detect.

The vision of the event is dreamlike and shadowy. The creature does not gain special knowledge of those involved in the vision, though it might be able to read large banners or other writing if they are in its language.

Beginning with the most recent significant event at a location and working backward in time, the creature can sense one distinct event for every 10 minutes it maintains concentration, if any such events exist to be sensed.

Object. The creature experiences dreamlike and shadowy visions which let it learn about the past owners of an object. The creature learns the owner’s species, gender, age, and how the owner gained and lost the object. Beginning with the most recent owner of an object and working backward in time, the creature can sense one distinct owner for every 10 minutes it maintains concentration, if any such owner exists to be sensed.

Track. The creature can track creatures with an Intelligence of −4 or greater by following the trails of mental energy they leave behind. The creature has advantage on Streetwise and Wilderness checks made to track such creatures.

The impressions can extend 100 years into the past.

Augment

The impressions can be 500 years further in the past for each additional catalyst expended.

As an action, you can create a vial of liquid that looks, smells, and tastes like a healing potion or other beneficial potion. However, it is actually poison. A detect magic spell reveals its true nature.

A creature can drink the contents as an action. If a creature drinks it, it must succeed on a Fortitude saving throw or take 3d6 poison damage and be poisoned. At the start of each of its turns while it is poisoned in this way, it takes 3d6 poison damage. At the end of each of its turns, it can repeat the saving throw.

On a successful save, the poison damage it takes on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Augment

You can increase the damage by 5d6 for each additional catalyst expended.

As an action, you can create a vial of liquid that appears to have a visible infection in the middle that is continuously washed clean. A creature can drink the contents as an action to remove the blinded, deafened, paralyzed, or poisoned condition.

Augment

Greater Purification Potion. You can expend 1 additional catalysts to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed or petrified it, or reduce its exhausted level by one.

unstable, 5 minutes/catalyst

As an action, you can create a vial of silvery liquid that glows brilliantly. A creature can drink the contents as an action so it can’t become diseased, has resistance to poison damage, and has advantage on saving throws against affects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralysed, poisoned, or stunned.

10 days

As an action, you can spread this oil on a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The effect also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this effect don’t count against the time limit of spells such as resurrection.

As an action, you can create a vial of liquid that sparkles with hints of silver. A creature can drink the contents as an action to remove the blinded, deafened, or paralyzed condition.

Augment

Greater Restoration Potion. You can expend 1 additional catalysts to instead remove any reductions to one of its abilities, remove one effect that reduces its maximum health, remove one effect that charmed or petrified it, or reduce its exhausted level by one.

As an action, you can create a vial of liquid with a humanoid shape suspended in it that continuously has its head sewn onto its body. As an action, you can feed this potion to a creature that has died within the last minute. That creature returns to life with 1 health. This effect can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

1 hour/catalyst

As an action, you can create a vial of goopy yellowish liquid. A creature can drink the contents as an action so its senses are almost impossible to foil. For the duration, the creature has advantage on Perception checks and can see things as they truly are out to a range of 35 meters, allowing it to:

  • see invisible creatures and objects
  • see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Augment

True Seeing potion. You can expend 1 additional catalysts so the creature has truesight, allowing it to see the following in addition to those listed above:

  • see in normal and magical darkness
  • automatically detect visual illusions and succeed on saving throws against them
  • perceive the original form of a shapechanger or a creature that is transformed by magic
1 hour/catalyst

As an action, you can create this vial of sticky black unguent that is thick and heavy in the container, but flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 1.5 meters of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.

1 minute/catalyst

As an action, you can create this vial of slowly swirling neon blue gas. As an action, a creature can throw the vial at a point within 9 meters, shattering it on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw against poison.

On a failed save, a creature takes 5d6 poison damage and is poisoned and slowed 1 for the duration.

On a successful save, a creature takes half as much damage and isn’t poisoned and slowed.

A creature 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 concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 2d6 for each additional catalyst expended.

  • You can increase the slowed level by 1 for each additional mana expended.

As an action, you can create a packet of coarse yellowish-red powder. As an action, a creature can throw the packet at a point within 9 meters, where it bursts on impact. Each creature in a sphere twice as big as normal centered on that point must succeed on a Fortitude saving throw or be affected for 1 minute. An affected creature spends its action sneezing. Creatures that don’t need to breathe automatically succeed on this saving throw.

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

5 minutes/catalyst

As an action, you can create a vial liquid with rocky pieces suspended in it. A creature can drink the contents as an action to turns its flesh as hard as stone. For the duration, the creature has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Augment

Ironskin. You can expend 1 additional catalyst so the target has resistance to bludgeoning, piercing, and slashing damage from weapons.

1 hour/catalyst

As an action, you can create a vial of liquid that smells and tastes like the inside of a cave. A creature can drink the contents as an action so its skin receives sensory inputs, allowing it to feel light and sound. Its face must be uncovered to use this effect, as the skin of its face acts as the sensory receiver. It gains blindsight out to a range of 9 meters. If it already has blindsight, its range increases by 9 meters.

1 minute/catalyst

As an action, you can create a vial of viscous crimson liquid that smells and tastes foul. A creature can drink the contents as an action. When the oil is drunk—and at the start each of the creature’s turns thereafter—it regains 3d4 health.

If the creature is able to regenerate, it does not become wounded or incapacitated as a result of regaining health.

If the creature takes acid or fire damage, this healing doesn’t function at the start of the creature’s next turn.

Augment

You can increase the healing by 2d4 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial of cloudy green fluid that smells of the sea and has a jellyfish-like bubble floating in it. A creature can drink the contents as an action to breathe underwater for the duration, but retains its normal breathing pattern.

1 hour/catalyst

As an action, you can create a vial of blue-green fluid that has lily pads floating on top of the liquid. A creature can drink the contents as an action to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

If a submerged creature drinks this potion, the effect carries the target to the surface of the liquid at a rate of 18 meters per round.

unstable, 1 hour/catalyst

As an action, you can create this vial full of sticky webs. As an action, a creature can throw the vial at a point point within 9 meters, shattering it on impact. A mass of thick, sticky webbing expands from that point. The webs fill a sphere twice as big as normal from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the concoction ends at the start of your next turn. Webs layered over a flat surface have a depth of 1.5 meters.

Each creature that starts its turn in the webs or that enters them during its turn must make a Reflex saving throw.

On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make an Acrobatics or Brawn check (its choice) against your alchemical save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 1.5-meters cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

1 hour/catalyst

As an action, you can create a vial of rainbow liquid with fur suspended in it. A creature can drink the contents as an action to transform into a beast companion form that you know, using 2 resources. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your proficiency bonus.

The drinker can revert to its normal form earlier by using a bonus action on its turn. It automatically revert if the concoction ends, if it falls unconscious, if it drops to 0 health, or if it dies.

While the drinker is transformed, the following rules apply:

  • Its game statistics are replaced by the statistics of the chosen companion form, though it retains its personality, and Intelligence, Wisdom, and Charisma. It also retains all of its skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as the drinker and the bonus in its stat block is higher than the drinkers, use the creature’s bonus instead of the drinkers.
  • The drinker retains its health and Health Dice. It gains temporary health equal to the companion form’s Constitution multiplied by double the amount of resources used.
  • The drinker’s ability to speak or take any action that requires hands is limited to the capabilities of the beast form.
  • The drinker retains the benefit of any feats and features from your class, species, or other source and can use them if the new form is physically capable of doing so with the following limitations
    • The drinker can’t use any of its special senses, such as darkvision, unless the new form also has that sense.
    • The drinker can’t cast spells. Transforming doesn’t break concentration on a spell the drinker already cast, however, or prevent it from taking actions that are part of a spell, such as call lightning, that it already cast.
    • The drinker retains its mana, mana limit, stamina dice, and dice limit, but does not gain the new form’s mana or stamina dice.
    • The drinker can use any maneuver it knows or a maneuver known by the new form.
    • You can expend catalysts so the form gains 3 stamina dice per catalyst expended, up to your catalyst limit.
  • The drinker chooses whether its equipment falls to the ground in its space, merges into its new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape. The drinker’s equipment doesn’t change shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until the drinker leaves the form.
Augment

The potion drinker can use an additional resource for each additional catalyst expended. If you expend 5 or more catalysts and the concoction lasts for the duration, the transformation lasts until it is dispelled.

1 hour/catalyst

As you spend 1 minute, you can create a vial of clear liquid that that has clouds suspended in it. A creature can drink the contents as an action to assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 90 meters and has resistance to damage from nonmagical attacks. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the effect ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 18 meters per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

1 hour/catalyst

As an action, you gain the gift of glibness. When you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

unstable, 5 minutes/catalyst

As an action, you can create a vial of syrupy liquid that looks like liquified iron. A creature can drink the contents as an action to have resistance to all damage for the duration.

Augment

You can expend 2 additional catalysts so the creature is immune to all damage instead of having resistance.

As an action, you can create a vial of milky liquid with a strong alcohol smell. A creature can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 0.093 square meters of adhesive it touches, including sovereign glue.

4 hours/catalyst

As an action, you can create a vial of liquid with an hourglass suspended in it. A creature can drink the contents as an action to gain a limited ability to see into the immediate future. For the duration, the creature can’t be surprised and have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against it for the duration.

This effect immediately ends if the creature uses it again before its duration ends.

All maneuvers

As a reaction, which you take when you make an Acrobatics check, you can compose yourself with grace. You have a +2 bonus on the triggering Acrobatics ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Acrobatics ability check.

As a bonus action, you can take the Stealth action without expending your action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage roll if you have advantage on the attack roll, or if the target is within 1.5 meters of another enemy of the target that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 stamina die so your first Stealth check before the end of your next turn is made with advantage.

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

As a reaction, which you take when you make an Athletics check, you push through with pure athleticism. You have a +2 bonus on the triggering Athletics ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Athletics ability check.

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you can make an additional attack roll against it without expending your action. If you hit, the creature takes bludgeoning damage equal to the stamina die + half your maneuver ability (rounded down).

Enhance

You can make an additional attack roll for each additional stamina die expended.

As a bonus action, you can swap places with a willing ally within 1.5 meters, provided you spend at least 1.5 meters of movement. This movement doesn’t provoke opportunity attacks.

As a reaction, which you take when you or a creature that you can touch or see within 1.5 meters of you is hit by an attack, you can block the blow with your shield or weapon. Until the start of your next turn, including against the triggering attack, you or your adjacent ally has a +1 bonus to Defense while you are not incapacitated and the shield or weapon is in your hand.

Enhance

You can increase the Defense bonus by 1 for each additional stamina die expended (max +3).

As a bonus action, you have advantage on your next melee weapon attack roll against a creature that is below half its health until the end of your next turn. If that attack hits, add the stamina die to the attack’s damage roll. Until the start of your next turn, if you are within 18 meters of a creature that you can sense that is below half its health, any attack you make against a target not below half its health is made with disadvantage.

Enhance

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

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack with the light or finesse property that deals piercing or slashing damage, you can administer a dozen precise cuts, causing the target to bleed.

At the start of each of its turns while bleeding, the creature must make a Fortitude saving throw.

On a failed save, the target loses health equal to the stamina die.

On a successful save, the target loses half as much health and the effect ends.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on undead, constructs, or any creature that cannot bleed.

Enhance

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

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you crush the target’s skeletal structure. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 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.

Enhance

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

As a reaction, which you take when you make a Brawn check, you use brute force. You have a +2 bonus on the triggering Brawn ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Brawn ability check.

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you can push the target up to 4.5 meters away from you and knock the target prone.

Enhance

You can target a creature of a larger size for each additional stamina die expended. Additionally, on a failed save, add the additional stamina die to the attack’s damage for each additional stamina die expended.

On a successful save the target takes half as much damage.

1 minute/stamina die

As an action, you exert an aura of sympathetic power. Roll 3d8; the total is how much health of creatures this maneuver can affect. Creatures within a sphere twice as big as normal centered on you are affected in ascending order of their health (ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat).

Starting with the creature that has the lowest health, each creature affected by this maneuver is charmed by you for the duration or until the charmed target takes damage or someone uses an action to shake or slap the charmed target. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected.

Enhance

Roll an additional 3d8 for each additional stamina die expended.

As a bonus action, choose up to two friendly creatures within 18 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half its speed without provoking opportunity attacks.

Enhance

You can maneuver one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you make a weapon attack roll against a creature with a weapon that deals acid damage, you can corrode its armor. Until the start of your next turn, including against the triggering attack, the creature takes a –1 penalty to Defense.

You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

This has no effect on creatures that are not wearing armor or do not have a natural armor.

Enhance

You can increase the penalty to Defense by 1 for each additional stamina die expended.

As a bonus action when you hit a creature with a weapon attack, you can force the creature on the defensive, buying your allies critical seconds. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the end of its next turn.

On a successful save the target takes half as much damage.

Enhance

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

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can cripple the creature. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 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.

Enhance

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

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you debilitate the target. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target deals only half damage with weapon attacks 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.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack, you can disorient the target. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the end of its next turn.

On a successful save the target takes half as much damage.

Enhance
You can enhance 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 target is staggered until the end of its next turn.

  • Stun. You can expend 3 additional stamina die so the target is stunned until the end of its next turn.

  • Paralyze. You can expend 4 additional stamina dice so the target is paralyzed until the end of its next turn.

As a bonus action, you can double your weapon’s range and long range until the end of your turn. Add the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

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

As a bonus action when you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. The target must succeed on a Will saving throw or the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • If the target is hit by the attacker as part of the next attack roll, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage if the attack is made before the start of your next turn.

As a bonus action while flying, you can take the Dash action without expending your action. If you move at least 6 meters in a straight line angled downwards toward a creature right before making a melee weapon attack against it and the attack hits, add the stamina die to the attack’s damage roll and you don’t provoke opportunity attacks when you fly out of the target’s reach.

Enhance

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

As a bonus action you can make a thrown weapon attack with a dagger.

Enhance

You can throw an additional dagger for each additional stamina die expended, but you can only attack each creature once.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature in a cone that can see or hear you must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you 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 you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a bonus action, you can perform a deceptive or pretended blow, thrust, or other movement. Choose one creature within your reach as your target. The target must succeed on a Will saving throw or you have advantage on your next melee weapon attack roll against that creature before the end of your next turn.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

  • You can expend 3 additional stamina dice to have advantage on all attack rolls against the target if the attack is made before the start of your next turn.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals piercing or slashing damage, you can tear into your foe to produce jagged wounds, causing the target to bleed.

At the start of each of its turns while bleeding, the creature must make a Fortitude saving throw.

On a failed save, the target loses health equal to the stamina die.

On a successful save, the target loses half as much health and the effect ends.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on undead, constructs, or any creature that cannot bleed.

Enhance

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

As a reaction, which you take when you are hit by an attack or when you make a weapon attack roll against a creature, you gain a flash of foresight. Until the start of your next turn, including against the triggering attack, you have a +1 bonus to Defense or attack rolls (your choice).

You can use this maneuver before or after the attack roll is made, but before any effects of the attack are applied.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

  • You can expend 1 additional stamina die to have a bonus to Defense and attack rolls.

As a reaction, which you take when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can render it unable to speak. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll, and it can’t speak 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.

Enhance

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

As a reaction, which you take when you miss a creature with a melee weapon attack, your weapon lands a glancing blow. The target takes damage equal to the stamina die of the same type as the weapon used.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack, you can attempt to goad the target into attacking you. The target must make a Will saving throw.

On a failed save, it takes psychic damage equal to the stamina die and has disadvantage on any attack roll that doesn’t target you until the end of your next turn.

On a successful save the target takes half as much damage.

Enhance

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

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack while you have at least one hand or appendage capable of grappling (GM discretion) free, you can attempt to grapple the creature. The target must succeed on a Reflex saving throw or be grappled.

Enhance

You can target a creature of a larger size for each additional stamina die expended. Additionally, on a failed save, add the additional stamina die to the attack’s damage for each additional stamina die expended.

On a successful save the target takes half as much damage.

As a bonus action when you hit a creature with a weapon attack, your weapon leaves a twisted wound that can’t be healed so easily. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll, and its maximum health is reduced for 1 hour by an amount equal to the damage taken by this maneuver. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

Enhance

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

As a bonus action when you take the Attack action on your turn, you can make a spinning attack with a melee weapon that deals bludgeoning damage that you wield in two hands. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take bludgeoning damage equal to the stamina die.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you can hammer through it. Each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes bludgeoning damage equal to the stamina die, or half as much damage on a successful save.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you smash through armor and bone. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the attack’s damage ignores resistances.

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

  • Elder Mountain Hammer. You can expend 2 additional stamina dice so damage immunities are treated as damage resistances (not ignored).

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals slashing damage, you can cripple the creature. The target must make a Fortitude saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target is slowed 1 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.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack that deals piercing damage, your attack can pierce the creature, traveling through to other targets.

If you use a pike or similar weapon, each creature in a line behind your target and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

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

As a bonus action when you hit a creature with a ranged weapon attack that deals piercing damage, your attack can pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the target and facing directly away from you must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die.

Enhance

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

1 minute/stamina die

As a bonus action when you hit a creature with a melee attack made with a natural weapon, you can inject venom into its bloodstream. You must have a form of venom inherent to your body to use this maneuver. The target must make a Fortitude saving throw against poison (DC equal to 8 + your Constitution + your proficiency bonus).

On a failed save, the target takes poison damage equal to the stamina die and is poisoned for the duration. At the end of each of its turns, a poisoned creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

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

As a reaction, which you take when a creature other than you within 18 meters who can see or hear you makes an attack or saving throw roll, you can inspire them. Until the start of the creature’s next turn, including the triggering attack or saving throw, the creature has a +1 bonus to attack rolls or a +1 bonus to saving throw rolls.

You can use this maneuver before or after the roll, but before any effects are applied.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

  • You can inspire one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a bonus action when you hit a creature that is your size or smaller with a weapon attack, you can drive the target back. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you push the target up to 3 meters away from you.

On a successful save the target takes half as much damage, but isn’t pushed.

Enhance

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

As a bonus action when you make a weapon attack against a creature, you can shout a war cry that victory is at hand, stoking the fires of battle. If you hit, add the stamina die to the attack’s damage roll, and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

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

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage if the attack is made before the start of your next turn.

As a bonus action, you can increase your reach with a melee weapon by 1.5 meters until the end of your turn. Add the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

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

As a reaction, which you take when an enemy moves within 1.5 meters of you, you can move up to half your speed. This movement doesn’t provoke opportunity attacks.

As a reaction, which you take when you are hit by an attack, you spin gracefully away, avoiding the swing. Until the start of your next turn, including against the triggering attack, you have a +1 bonus to Defense.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can increase the Defense bonus by 1 for each additional stamina die expended (max +3).

  • Uncanny Dodge. You can expend 1 additional stamina die to instead halve the attack’s damage against you.

1 minute/stamina die

As a bonus action, your charm becomes extraordinarily beguiling to a creature that you can touch or see within 9 meters. You make a Persuasion check without expending your action contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is drawn to you for the duration. While drawn to you, it has disadvantage on attack rolls against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 9 meters away from you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage any other creature, if you cast a spell or use a maneuver or concoction that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 9 meters away from the target.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

As a reaction, which you take when you are hit by a weapon attack, you can block the blow with a melee weapon. Until the start of your next turn, including against the triggering attack, you have a +1 bonus to Defense while you are not incapacitated and the weapon is in your hand.

Enhance

You can increase the Defense bonus by 1 for each additional stamina die expended (max +3).

As a bonus action, you can take the Dodge action without expending your action.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack, you can knock it off balance with your blow. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll, you move into the creature’s space, and it moves 1.5 meters in a direction you choose.

On a successful save, the target takes half as much damage.

Enhance

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

If the target is Large, you can occupy any space that it left. You cannot use this maneuver if you or the target would end up sharing the same space as another creature or terrain such as a wall.

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you knock the target prone. If the target is prone, you can make an attack roll against it without expending your action. If you hit, the creature takes piercing damage equal to the stamina die.

Enhance

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

As a reaction, which you take when you make a weapon attack roll against a creature, you can strike precisely. Until the start of your next turn, including the triggering attack, you have a +1 bonus to attack rolls.

You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a reaction, which you take when you make a Reflex saving throw, you react with quickened reflexes. Until the start of your next turn, including against the triggering saving throw, you have a +1 bonus to Reflex saving throws.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a bonus action when you hit a creature with an unarmed strike, you cause lethal vibrations in its body. The creature must make a Fortitude saving throw with disadvantage. A creature takes necrotic damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

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

As a reaction, which you take when a hostile creature within 9 meters is reduced to 0 health or a friendly creature within 9 meters is reduced to less than half its health, you can rally an ally to push on. A friendly creature within 18 meters who can see or hear you gains temporary health equal to the stamina die.

Enhance

You can increase the temporary health for each additional stamina die expended.

As a bonus action, when you reduce a creature to 0 health with a melee attack, you can move up to half your speed and make an attack roll against a creature. If you hit, the creature takes damage equal to the stamina die + half your maneuver ability (rounded down). The damage type is the same as the weapon used.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you hit a creature with a ranged weapon attack, your attack can ricochet toward another target, which must be within 4.5 meters of the first target. If the original attack roll would hit the second creature, it takes damage equal to the stamina die of the same type as the weapon used.

Enhance

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

As a bonus action, you can take the Dash action without expending your action. If you move at least 3 meters straight toward a creature that is your size or smaller, you can attempt to roll over it. The target must make a Reflex saving throw.

On a failed save, the creature takes bludgeoning damage equal to the stamina die and you knock the target prone.

On a successful save, the creature takes half as much damage and isn’t knocked prone and your speed becomes 0 until the end of your turn.

Enhance

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

As a reaction, which you take when a creature with 1.5 meters of you hits another creature with an attack roll, you can cause that attack to target you instead.

As a bonus action, you can throw sand into the eyes of a creature that you can touch or see within 9 meters. You must have sand in your hand to throw. The target must succeed on a Fortitude saving throw or be blinded until the end of your next turn.

As a bonus action when you take the Attack action on your turn, you can bash a creature within 1.5 meters with your shield. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1.5 meters away from you or push it to the side.

On a successful save the target takes half as much damage.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and the creature is pushed if it is a larger size for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the target is staggered until the end of its next turn.

  • Stun. You can expend 3 additional stamina die so the target is stunned until the end of its next turn.

  • Paralyze. You can expend 4 additional stamina dice so the target is paralyzed until the end of its next turn.

As a bonus action when you hit a creature with a melee weapon attack with a weapon that deals slashing damage, you can hammer through it. Each creature within 1.5 meters of the target and within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes slashing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

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

As a bonus action when you hit an object or structure with a melee weapon attack that deals bludgeoning damage, you can smash it.

Add the stamina die to the attack’s damage roll and the attack deals double damage to objects and structures.

Enhance

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

As a reaction, which you take when you make an Stealth check, you move with precision and stealth. You have a +2 bonus on the triggering Stealth ability check.

You can use this maneuver before or after the ability check is made, but before any effects of the check are applied.

Enhance

You can expend 1 additional stamina die to instead have advantage on the Stealth ability check

As a bonus action, you can take the Dash action without expending your action. You can add the stamina die to the attack’s damage roll on your next attack roll before the end of your turn.

Enhance

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

As a bonus action, you can take the Dash or Disengage action without expending your action, you have advantage on Athletics checks to jump, and you ignore difficult terrain for the turn.

As a reaction, which you take when an enemy within 9 meters moves away from you, you can move up to half your speed toward the creature’s position. This movement doesn’t provoke opportunity attacks.

As a bonus action, you can take the Dash or Disengage action without expending your action, you have advantage on Athletics checks to jump, and you ignore difficult terrain for the turn.

As a reaction, which you take when you are hit by an attack, your skin toughens. Until the start of your next turn, including against the triggering attack, you have a +1 bonus to Defense.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can increase the Defense bonus by 1 for each additional stamina die expended (max +3).

  • Iron Bones. You can expend 1 additional stamina die to have resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn.

As a reaction, which you take when you make an ability check or saving throw to avoid being pushed, knocked prone, or grappled, you can sturdily position yourself. Until the start of your next turn, including against the triggering ability check or saving throw, you have a +1 bonus to ability checks and saving throws to avoid being pushed, knocked prone, or grappled while you are not incapacitated.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 1 additional stamina to increase the bonus by 1.

  • You can expend 2 additional stamina to increase the bonus by 2.

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals slashing damage, you can swipe through it. Each creature within 1.5 meters of the target and within your reach must make a Reflex saving throw.

On a failed save, a creature takes damage equal to stamina dice, or half as much damage on a successful save. The damage type is the same as the weapon used.

Enhance

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

As a bonus action, you can take the Dash action without expending your action. If you move at least 6 meters straight toward a creature that is your size or smaller right before making a melee weapon attack against it, the target must make a Reflex saving throw.

On a failed save, you knock the target prone. If the target is prone, you can make an attack roll against it without expending your action. If you hit, the creature takes bludgeoning damage equal to the stamina die.

Enhance

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

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack, you can knock the target down. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and you knock the target prone.

Enhance

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

1 minute/stamina die

As a bonus action, your charm becomes extraordinarily disarming to a creature that you can touch or see within 9 meters. You make a Persuasion check without expending your action contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is repelled by you for the duration. While repelled by you, it has disadvantage on attack rolls against you, and must make a Will saving throw each time it attempts to move into a space that is within 9 meters of you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage the creature or if you cast a spell or use a maneuver or concoction that targets the creature.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack, you can attempt to mark the creature. The target must make a Will saving throw.

On a failed save, it is marked by you for the duration unless you willingly move away from the creature, you are incapacitated, or someone else marks the creature. While marked, you have advantage on opportunity attacks against the target and the target has disadvantage on any attack roll that doesn’t target you.

If a creature marked by you deals damage to anyone other than you, you can make a melee weapon attack against the marked creature as a bonus action on your next turn. If the attack is made with a weapon wielded in one hand, add the stamina dice expended to the attack’s damage roll.

As a reaction, which you take when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add the stamina die to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

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

As a bonus action when you take the Attack action on your turn, you can make a spinning attack with a melee weapon that deals slashing damage that you wield in two hands. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failed save, a creature takes slashing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

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

As a reaction, which you take when a creature hits you with a melee attack, you gain a flash of foresight. You can make a melee weapon attack against the creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when you make an attack roll, an ability check, or a saving throw, you can twist fate. Roll the stamina die and apply half the number rolled (rounded up) as a bonus or penalty (your choice) to your roll. You can do so after you roll but before any effects of the roll occur.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 3 additional stamina dice to roll an additional stamina dice and apply half the number rolled (rounded up) as a bonus or penalty (your choice) to your roll.

  • You can expend 2 additional stamina die to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 3 additional stamina dice to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

1 minute/stamina die

As a bonus action when you hit a creature with a weapon attack, you can blind the target by striking a sensitive area. The target must make a Fortitude saving throw.

On a failed save, add one of the stamina dice to the attack’s damage roll and the target is blinded for the duration. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

Enhance

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

As a reaction, which you take when a creature you can see moves within your weapon’s reach, you can make a melee weapon attack against the creature with a pike, spear, trident, rapier, or similar weapon. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you hit a creature with a weapon attack, you can direct one of your allies to strike. When you do so, choose a friendly creature within 18 meters who can see or hear you. That creature can immediately use its reaction to make one weapon attack. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If the creature hits, add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you hit a creature with a melee weapon attack, you can attempt disarm the creature, forcing it to drop one item of your choice that it’s holding. The target must make a Reflex saving throw. If the creature is holding the item with two or more hands it makes the saving throw with advantage.

On a failed save, add one of the stamina dice to the attack’s damage roll and it drops the object you chose. If the saving throw fails by 5 or more, the object lands in a space within 1.5 meters of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make an Acrobatics or Brawn (its choice) check contested by the hostile creature’s Acrobatics or Brawn check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Enhance

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

As a bonus action you can attach some rope to a projectile of a ranged weapon attack. The target must make a Reflex saving throw.

On a failed save, add the stamina die to the attack’s damage roll and the target’s speed is halved as the rope wraps around the target.

The rope is an object that can be damaged and thus removed. It has 10 Defense and 2 Health. A creature entangled by the rope or one that can touch the creature can also use its action to make an Acrobatics or Brawn check (its choice) against your maneuver DC.

On a success, the target is freed.

Enhance

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

As a reaction, which you take when a creature makes an opportunity attack against you, you position yourself to force your opponent off balance.

If the enemy’s attack misses, you can make one melee weapon attack against the target.

If the enemy’s attack hits, one ally within 1.5 meters of the enemy can make one melee weapon attack against the target.

You must use this maneuver before the enemy’s roll is revealed.

Enhance

If you or your ally hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with a melee weapon attack made with a natural weapon, you can attempt to grab and throw the target. The target must make a Reflex saving throw.

On a failed save, you throw the target up to 6 meters away from you where it falls prone and takes bludgeoning damage equal to one of the stamina dice.

On a successful save the target takes half as much damage, but isn’t flung.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack, you can make one weapon attack against a different creature this turn. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you take when a creature within 9 meters of you makes an attack roll, you can grant that creature advantage on attack rolls until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As a reaction, which you take when a creature that you can touch or see within 3 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1.5 meters of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1.5 meters of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

1 minute/stamina die

As an action, you predict the near future, aiding yourself in combat. Whenever you make an attack roll, ability check, or a saving throw before the maneuver ends, you can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

Additionally, whenever you are attacked before the maneuver ends, you can roll a d4 and add the number rolled to your Defense.

As a bonus action when you take the Attack action on your turn, you can release a volley of arrows that fall from the sky. Each creature in a cylinder centered on point you can see within 18 meters must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die + your maneuver ability.

Enhance

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

As a reaction, which you take when a creature hits you with a melee attack, you can make a melee weapon attack against the creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you take when a creature misses you with a melee weapon attack, you can make a melee weapon attack against the creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action, you can take the Dash action without expending your action. During your Dash, if you move within 1.5 meters of a creature, you can make a melee weapon attack against that creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll. You can only attack one creature you pass.

Enhance

If you expend 2 additional stamina dice, you can attack an additional creature you pass, but you can only attack each creature once.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack with the light or finesse property, you can slice the creature’s tendon. The target must make a Fortitude saving throw.

On a failed save, it is slowed 1 for the duration and while affected it takes damage equal to one of the stamina dice for every 1.5 meters it travels.

A 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 enhance this maneuver with the following options, expending stamina dice for each option.
  • On a failed save, add the additional stamina die to the attack’s damage roll for each additional stamina die expended.

    On a successful save the target takes half as much damage.

  • You can increase the slowed level by 1 for every other additional stamina die expended.

As a bonus action when you take the Attack action on your turn, you can make a ranged weapon attack and add one of the stamina dice to the attack’s damage roll.

Enhance

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

As a reaction, which you take when a creature within your weapon’s reach casts a spell, you can make a melee weapon attack against the creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you hit a creature with a weapon attack, you can make one additional melee weapon attack. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack made with a natural weapon that deals piercing or slashing damage, you can tear the creature’s tendon. The target must make a Fortitude saving throw.

On a failed save, it is slowed 1 for the duration and while affected it takes damage equal to one of the stamina dice for every 1.5 meters it travels.

A 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 enhance this maneuver with the following options, expending stamina dice for each option.
  • On a failed save, add the additional stamina die to the attack’s damage roll for each additional stamina die expended.

    On a successful save the target takes half as much damage.

  • You can increase the slowed level by 1 for every other additional stamina die expended.

As a bonus action when you hit a creature that is your size or smaller with an unarmed strike while you have two hands free, you can attempt to grab and throw the target. The target must make a Reflex saving throw.

On a failed save, you throw the target up to 6 meters away from you where it falls prone and takes bludgeoning damage equal to one of the stamina dice.

On a successful save the target takes half as much damage, but isn’t thrown.

Enhance

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

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, a tremor in the ground ripples out from the creature. Each creature on the ground other than you in a sphere centered on the creature must make a Reflex saving throw.

On a failed save, a creature takes bludgeoning damage equal to half the stamina die and is knocked prone.

On a successful save, the creature takes half as much damage and isn’t knocked prone.

Enhance

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

As a reaction, which you take when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature. If the attack is made with a weapon wielded in one hand, add half the result of one of the stamina dice to the attack’s damage roll.

Enhance

If you hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a bonus action when you take the Attack action on your turn, you can release a volley of arrows or thrown attacks that deal piercing damage. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die + your maneuver ability.

Enhance

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

1 minute/stamina die

As a bonus action, courage radiates from you in an aura shaped as a sphere twice as big as normal centered on you, awakening boldness in friendly creatures. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals 1d4 extra damage when it hits with a weapon attack.

Enhance

You can increase the damage by 1d4 for every other additional stamina die expended.

1 minute/stamina die

As a bonus action when you hit a creature with a melee weapon attack that deals bludgeoning damage, you knock the target out. The target must make a Fortitude saving throw.

On a failed save, add one stamina die to the attack’s damage roll and the target and is incapacitated 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.

As a reaction, which you take when you would roll a Fortitude saving throw, you may roll a Will saving throw instead.

1 minute/stamina die

As a bonus action, you have advantage on attack rolls against a creature if at least one of your allies is within 1.5 meters of the creature and the ally isn’t incapacitated.

As an action, you and another creature within 18 meters who can see or hear you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. The action can only be used to cast a cantrip, make one weapon attack, or to take the Attack (one weapon attack only) action, Dash action, Disengage action, or Use an Object action.

Enhance

You can command one additional creature for each additional stamina die expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 18 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.

All spells

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

1 minute

As an action, you can convince a beast that you mean it no harm. Choose a beast that you can touch or see within 9 meters. It must see and hear you. If the beast’s Intelligence is −3 or higher, the spell fails. Otherwise, the beast must succeed on a Will saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

As an action, you touch a willing creature that has more than 0 health. That creature can use its Second Wind as a reaction.

As an action, you extend your hand and trace a sigil of warding in the air. Until the end of your next turn, the first attack made against you has disadvantage on the attack roll and you have resistance against bludgeoning, piercing, and slashing damage dealt by nonmagical attacks.

As an action, you cloud your image from one creature that you can touch or see within 35 meters of you; the target must succeed on a Will saving throw, or you are invisible to it until the end of your next turn.

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 9 meters must succeed on a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you can teleport an object within 9 meters to your hand. The object must be neither held nor carried and it must weigh no more than 2.25 kilograms and its longest dimension must be 90 centimeters or less.

Augment

The maximum weight of objects that you can target with this spell increases by 2.25 kilograms, and the longest dimension increases by 90 centimeters when you reach 5th level (4.5 kilograms, 1.85 meters), 9th level (7 kilograms, 2.75 meters), 13th level (9 kilograms, 3.75 meters), and 17th level (11 kilograms, 4.5 meters).

As an action, choose one object weighing 1 to 2.25 kilograms within 18 meters that isn’t being worn or carried. The object flies in a straight line up to 35 meters in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Reflex saving throw.

On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 1d6 bludgeoning damage.

Augment

This spell’s damage increases by 1d6 and the maximum weight of objects that you can target with this spell increases by 2.25 kilograms when you reach 5th level (2d6; 10), 9th level (3d6; 15), 13th level (4d6; 20), and 17th level (5d6; 25).

As an action, you sear the wounds of a creature that is below its maximum health that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 1d6 fire damage and it can’t regain health until the start of your next turn. If the creature is alive and has 0 health, it becomes stable. If the creature is currently bleeding, the bleeding stops.

On a successful save, the target takes half as much damage.

Augment

You can increase this spell’s damage by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, you hurl a 10-centimeters-diameter sphere of energy at a creature that you can touch or see within 18 meters. Make a ranged spell attack against the target.

On a hit, the target takes 1d8 damage. The number it rolled determines the attack’s damage type, as shown below.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you beguile one creature that you can touch or see within 9 meters. The target must succeed on a Will saving throw or be charmed by you until the end of your next turn. When the spell ends, the creature knows it was charmed by you. If you or one of your companions harms the target, the spells ends.

As an action, you create a ghostly, skeletal hand in the space of a creature within 9 meters. Make a ranged spell attack against the creature to assail it with the chill of the grave.

On a hit, the target takes 1d8 necrotic damage and it can’t regain health until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you obscure the senses of a creature that you can touch or see within 18 meters. The target must succeed on a Fortitude saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

As an action, you choose nonmagical flame that you can see within 18 meters and that fits within a 1.5-meters cube. You affect it in one of the following ways:

  • You expand the flame 1.5 meters in one direction, provided that wood or other fuel is present in the new location.
  • You reduce the flames on any object within the cube. If you use this twice, you can extinguish the flames on an object.
  • You reduce the burning condition by 1 for a burning creature in the cube.
  • You cause the flames on a burning creature in the cube to burn a bit brighter. The creature takes 1d6 fire damage.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

1 hour

As an action, you can manipulate the shadow of a creature that you can touch or see within 35 meters. You can cause the shadow to act out simple actions independent of its owner, move it up to 9 meters away from its owner, or alter its shape to be one size larger or smaller than its own.

You can manipulate only one shadow at a time. If the source of the shadow moves, the shadow mirrors its movements, but remains under your control while within 35 meters of you.

When you cast this spell, or as an action on a later turn, you can cause the shadow to turn violent if the creature is within 18 meters of you. Choose one of the following options.

Hungering Shadow. You instill the shadow with a maddening hunger for its owner’s life. Make a melee spell attack against the target.

On a hit, the target takes 1d6 necrotic damage. The target gains no benefit from cover for this attack.

Shadow Anchor. You pin the shadow of the creature to its current location. The creature must succeed on a Reflex saving throw or take 1d6 piercing damage and become grappled as if its shadow were anchored to the terrain until the end of your next turn.

To break out, the grappled target can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target escapes and is no longer grappled by its shadow.

After causing the shadow to turn violent the spell ends.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, a glob of acid appears in your hand. You can engulf your hand as you touch a creature or hurl the glob.

If you engulf your hand, make a melee spell attack against a creature you touch. If you hurl the glob, make a ranged spell attack against a creature within 18 meters.

On a hit, the target takes 1d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

If the target dies from the initial damage, the acid can splash to another target within 1.5 meters of the original target, dealing the additional damage to it.

After attacking with the glob, the spell ends.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

5 minutes

As a bonus action, a blade of your blood appears in your free hand and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blood falls to the ground.

concentration, 1 minute

As an action, you create up to four torch-sized lights within 35 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 1.5-meters radius.

As a bonus action on your turn, you can move the lights up to 18 meters to a new spot within 35 meters. A light must be within 6 meters of another light created by this spell, and a light winks out if it exceeds the spell’s range.

5 minutes

As a bonus action, a column of disembodied gnashing teeth springs forth as a blade in your free hand, screaming and chanting with unholy vigor, and lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand as the blade crumbles to dust.

As an action, your mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. Make a melee spell attack against the target.

On a hit, the target takes 1d8 force damage.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you cause your subject’s mind to wander, distracting it. Choose a creature within 9 meters. It has disadvantage on the next Perception or Insight ability check it makes before the end of its next turn.

1 minute

As an action, you whisper to the spirits of nature to create one of the following effects within 9 meters:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 1.5-meters cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

As an action, your free hand transform into sand, forming a sledgehammer. Make a melee spell attack against a creature within 1.5 meters of you. On a hit, the target takes 1d6 bludgeoning damage. After you make the attack, the sand falls at the target’s feet, burying them in sand and your hand returns to normal. Its speed is reduced by 1.5 meters until the end of its next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, your skin transforms to be as hard as stone. Until the end of your next turn, the first attack made against you has disadvantage on the attack roll and you have resistance against bludgeoning, piercing, and slashing damage dealt by nonmagical attacks.

As an action, your open a minor rift to an elemental plane near a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 1d8 damage. Choose a damage type: acid, cold, fire, or lightning.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you can detect the surface emotions of a creature that you can touch or see within 9 meters of you.

You learn the surface emotions of the creature. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

1 minute

As an action, you can touch a piece of non-magical iron or steel that isn’t being worn or carried by another creature to cause it to grow into an object up to 4.5 kilograms in weight, such as a sword, crowbar, or steel shield. This object remains in this form for the duration or until broken or destroyed, at which point it shrinks back to its original size and shape.

1 hour

As an action, you can cause an object to telekinetically float near you, remaining within 1.5 meters of you. The object must weigh no more than 2.25 kilograms and must be no more than 90 centimeters in any dimension.

While the spell is active, you have some telekinetic control over the object, enough to flip the pages of a book, pluck the strings of a harp, or slowly move the object around you. The control does not allow enough force to be applied to make an attack with the object.

When the spell ends, the object slowly falls to the ground and takes no falling damage for falling 3 meters or less.

You can float one object at a time.

Augment

The maximum weight of an object that you can target with this spell increases by 2.25 kilograms when you reach 5th level (4.5 kilograms), 9th level (7 kilograms), 13th level (9 kilograms), and 17th level (11 kilograms).

As an action, you shoot a beam of magical force at a creature or object within 18 meters. The target takes 1d4 force damage.

Augment

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

As an action, you intimidate one creature that you can touch or see within 9 meters. The target must succeed on a Will saving throw or take 1d4 psychic damage and be frightened of you until the end of your next turn.

Augment

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

As an action, you cause numbing frost to form on one creature that you can touch or see within 9 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 1d8 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

1 minute

As an action, you shape a small amount of water within 9 meters into an item. The item created cannot exceed 0.028 cubic meters in volume. It melts at the end of the duration or if it is exposed to extreme heat or a flame. Objects created in this manner may be used as tools, but they are too fragile to be extensively used.

They are also too fragile to be used as weapons except for arrows, bolts, bullets, and darts (casting this spell will create up to three of such at once).

1 hour

As an action, you summon a ghostly spirit (11 Defense; 7 Health) in a space you can see within 35 meters.

When you cast this spell, or as an action on a later turn, you can cause a spirit to shriek. One creature of you choice within 9 meters of it must succeed on a Will saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn and it can’t willingly move closer to space where the spirit was until the end of its next turn.

You can summon up to three spirits. If a spirit shrieks the spell ends.

Augment

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

1 hour

As an action, you can decrease the amount of light emitted from objects in a 1.5-meters radius sphere within 9 meters. You can decrease the light level by one step (from bright light to dim light, dim light to no light).

The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration.

You can gloom up to three areas at a time.

When you cast this spell, or as an action on a later turn, you can cause a gloomed area to engulf a creature. One creature of you choice within 9 meters of it must succeed on a Fortitude saving throw or take 1d8 necrotic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

After the gloom engulfs the spell ends.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

As an action, you seize the air and compel it to create one of the following effects at a point you can see within 9 meters:

  • One Medium or smaller creature that you choose must succeed on a Reflex saving throw or be pushed up to 3 meters away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 2.25 kilograms. The object is pushed up to 3 meters away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Augment

You can affect a creature of a larger size, the target is pushed an additional 1.5 meters, and the object’s maximum weight increases by 2.25 kilograms when you reach 5th level (Large or smaller; 4.5 meters; 4.5 kilograms), 9th level (Huge or smaller; 7 kilograms), 13th level (Gargantuan or smaller; 7.5 meters; 9 kilograms), and 17th level (9 meters; 11 kilograms).

As an action, your free hand transform into a sledgehammer. Make a melee spell attack against a creature within 1.5 meters of you. On a hit, the target takes 1d8 bludgeoning damage. After you make the attack, your hand returns to normal.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you hide one object or weapon on the Ethereal Plane. The item must be in your possession and must weigh 4.5 kilograms or less. Until the object reappears, it is inaccessible, as are any of its properties. You can have only one object at a time affected in this way. You can summon the object or weapon to your hand as a bonus action. It reappears in your space if you are unconscious or dead.

As a bonus action when you are in dim light or darkness, you can take the Hide action.

As an action, you summon a blast of water that soaks one creature or square. Make a ranged spell attack against a creature within 18 meters, if it hits the creature takes 1d6 bludgeoning damage, and if it is Medium or smaller, it is pushed back 3 meters.

Augment

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 5th level (2d6; Large), 9th level (3d6; Huge), 13th level (4d6; Gargantuan), and 17th level (5d6).

5 minutes

As an action, you form an icicle in your free hand.

When you cast this spell, or as an action on a later turn, you can channel energy through the icicle, causing a frigid beam of blue-white light to shoot out. Make a ranged spell attack against a creature within 18 meters. On a hit, the target takes 1d6 cold damage, and its speed is reduced by 3 meters until the end of its next turn.

When you cast this spell, or as an action on a later turn, you can stab a creature with the icicle. Make a melee spell attack against a creature within 18 meters. On a hit, the target takes 1d6 piercing damage, and its speed is reduced by 3 meters until the end of its next turn.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the icicle in your hand as the icicle shatters to the ground.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

1 minute

As an action, you can increase the amount of light emitted from objects in a 6-meters cube within 35 meters. You can increase the light level by one step (no light to dim light, or dim light to bright light).

The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you cast this spell). You can alter the level of illumination from its original level at any time during the spell’s duration.

As an action, you cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature that you can touch or see within 9 meters. The target must make a Fortitude saving throw.

On a failed save, a creature takes 1d6 poison damage and moves 1.5 meters in a random direction if it can move and its speed is at least 1.5 meters. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

On a successful save, it takes half as much damage.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 18 meters must succeed on a Fortitude saving throw or take 1d6 necrotic damage. You gain temporary health equal to half the amount of necrotic damage dealt.

This spell has no effect on undead or constructs.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

1 hour

As an action, you, or an object you touch that is no larger than 3 meters in any dimension sheds bright light in a 1.5-meters radius and dim light for an additional 1.5 meters for the duration. The light can be colored as you like. Completely covering your or the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Reflex saving throw to avoid the spell.

When you cast this spell, or as an action on a later turn, you can cause the light to flash brightly. One creature of you choice within 9 meters of your or the object must succeed on a Fortitude saving throw or take 1d8 radiant damage and have disadvantage on the next attack roll it makes before the end of its next turn.

After flashing brightly the spell ends.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 3 meters, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

As an action, your arm whips forward, creating a lash of lightning energy that strikes at one creature that you can touch or see within 18 meters. The target must succeed on a Reflex saving throw or take 1d6 lightning damage, and if it is Medium or smaller, you pull the creature up to 4.5 meters closer to you.

Augment

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 5th level (2d6; Large), 9th level (3d6; Huge), 13th level (4d6; Gargantuan), and 17th level (5d6).

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

concentration, 1 minute

As an action, you send a creature into a magical slumber. Roll 2d8; the total is how much health of a creature this spell can affect. A creature that you can touch or see within 18 meters must make a Will saving throw.

On a failed save, the creature falls unconscious if the creature’s health is equal to or less than the total. The creature is unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

This is a charm effect. Undead and creatures immune to being charmed aren’t affected by this spell.

Augment

Roll an additional 2d8 when you reach 5th level (4d8), 9th level (6d8), 13th level (8d8), and 17th level (10d8).

1 minute

As a bonus action, you touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 18 meters. If someone else attacks with a pebble, that attacker adds your spellcasting ability, not the attacker’s, to the attack roll.

On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Augment

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 9th level (3d4), 13th level (4d4), and 17th level (5d4).

1 minute

As an action, you can manipulate sound within 9 meters. You create one of the following magical effects.

  • You create an instantaneous sound whose volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, a rumble of thunder, the cry of a raven, ominous whispers, or any other sound you choose.
  • Your voice booms up to three times as loud as normal.
  • You can make a creature’s voice or an object’s sound half as quiet or twice as loud.
  • You can alter the pitch of a sound, making it high-pitched or low-pitched.

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 as an action.

As you spend 1 minute to cast this spell, you repair a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 30 centimeters in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object such as a broken key, a torn cloak, or a leaking wineskin.

As a bonus action, you send a one-way telepathic message to a creature within 35 meters. The creature hears the message and can reply in a whisper that only you can hear.

The target must have an Intelligence of at least −4.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Augment

At 9th level you can send the message to all creatures within 35 meters.

As an action, you unleash a psychic assault on one creature within 18 meters. The target must succeed on a Will saving throw or take 1d6 psychic damage and the next attack roll against the target has advantage if the attack is made before the end of your next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

1 minute

As an action, you create a sound or an image of an object within 9 meters that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 1.5-meters cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Will saving throw against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

The illusion can be created to appear as a threatening creature just out of sight of a creature within 18 meters that you can see. If you so, the spell ends and the target must make a Will saving throw.

On a failed save the target takes 1d3 psychic damage, can’t take reactions, and the next attack roll made against this target before the end of your next turn has advantage.

Augment

This spell’s damage increases by 1d3 when you reach 5th level (2d3), 9th level (3d3), 13th level (4d3), and 17th level (5d3).

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice against magic. It can roll the die before or after making the saving throw. The spell then ends.

1 minute

As an action, you can mentally lift and move an object at will from a distance, though the spell ends if the distance between you and the object exceeds 9 meters. You can use your action to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, stow one object in a container worn or carried by another creature, retrieve an object in a container worn or carried by another creature, use lock picks to pick locks or trap disarming tools to disarm traps at range. You can’t activate magic items or lift more than 2.25 kilograms.

You can perform one of these tasks without being noticed by a creature if you succeed on a Stealth check contested by the creature’s Perception check.

Augment

The maximum weight of objects that you can target with this spell increases by 2.25 kilograms when you reach 5th level (4.5 kilograms), 9th level (7 kilograms), 13th level (9 kilograms), and 17th level (11 kilograms).

As an action, you choose a portion of dirt or stone that you can see within 9 meters and that fits within a 1.5-meters cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can hurl it. Make a ranged spell attack against a creature within 18 meters. On a hit, the target takes 1d8 bludgeoning damage.
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 1.5 meters away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you choose a portion of dirt or sand that you can see within 9 meters and that fits within a 1.5-meters cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth or sand, you can hurl it. Make a ranged spell attack against a creature within 35 meters. On a hit, the target takes 1d6 bludgeoning damage.
  • If you target an area of loose earth or sand, you can instantaneously excavate it, move it along the ground, and deposit it up to 1.5 meters away. This movement doesn’t involve enough force to cause damage. This can be used to create a small foxhole with half cover.
  • You cause shapes, colors, or both to appear on the dirt or sand, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or sand you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As a bonus action, you can create two rifts in spaces you can see within 9 meters of you. The rifts are no more than 30 centimeters across and last until the end of your turn. A creature next to one rift is considered to be within 1.5 meters of the other rift and its surrounding area. Anything put through one rift emerges from the other and attacks through the rift are not enhanced or restricted by the rift in any way.

The rift is not stable enough for energy such as alchemical explosions or magic to pass through it, but you can expend 1 mana or psi when you cast this cantrip to stabilize the rift so energy can pass through it.

As an action, you sicken the body of a creature within 18 meters. The target must succeed on a Fortitude saving throw or be poisoned until the end of its next turn.

As an action, you extend your hand toward a creature that you can touch or see within 9 meters and project a puff of noxious gas from your palm. The creature must make a Fortitude saving throw.

On a failed save, a creature takes 1d8 poison damage, or half as much damage on a successful save.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

1 hour

As an action, you create one of the following magical effects within 9 meters:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 0.028 cubic meters.
  • You chill, warm, or flavor up to 0.028 cubic meters of non-living material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

This spell is a minor magical trick that novice spellcasters use for practice.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

As an action, you channel primal magic to cause your teeth or fingernails to sharpen. Make a melee spell attack against a creature within 1.5 meters of you. On a hit, the target takes 1d8 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

5 minutes

As an action, a flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 1.5-meters radius and dim light for an additional 1.5 meters.

When you cast this spell, or as an action on a later turn, you can hurl the flame. Make a ranged spell attack against a creature within 18 meters. On a hit, the target takes 1d8 fire damage.

When you cast this spell, or as an action on a later turn, you can form the flame into a blade. When you form the flame into a blade, or as an action on a later turn, you can make a melee spell attack against a creature within 1.5 meters of you. On a hit, the target takes 1d8 fire damage.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the flame in your hand. A flammable object hit by this spell ignites if it isn’t being worn or carried.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, burning radiance erupts from you. Each creature that you can touch or see within 1.5 meters of you must succeed on a Fortitude saving throw or take 1d6 radiant damage.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of a Medium or Small humanoid you can see within 18 meters. Your spell imbues the target with a foul mimicry of life, temporarily raising it as an undead creature. A pile of bones becomes a skeleton and a corpse becomes a zombie. The creature stands and moves toward a creature you choose within 9 meters of it and attacks it once. When it attacks, make a melee spell attack in place of its attack.

On a hit, the target takes 1d8 bludgeoning damage.

After attacking, the creature falls to the ground, lifeless.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

As an action, flame-like radiance descends on a creature that you can touch or see within 18 meters. The target must succeed on a Reflex saving throw or take 1d8 radiant damage damage. The target gains no benefit from cover for this saving throw.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

5 minutes

As a bonus action, a spectral blade forms on the end of a quarterstaff you are holding and lasts for the duration. The weapon’s damage type changes to slashing and it becomes magical, if it isn’t already.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the scythe in your hand.

5 minutes

As a bonus action, you weave together threads of shadow to create a blade of solidified gloom in your free hand which lasts for the duration. You create the blade as a magical dagger, katar, sai, sickle, greatsword, kama, kukri, longsword, scimitar, or shortsword.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the blade in your hand.

As an action, you choose an area of water that you can see within 9 meters and that fits within a 1.5-meters cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 1.5 meters in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Augment

The cube increases by 1.5 meters when you reach 5th level (3 meters), 9th level (4.5 meters), 13th level (6 meters), and 17th level (7.5 meters).

5 minutes

As a bonus action, the wood of a club or a quarterstaff you are holding is imbued with nature’s power for the duration. The weapon becomes magical, if it isn’t already.

The spell ends if you dismiss it (no action required), if you cast it again, or if you end your turn without the club or quarterstaff in your hand.

As an action, lightning forms coalesces in your palm. You can deliver a shock or hurl a bolt.

If you deliver a shock, make a melee spell attack against a creature you touch.

If you hurl the bolt, make a ranged spell attack against a creature within 18 meters.

On a hit, the target takes 1d6 lightning damage and it can’t take reactions until the end of its next turn.

After attacking with the lightning, the spell ends.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 9 meters must succeed on a Fortitude saving throw and automatically succeeds if it doesn’t have a soul.

On a failed save, the target takes 1d8 necrotic damage and you gain temporary health equal to half the amount of necrotic damage dealt.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you touch a living creature that has 0 health. The creature becomes stable. This spell has no effect on undead or constructs.

Augment

This spell’s range changes to a creature that you can touch or see within 9 meters at 5th level. You can cast this spell as a bonus action at 9th level. You may target all dying creatures of your choice within 3 meters of the original target at 17th level. The affected creatures restore 1 health after 1 minute, unless they start dying again.

As an action, you transform one of your hands into solid stone. Make a melee spell attack against one creature within 1.5 meters of you.

On a hit, the target takes 1d8 bludgeoning damage. After you make the attack, your hand returns to normal.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

As an action, you create a momentary circle of blades that sweep around you. Each creature within 1.5 meters, other than you, must succeed on a Reflex saving throw or take 1d6 force damage.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 9 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 as an action.

As an action, you shoot thorny vines at a creature or object within 18 meters. Make a ranged spell attack against the target.

On a hit, the target takes 1d6 piercing damage, and its speed is reduced by 3 meters until the start of your next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you create a long, vine-like whip covered in thorns that lashes out at your command. Make a melee spell attack against a creature within 9 meters. If the attack hits, the creature takes 1d6 piercing damage, and if it is Medium or smaller, you pull the creature up to 3 meters closer to you.

Augment

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 5th level (2d6; Large), 9th level (3d6; Huge), 13th level (4d6; Gargantuan), and 17th level (5d6).

As an action, you clap your hands together to create a burst of thunderous sound that can be heard up to 30 meters away. Each creature within 1.5 meters of you must succeed on a Fortitude saving throw or take 1d6 concussion damage.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you distort time around a creature that you can touch or see within 18 meters, rapidly accelerating and decelerating time, tearing it apart. The target must make a Will saving throw.

On a failed save, the target takes 1d6 force damage, and it can’t take reactions until the start of its next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you point at one creature that you can touch or see within 18 meters, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Will saving throw or take 1d4 necrotic damage. If the target is missing any of its health, it takes 1d4 extra damage.

Augment

This spell’s damage increases by 1d4 + 1d4 when you reach 5th level (2d4 + 2d4), 9th level (3d4 + 3d4), 13th level (4d4 + 4d4), and 17th level (5d4 + 5d4).

1 minute

As an action, you extend your hand and point a finger at a target within 18 meters. Your magic grants you a brief insight into the target’s defenses. For the duration, you gain advantage on your first attack roll against the target.

As an action, gusts of wind lift a creature into the air before it falls. Choose a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw; a creature can choose to fail this saving throw if it wishes.

On a failed save, the target is lifted 3 meters into the air. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

The target is lifted by an additional 3 meters when you reach 5th level (6 meters), 9th level (9 meters), 13th level (12 meters), and 17th level (15 meters).

As an action, you unleash a string of insults laced with subtle enchantments at a creature within 18 meters. If the target can hear you (though it need not understand you), it must succeed on a Will saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

concentration, 1 minute

As an action, reflections of yourself swarm about you, whispering suggestions on a course of action in your ear. Once before the spell ends, you can roll a d4 and add the number rolled to one ability check of your choice. You can roll the die before or after making the ability check. The spell then ends.

As a reaction, which you take when a creature within 9 meters of you dies, you can absorb its spirit. You gain 2d8 temporary health.

Augment

You gain 2d8 additional temporary health for each additional mana expended.

As an action, a shimmering green arrow streaks toward a target within 35 meters and bursts in a spray of acid. Make a ranged spell attack against the target.

On a hit, the target takes 4d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a miss, the arrow splashes the target with acid for half as much of the damage and no damage at the end of its next turn.

Augment

You can increase the damage by 5d6 for each additional mana expended.

As an action, a green corrosive mist shoots forth from your outstretched hands. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

A creature killed by this spell is affected by rigor mortis.

Augment

You can increase the damage by 2d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, adrenaline rushes through your body. You are hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional mana expended.

1 minute/mana

As an action, you afflict a fiend that you have summoned and can see within 9 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 targeted creature must succeed on a Fortitude saving throw or it has disadvantage on ability checks and saving throws against you. In addition, creatures that demand payment for their services reduce the payment by 20%. However, 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).

As a reaction, which you take when you are hit by an attack or take psychic damage, you absorb some of the incoming energy. You have resistance to psychic damage until the start of your next turn, including against the triggering damage.

If the creature who damaged you is within 18 meters it must make a Will saving throw. It takes 2d10 psychic damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 3d10 for each additional mana expended.

4 hours/mana

As an action, you bolster your allies with toughness and resolve. Choose two creatures within 9 meters. A creature’s maximum health and health increase by 8 for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • The target’s health increases by an additional 10 for each additional mana expended. If this spell is augmented to target additional creatures, the health is halved.

  • You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • Aiding Word. You can expend 1 additional mana to cast the spell as a bonus action and the targets’ maximum health and health increase by 5 for the duration. Additional augments to the health increase the health by 7 for each additional mana expended, instead of the normal increase.

(ritual); 4 hours/mana

As you spend 1 minute to cast this spell, you set an alarm against unwanted intrusion. Choose a door, a window, or an area within 9 meters that is no larger than a sphere. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1.6 kilometers of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 18 meters.

1 hour/mana

As an action, you make yourself look different until the spell ends or until you use your action to dismiss it. 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.

As an action, you touch at least one drop of blood to learn about the creature to which the blood belongs. If the creature is alive or undead and is unwilling, it must succeed on a Fortitude saving throw or be affected by this spell.

You identify the kind of poison, disease, or level of radiation in the blood.

Augment

Blood Biography. You can expend 1 additional mana to learn the creature’s species, gender, age, and when and how the creature lost the blood.

4 hours/mana

As an action, you create an invisible, intangible teleportation anchor in a 1.5-meters cube you can see within 35 meters of you. For the duration, whenever you teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.

(ritual); 8 hours/mana

As an action, you use an animal to deliver a message. Choose a Tiny beast you can see within 9 meters, 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 80 kilometers per 24 hours for a flying messenger, or 40 kilometers 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.

Augment

You can increase the duration of the spell by 48 hours for each additional mana expended.

concentration, 1 hour/mana

As an action, you call forth an acid elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is an acid elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

concentration, 1 hour/mana

As an action, you call forth an air elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is an air elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

  • Invisible Stalker. You can expend 2 additional mana to summon an invisible stalker instead of an air elemental.

    An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.

    Directed Hunter. When an invisible stalker is created, it stays at its summoner’s side until it is given a task to perform. If an assignment doesn’t involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task. An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.

concentration, 1 hour/mana
d8Damage Type
1Fire Elemental
2Acid Elemental
3Lightning Elemental
4Earth Elemental
5Ice Elemental
6Air Elemental
7Water Elemental
8Sand Elemental

As an action, you call forth a random elemental which appears in an unoccupied space that you can see within 18 meters. Roll a d8 and compare the result to the table below to determine the elemental type as a companion, using 1 resource.

The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

24 hours

As an action, threads of dark power leap from your fingers to pierce a pile of bones or a corpse of a Medium or Small humanoid you can see within 18 meters. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. Choose one 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.

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

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 90 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 action 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 two additional skeletons or zombies for every additional mana expended. You animate or reassert control over one additional ghoul for each additional mana expended and an additional ghoul at 3 and 5 mana.

  • Ghast. You can cast this spell at night and expend 1 additional mana to animate or reassert control over a ghast from a corpse or existing ghast. You animate or reassert control over one additional ghast for each additional mana expended.

  • Gnoll Witherling. You can expend 1 additional mana to animate or reassert control over a gnoll witherling from a corpse of a gnoll or existing gnoll witherling. You animate or reassert control over one additional gnoll witherling for each 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 other 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 each additional mana expended.

  • Wight or Deathlock Wight. You can cast this spell at night and expend 1 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 other 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 other 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 other 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 other additional mana expended.

  • Flameskull. You can expend 3 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 other additional mana expended.

  • Beholder Zombie. You can expend 4 additional mana to animate or reassert control over a beholder zombie from a corpse of a beholder or existing beholder zombie.

concentration, 1 hour/mana

As an action, you call forth an earth elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is an earth elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

concentration, 1 hour/mana

As an action, you call forth an fire elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is a fire elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

concentration, 1 hour/mana

As an action, you call forth an ice elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is an ice elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

concentration, 1 minute/mana

As an action, objects come to life at your command. Choose two nonmagical objects within 35 meters that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, and Huge targets count as five objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 90 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 action 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.

Animated Objects Statistics
SizeHealthDefDamageStrDex
Tiny20161d4 + 2614
Small25161d6 + 1812
Medium40162d6 + 21410
Large50162d10 + 31410
Huge80163d10 + 4166

An animated object is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 9 meters; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 9 meters and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 9 meters and is blind beyond that distance. When the animated object drops to 0 health, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 1.5 meters of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

Augment

You can animate three additional objects for each additional mana expended.

concentration, 1 hour/mana

As an action, plants come to life at your command. Choose two nonmagical plants within 35 meters. Medium targets count as two plants, Large targets count as four plants, and Huge targets count as five plants. You can’t animate any plant larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 health.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 90 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 action 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.

Animated Plants Statistics
SizeHealthDefDamageStrDex
Tiny20161d4 + 2614
Small25161d6 + 1812
Medium40162d6 + 21410
Large50162d10 + 31410
Huge80163d10 + 4166

An animated plant is a construct with Defense, Health, Strength, and Dexterity determined by its size. When it attacks, make a melee spell attack in place of its attack. Its Constitution is 0, its Intelligence and Wisdom are −4, and its Charisma is −5. Its speed is 9 meters; the plant can use half of its movement to detach its roots from the ground or root itself in the ground. It has blindsight with a radius of 9 meters and is blind beyond that distance. When the animated plant drops to 0 health, it reverts to its original plant form, and any remaining damage carries over to its original plant form.

If you command a plant to attack, it can make a single melee attack against a creature within 1.5 meters of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific plant inflicts slashing or piercing damage based on its form.

Augment

You can animate three additional plants for each additional mana expended.

concentration, 1 hour/mana

As an action, you call forth an sand elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is a sand elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

concentration, 1 hour/mana

As an action, you call forth a lightning elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is a lightning elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

concentration, 1 hour/mana

As an action, you call forth an water elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is a water elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • You can expend 2 additional mana to call forth another elemental.

  • Water Weird. You can expend 1 additional mana to call forth a water weird instead of a water elemental. It must be summoned in an unoccupied space containing water such as a river, lake, pool, or fountain.

concentration, 1 hour/mana

As an action, ash falls in a cylinder twice as big as normal centered on a point you choose within 35 meters. The area is heavily obscured.

As a reaction, which you take when you are hit by an attack, you disappear from the world for a brief moment, entering the Astral Plane. The attack’s damage against you is halved and then you reappear at the space you occupied.

Augment

Astral Refuge. You can expend 1 additional mana to stay in the Astral Plane, returning to the space you occupied at the start of your next turn. You take advantage of the timeless nature of the Astral Plane, allowing you to take two actions that only affect you.

(ritual); M (specially marked sticks, bones, or similar tokens worth at least 25 sp)

As you spend 1 minute to cast this spell, by casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

As an action, you bombard an area with rocks. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d6 bludgeoning damage and is staggered until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t staggered.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d6 for each additional mana expended.

  • You can expend 1 additional mana so each creature who fails the saving throw is stunned until the end of its next turn.

As an action, you violently purge the blood from a creature’s body through its skin. Choose a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 6d6 necrotic damage.

On a successful save, the target takes half as much damage.

Augment

You can increase the damage by 8d6 for each additional mana expended.

As a reaction, which you take when you are hit by an attack, you can redirect attacks with gusts of air. Until the start of your next turn, including against the triggering attack, ranged weapon attacks have disadvantage against you and you have a +2 bonus to Defense against all other attacks.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead.

concentration, 1 minute/mana

As an action, you curse up to three creatures you can see within 9 meters. Each target must make a Will saving throw. Whenever a target that fails this saving throw makes an attack roll, ability check, or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll, ability check, or saving throw.

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 9 meters of each other when you target them.

  • You can expend 1 additional mana so the target must roll a d6.

  • You can expend 2 additional mana so the target must roll a d8.

  • You can expend 3 additional mana so the target must roll a d10.

  • You can expend 4 additional mana so the target must roll a d12.

4 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and the target’s skin has a rough, bark-like appearance until the spell ends. The target’s Defense becomes 13 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

(ritual); concentration, 1 hour/mana

As an action, you establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is −4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. Additionally, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

concentration, 1 minute/mana

As a bonus action, you can beguile a creature within 18 meters. Choose one of your allies within 9 meters of the target. The target must succeed on a Will saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect for the duration of the spell.

The spell ends if the chosen ally attacks or damages the charmed target or if the chosen ally casts a spell or uses a spell that targets the charmed target.

This is a charm effect. Undead and creatures immune to being charmed aren’t affected by this spell.

As a reaction, which you take when you or another creature that you can touch or see within 18 meters makes an attack roll, an ability check, or a saving throw, you can twist fate. Roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

  • You can expend 1 additional mana to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 2 additional mana to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

1 hour/mana

As an action, you alter your physical form to gain different characteristics. When you use this ability, you have 1 mana to choose one or more of the following effects. Each effect has its own mana cost, reducing the pool of mana.

Amphibious (1 mana). You gain gills; you can breathe air and water.

Bear’s Endurance (1 mana). You have advantage on constitution checks and gain 3d6 temporary health, which are lost when the spell ends.

Bull’s Strength (1 mana). You have advantage on strength checks and your carrying capacity doubles.

Cat’s Grace (1 mana). You have advantage on dexterity checks and you don’t take damage from falling 6 meters or less if you aren’t incapacitated.

Climbing (1 mana). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.

Camouflage (1 mana). Your skin and equipment take on the color and texture of nearby objects, including floors and walls, masking you from detection. For the duration, you have advantage on Stealth checks.

Echolocation (3 mana). You gain the ability to sense your surroundings by sound. For the duration, you have advantage on Perception checks that rely on hearing and have blindsight out to a range of 9 meters. If you already have blindsight, its range increases by 9 meters. You can’t use this blindsight while deafened.

Keen Senses (1 mana). Your eyes, ears, or nose become more sensitive. You gain advantage on Perception checks.

Natural Weapons (1 mana). You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Your unarmed strikes also becomes magical, if they aren’t already.

Nocturnal (2 mana). Your eyes become accustomed to the dark. You have darkvision out to a range of 18 meters.

Swimming (1 mana). You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.

Spider Climb (1 mana). If you have a climbing speed, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Tough Hide (1 mana, lasts 4 hours/mana). Your skin becomes as tough as leather; Your Defense becomes 13 + your Dexterity (max 4).

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

  • You can expend 1 additional mana to target a willing creature you touch.

concentration, 1 minute/mana

As an action, a creature that you can touch or see within 18 meters starts bleeding for the duration. At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the target takes 4d6 necrotic damage.

On a successful save, the target takes half as much damage and the effect ends.

Augment

You can increase the damage by 6d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you bless up to three creatures you can see within 9 meters. Whenever a target makes an attack roll, ability check, or saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

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 9 meters of each other when you target them.

  • You can expend 1 additional mana so the target can roll a d6.

  • You can expend 2 additional mana so the target can roll a d8.

  • You can expend 3 additional mana so the target can roll a d10.

  • You can expend 4 additional mana so the target can roll a d12.

1 minute/mana

As an action, you can touch a willing creature to give it advantage on Deception checks for the duration.

As an action, you wither a creature or plant that you can touch or see within 18 meters, draining moisture and vitality from it. The target must make a Fortitude saving throw. The target takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

Augment

You can increase the damage by 4d12 for each additional mana expended.

concentration, 1 minute/mana

As an action, you can create a blinding light. Choose one creature that you can touch or see within 18 meters to make a Fortitude saving throw.

On a failed save, a creature takes 2d10 radiant damage and is blinded for the duration.

On a successful save, the creature takes half as much damage and isn’t blinded.

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

Augment

You can increase the damage by 4d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, you can engulf a creature’s eyes or ears in shadow, blinding or deafening it. Choose one creature that you can touch or see within 18 meters to make a Fortitude saving throw.

On a failed save, a creature takes 2d10 necrotic damage and is either blinded or deafened (your choice) for the duration.

On a successful save, the creature takes half as much damage and isn’t blinded or deafened.

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

Augment

You can increase the damage by 4d10 for each additional mana expended.

4 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and its blood becomes as hard as iron upon contact with air until the spell ends. The target’s Defense becomes 13 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As an action, you siphon life force to heal your wounds. One creature that you can touch or see within 18 meters must make a Fortitude saving throw. A creature isn’t affected by this spell if it doesn’t have blood in its body.

On a failed save, the target takes 3d8 necrotic damage.

On a successful save, the target takes half as much damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 4d8 for each additional mana expended.

As a bonus action when you cast a spell, you can cut one of your hands, releasing a small stream of blood that transforms into one material component of your choice required by the original spell, with a cost of up to 100 sp or augments a material component to be up to 100 sp more valuable.

Your health and maximum health are both reduced by 1d10. This reduction can’t be lessened in any way, your maximum health cannot be increased in any way until you finish a long rest, and the reduction to your maximum health lasts until you finish a long rest. You cannot create magic items with blood money.

This spell does not change your mana or psi limit for another spell you cast this turn.

Augment

The component cost can be up to 100 sp higher for each additional mana expended. Reduce your health by an additional 1d10 for each augmentation.

As an action, you can manipulate the vitality of a creature within 18 meters to expunge a corruption in their blood. The target creature can immediately make a saving throw against an effect afflicting it.

The targeted creature must have blood in its body or this spell has no effect.

(ritual); M (a life-sized animal sculpture of a familiar made of clay, cloth, stone, or wood, plus mandrake root worth 10 sp, consumed)

As you spend 1 hour to cast this spell, you pour a few drops of your blood into the mouth of the animal sculpture, temporarily giving it life. The form is based on the sculpture: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0. The sculpture animates into a familiar within 1.5 meters of you, the familiar has the statistics of the chosen form, though it is a construct instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 health, it becomes lifeless, leaving behind a broken sculpture beyond repair.

While your familiar is within 35 meters of you, you can communicate with each other 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 deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 9 meters of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, your current familiar becomes lifeless.

Finally, 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 35 meters of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

1 hour/mana

As an action, you can smell creatures that don’t have full health within 18 meters for the duration, which allows you to pinpoint the space the creature occupies.

Additionally, you have advantage on ability checks to track any creature that doesn’t have full health.

concentration, 1 minute/mana

As an action, your voice strengthens the will of up to three creature that you can touch or see within 9 meters. Whenever a target makes an attack roll, ability check, or saving throw during the duration, the target can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

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 9 meters of each other when you target them.

  • You can expend 1 additional mana so the target can roll a d6.

  • You can expend 2 additional mana so the target can roll a d8.

  • You can expend 3 additional mana so the target can roll a d10.

  • You can expend 4 additional mana so the target can roll a d12.

4 hours/mana

As you spend 1 minute to cast this spell, you animate a pile of bones you can see within 18 meters to becomes a suit of armor around a willing creature that you can touch or see within 9 meters. The armor is molded for a specific creature and that creature is automatically proficient with it. The armor provides a Defense of 13 + the wearer’s Dexterity (max 4).

concentration, 5 minutes/mana

As a bonus action, a weapon you touch vibrates with anticipation. For the duration, the weapon deals an extra 1d6 concussion damage when it hits and the target must succeed on a Fortitude saving throw or be deafened until the end of its next turn.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

As a reaction, which you take at the end of a creature’s turn, you can borrow time from your future self.

You can take any action, but you are then incapacitated and can’t move or speak until the end of your next turn.

concentration, 1 minute/mana

As a bonus action, you bind a creature, preventing it from leaving your side. Choose a creature that you can touch or see within 18 meters to be affected. While affected by this spell, if the target is more than 1.5 meters away from you at the start of your turn it must make a Will saving throw.

On a failed save, the creature is teleported to a space within 1.5 meters of you.

On a successful save, the spell ends.

As a reaction, which you take when you make a Coercion check, your words become more commanding. You have advantage on the triggering Coercion check.

You can use this spell before or after making the ability check, but before any effects of the check are applied.

As an action, you hold your hands with thumbs touching and fingers spread as a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d6 fire damage and is burning 1.

On a successful save, a creature takes half as much damage and doesn’t start burning.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

Augment

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

concentration, 1 hour/mana

As an action, you call forth a beast which appears in an unoccupied space that you can see within 18 meters. The beast assumes the form of a beast companion that you know, using 1 resource. The creature has no stamina dice, but you can infuse it with stamina dice by expending mana, up to your mana limit. For each mana you expend, the beast gains 3 stamina dice. You can learn a form that you have seen before and that you have detailed knowledge of and you can learn a number of forms equal to your proficiency bonus. The beast is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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.

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

  • Faithful Beasts. You can expend 1 additional mana to cast the spell as a reaction, which you take when you or an ally you can see within 9 meters of you is reduced to 0 health. The beast appears within 3 meters of the fallen creature, protects it from harm, and attack its foes.

  • You can expend 2 additional mana to call forth another beast.

As you spend 10 minutes to cast this spell, you call forth a beast from the wilderness to be a loyal, majestic mount. Appearing in an unoccupied space within 9 meters, the mount takes on a form you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The creature has the statistics provided in the Monster Manual for the chosen form. Additionally, if it has an Intelligence of −3 or lower, its Intelligence becomes −2, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1.6 kilometers of you, you can communicate with each other telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 health or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its health restored and any conditions removed.

You can’t have more than one mount bonded by this spell at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Augment

You can expend 1 additional mana so your mount can take the form of a giant eagle, a giant lizard, a giant spider, a dire wolf, a rhinoceros, or a saber-toothed tiger.

As a reaction, which you take when you roll an Intelligence check, you recall natural memories and knowledge previously inaccessible to you. You can reroll the Intelligence check, taking the second result.

(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 3 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 DC 20 Insight check.

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

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. 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 wish spell.

Marriage. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to Defense while they are within 9 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 6d6 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 3 meters.

As a reaction, which you take when you roll on the Wild Surge table, you can reroll. If you do so, you must use the new roll.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, you hurl an undulating, warbling mass of chaotic energy at one creature that you can touch or see within 35 meters. Make a ranged spell attack against the target.

On a hit, the target takes 3d8 + 1d6 damage. Choose one of the d8s. The number it rolled determines the attack’s damage type, as shown below. If you roll an 8, the chaotic energy leaps from the target to a different creature of your choice within 9 meters of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

Augment

You can increase the damage by 6d6 for each additional mana expended.

concentration, 5 minutes/mana
d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As a bonus action, a weapon you touch becomes infused with chaotic energy. For the duration, the weapon deals an extra 1d6 damage when it hits. Roll a d8 to determine the attack’s damage type, as shown below.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

1 hour/mana

As an action, you attempt to charm a creature that you can touch or see within 9 meters. It must make a Will saving throw, and it does so with advantage if you or your companions are fighting it.

On a failed save, the creature is charmed by you for the duration or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

1 minute/mana

As an action, you exert an aura of sympathetic power. Roll 6d10; the total is how much health of creatures this spell can affect. Creatures within a sphere twice as big as normal centered on you are affected in ascending order of their health (ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat).

Starting with the creature that has the lowest health, each creature affected by this spell is charmed by you until the spell ends, the charmed target takes damage, or someone uses an action to shake or slap the charmed target. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected.

Augment

Roll an additional 8d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, you fill the air with spinning daggers in a 1.5-meters cube within 18 meters. A creature must make a Reflex saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. A creature takes 4d4 piercing damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the damage by 6d4 for each additional mana expended.

concentration, 1 minute/mana

As an action, you freeze the veins of a creature that you can touch or see within 18 meters. The creature must succeed on a Fortitude saving throw or be slowed 1 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.

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 9 meters of each other when you target them.

  • You can increase the slowed level by 1 for each additional mana expended.

1 minute/mana

As an action, a dazzling array of flashing, colored light springs from your hand. Roll 5d10; the total is how much health of creatures this spell can effect. Creatures in a cone originating from you are affected in ascending order of their health (ignoring incapacitated creatures and creatures that can’t see).

Starting with the creature that has the lowest current health, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected. At the end of each affected creature’s turns, the creature can make a Fortitude saving throw. If it succeeds, this effect ends for that target.

Augment

Roll an additional 7d10 for each additional mana expended.

As an action, you speak a one-word command to a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 1.5 meters of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 2 additional mana to change the duration to 1 minute/mana, concentration. For the duration, you can make an additional command as an action on each of your turns.

concentration, 1 minute/mana

As a bonus action, you attempt to compel a creature into a duel. One creature that you can touch or see within 9 meters must make a Will saving throw.

On a failed save, the creature is drawn to you, compelled by your demand. While compelled, it has disadvantage on attack rolls against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 9 meters away from you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn.

The spell ends if you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 9 meters away from the target.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you roll a dice to determine if a spell causes a Wild Surge, you can compel wild energies forth. Roll on the Wild Surge table to create a random magical effect.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you take when you see a creature within 18 meters of you casting a spell, you cause wild magic to pour out from the creature. The creature must make a Will saving throw.

On a failed save, the creature rolls on the Wild Surge table to create a random magical effect.

(ritual); 1 hour/mana

As an action, you understand the literal meaning of any spoken language that you hear for the duration. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

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 9 meters of each other when you target them.

  • Tongues. You can expend 1 additional mana so you also understands the true meaning of any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.

As an action, a blast of cold air erupts from your hands. Each creature in a cone must make a Fortitude saving throw.

On a failed save, a creature takes 3d8 cold damage and is slowed 1 until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t slowed.

A creature killed by this spell becomes a frozen statue until it thaws.

If the blast of cold air strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over the area. The ice is an instantaneous effect, but persists as non-magical ice. Under temperate conditions, the ice lasts 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make an Acrobatics or Brawn check (its choice) against your spell save DC to break free.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d8 for each additional mana expended.

  • You can increase the slowed level by 1 for each additional mana expended.

As an action, you assault and twist a creature’s minds, spawning delusions and provoking uncontrolled action. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused 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 target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration

As an action, your poison assaults and twists a creature’s minds, spawning delusions and provoking uncontrolled action. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused 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 target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

(ritual); M (physical item serving as a connection to the spirits worth at least 25 sp)

As you spend 1 minute to cast this spell, you receive an omen from the spirits about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

As an action, consumptive energy ripples out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, the creature takes 2d8 necrotic damage.

On a successful save, the creature takes half as much damage.

You regain health equal to half the amount of necrotic damage dealt.

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.

  • You can expend 1 additional mana so the death field around you is continuous. The duration changes to 1 minute/mana, concentration and the death field remains around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. Additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

M (ruby dust worth 50 sp, consumed)

As an action, a flame, equivalent in brightness to a torch, springs forth from an object that you touch and lasts until dispelled. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

concentration, 5 minutes/mana

As an action, you shape and alter existing sounds within 35 meters. You can target one sound, such as a person speaking or singing, a group of related sounds such as the patter of many raindrops or the tramp of soldiers passing by, or all sounds in a sphere centered on a point you choose. A sound as quiet as a snapping finger can be controlled.

You can entirely muffle a noise to make no sound at all or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any creature with advantage on Stealth and audio-based Perception checks.

You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Deception ability check with advantage opposed by the intended listener’s Insight check to avoid arousing suspicion.

Alternatively, you can use up the spell in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters non-magical, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

As a reaction, which you take when you or another creature that you can touch or see within 18 meters makes an attack roll, an ability check, or a saving throw, you gain divine conviction. Roll a 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

  • You can expend 1 additional mana to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 2 additional mana to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As an action, sunlight bursts from you. Each creature on the ground other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, the creature takes 2d8 radiant damage and is blinded until the end of its next turn.

On a successful save, the creature takes half as much damage, but isn’t blinded.

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.

  • You can expend 1 additional mana so the sunlight continuously radiates from you. The duration changes to 1 minute/mana, concentration and the sunlight radiates from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. Additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

  • You can expend 1 additional mana if the sunlight continuously radiates from you so the corona hedges out undead creatures. The corona prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the corona.

    If you move so that an affected creature is forced to pass through the corona, the spell ends.

concentration, 1 minute/mana

As an action, corrosive acid eats away at one creature that you can touch or see within 18 meters. At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the target takes 4d6 acid damage.

On a successful save, the target takes half as much damage and the effect ends.

Augment

You can increase the damage by 6d6 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch seeps acid. For the duration, the weapon deals an extra 1d6 acid damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

(ritual)

As an action, you either create, destroy, or purify water.

Create Water. You create up to 40 liters of clean water within 9 meters in an open container. Alternatively, the water falls as rain in a sphere twice as big as normal within 9 meters. Any burning creature in the area stops burning.

Destroy Water. You destroy up to 40 liters of nonmagical water in an open container within 9 meters. Alternatively, you destroy fog in a sphere twice as big as normal within 9 meters.

Purify Water. All nonmagical liquid within a sphere twice as big as normal centered on a point of your choice within 9 meters is purified and rendered free of poison and disease.

Augment

You create or destroy an additional 40 liters of water for each additional mana expended. Alternatively the sphere increases by 1.5 meters for each additional mana expended.

As a reaction, which you take when another creature you can touch or see makes an attack roll, an ability check, or a saving throw, you can use your wit to distract, confuse, and otherwise sap the confidence and competence of the creature. Roll a 1d4 and apply the number rolled as a penalty to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

  • You can expend 1 additional mana to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 2 additional mana to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As an action, winds swirl around you in a spiral form. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw. Choose to have the wind rotate clockwise or counterclockwise.

On a failed save, a creature takes 2d10 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters in a straight line, either clockwise or counterclockwise.

On a successful save, the creature takes half as much damage and isn’t pushed.

The strong wind keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d10 and affect a creature of a larger size for each additional mana expended.

  • You can expend 1 additional mana so the cyclone swirls continuously. The duration changes to 1 minute/mana, concentration and the winds swirl around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.

    You can change the direction of the cyclone as a bonus action on your turn.

    Additional augments to the damage increase the damage by 1d10 for each additional mana expended, instead of the normal increase.

1 hour/mana

As an action, darkness spreads from a point you choose within 35 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the darkness is magical. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of using equal or less mana, can’t illuminate the area.

  • Maddening Darkness. You can expend 1 additional mana so shrieks, gibbering, and mad laughter can be heard within the sphere. The sphere is normal size and the duration changes to 5 minutes/mana. Whenever a creature starts its turn in the sphere, it must make a Will saving throw, taking 2d4 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 1d4 for each additional mana expended.

  • Hungering Darkness. You can expend 2 additional mana so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is normal size and the duration changes to 5 minutes/mana. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 9 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature starts its turn in the sphere, it must make a Reflex saving throw, taking 2d4 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d4 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch sheds radiant light. For the duration, the weapon radiates bright light in a 3-meters radius and dim light for an additional 3 meters and deals an extra 1d6 radiant damage when it hits, or an extra 2d6 radiant damage against undead and oozes.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

  • Crusader’s Mantle. You can expend 1 additional mana to radiate holy power in an aura shaped as a sphere twice as big as normal centered on you, awakening boldness in friendly creatures. The duration changes to 1 minute/mana, concentration and until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals the extra radiant damage when it hits with a weapon attack.

1 hour/mana

As an action, light spreads out from a point you choose within 35 meters to fill a sphere twice as big as normal for the duration. The light sheds bright light and sheds dim light beyond the bright light to a distance equal to the sphere’s radius.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the source of the light with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell using equal or less mana, the spell that created the darkness is dispelled.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the light is magical sunlight. A creature with the Sunlight Sensitivity species trait is impacted. Non-magical darkness, as well as darkness created by spells of using equal or less mana, can’t darken the area.

  • Dawn. You can expend 1 additional mana so the sunlight beams with radiant energy. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana. Whenever a creature starts its turn in the sphere, it must make a Fortitude saving throw.

    On a failed save, a creature takes 3d4 radiant damage and is blinded until the end of its next turn.

    On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can increase the damage by 1d4 for each additional mana expended.

    Additionally, this light makes it impossible for the creature to benefit from being invisible while in the bright light.

As a reaction, which you take when you make a Deception check, your words entice the gullible. You have advantage on the triggering Deception check.

You can use this spell before or after making the ability check, but before any effects of the check are applied.

As a reaction, which you take when you are hit by a spell attack or when you make a saving throw against a spell or other magical effect, you deflect the energy aimed at you. Until the start of your next turn, you have a +2 bonus to Defense against spell attacks and a +2 bonus on saving throws vs spells and other magical effects.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana when an ally within 9 meters is hit by a spell attack or makes a saving throw against a spell other magical effect. Until the start of your next turn, the ally has a +2 bonus to Defense against spell attacks and a +2 bonus on saving throws vs spells and other magical effects.

  • Spell Shield. You can expend 1 additional mana to manifest a shield of energy which shields you. Until the start of your next turn, including against the triggering damage, you have resistance to damage from spells.

  • Projected Shield. You can expend 2 additional mana to absorb magical energy when you or an ally within 9 meters is damaged by a spell or other magical effect. The spell shield extends out from you in a sphere and moves with you, remaining centered on you. Until the start of your next turn, you and your allies have a +2 bonus to Defense against spell attacks, a +2 bonus on saving throws vs spells and other magical effects, and resistance to damage from spells while inside the area of the spell shield, including from the triggering spell.

As an action, you bend the fabric of time, causing a creature that you can touch or see within 35 meters to make a Will saving throw.

On a failed save the target repeats the actions it took on its previous turn and must act against the same target or targets, but doesn’t have to make exactly the same choices. If the situation has changed in such a way that the target can’t take the same actions again (if its foe is dead, the target has run out of spells or mana, or moving in the same direction would be fatal, and so on), the creature becomes confused and must roll a d10 to determine its behavior for that turn.

d10Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2–6The creature doesn’t move or take actions this turn.
7–8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10The creature can act and move normally..

As a reaction, which you take when a friendly creature within 18 meters who can see or hear you makes a death saving throw, it can make the saving throw with advantage. If the saving throw succeeds the creature becomes stable.

As an action, you siphon the moisture from a creature’s body. Choose a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. A gallon of water is removed from the creature and unless it rehydrates, it can quickly become exhausted 1.

Augment

You can increase the damage by 8d6 for each additional mana expended.

As an action, you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose in a sphere around you must succeed on a Fortitude saving throw or take 2d8 radiant or necrotic damage (radiant if you cast it as a holy spell, necrotic if you cast it as an unholy spell), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d8 for each additional mana expended.

  • Destructive Waves. You can expend 1 additional mana so the divine energy around you is continuous. The duration changes to 1 minute/mana, concentration and the divine energy bursts around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. Additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

(ritual); concentration, 5 minutes/mana

As an action, you can sense the presence and location of diseases and diseased creatures within 9 meters of you. You also identify the kind of disease in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt

concentration, 5 minutes/mana

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 9 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 9 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, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 9 meters of you. If you sense magic in this way, you can use your 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, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters 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); concentration, 5 minutes/mana

As an action, you can sense the presence and location of poisons and poisonous creatures within 9 meters of you. You also identify the kind of poison or poisonous creature in each case. The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt

As an action, you detect the distance and direction to the closest planar portal within 1.6 kilometers of you.

See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of planar portals.

As a bonus action, you can shift between two worlds. You have advantage on your next attack roll before the end of your next turn. If that attack hits, add 2d10 damage to the attack’s damage roll.

Augment

You can increase the damage by 3d10 for each additional mana expended.

1 minute/mana

As an action, you broadcast mental static that convinces creatures that they are paralyzed. Roll 5d10; the total is how much health of creatures this spell can affect. Creatures within a sphere twice as big as normal centered on a point you choose within 35 meters are affected in ascending order of their health (ignoring incapacitated creatures).

Starting with the creature that has the lowest health, each creature affected by this spell is paralyzed until the spell ends, the paralyzed target takes damage, or someone uses an action to shake or slap the paralyzed target. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

Augment

Roll an additional 7d10 for each additional mana expended.

1 hour/mana

As an action, you change the appearance of a creature that you can touch or see within 9 meters. You give the target a new, illusory appearance. An unwilling target can make a Will saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 30 centimeters shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make a Will saving throw against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As an action, a thin green ray springs from your pointing finger to a target that you can see within 18 meters. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.

A creature targeted by this spell must make a Reflex saving throw.

On a failed save, the target takes 4d8 force damage, or half as much damage on a successful save. The target is disintegrated if this damage leaves it with 0 health.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a resurrection spell cast with 5 mana or a wish spell.

This spell automatically disintegrates a Tiny or smaller nonmagical object or a creation of magical force. If the target is a Small or larger object or creation of force, this spell disintegrates a 2½-foot-radius sphere portion of it. A magic item is unaffected by this spell.

Augment

You can increase the damage by 6d8 for each additional mana expended.

At 2 mana, this spell automatically disintegrates a Small or smaller nonmagical object or a creation of magical force. If the target is a Medium or larger object or creation of force, this spell disintegrates a 1.5-meters-radius sphere portion of it.

At 3 mana, this spell automatically disintegrates a Medium or smaller nonmagical object or a creation of magical force. If the target is a Large or larger object or creation of force, this spell disintegrates a 1.5-meters-radius sphere portion of it.

At 4 mana, this spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 3-meters-radius sphere portion of it.

At 5 or more mana, this spell automatically disintegrates a Huge or smaller nonmagical object or a creation of magical force. If the target is a Gargantuan or larger object or creation of force, this spell disintegrates a 4.5-meters-radius sphere portion of it.

As an action, you whisper a discordant melody that only one creature of your choice within 18 meters can hear, wracking it with terrible pain. The target must make a Will saving throw. A deafened creature automatically succeeds on the save.

On a failed save, it takes 3d10 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.

On a successful save, the target takes half as much damage and doesn’t have to move away.

Augment

You can increase the damage by 4d10 for each additional mana expended.

As an action, a tremor in the ground ripples out from you. Each creature on the ground other than you in a sphere centered on you must make a Reflex saving throw.

On a failed save, a creature takes 3d4 bludgeoning damage and is knocked prone.

On a successful save, the creature takes half as much damage and isn’t knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 1.5-meters-diameter portion requiring at least 1 minute to clear by hand.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d4 for each additional mana expended.

  • Tremors. You can expend 1 additional mana so the tremors around you are continuous. The duration changes to 1 minute/mana, concentration and the tremors erupt around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. Additional augments to the damage increase the damage by 2d4 for each additional mana expended, instead of the normal increase.

concentration, 1 minute/mana

As an action, choose one creature that you can touch or see within 90 meters. Yellow strips of magical energy loop around the creature. The target must succeed on a Reflex saving throw or its flying speed (if any) is reduced to 0 meters for the spell’s duration. An airborne creature affected by this spell descends at 18 meters per round until it reaches the ground or the spell ends.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when you are hit by an attack, your skin turns as hard as stone. Until the start of your next turn, including against the triggering attack, choose one of the following options:

  • You have a +2 bonus to Defense
  • You have resistance to nonmagical bludgeoning, piercing, and slashing damage
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead.

  • Stone’s Shelter. You can expend 2 additional mana to become encased in stone as the attack’s damage against you is halved. For 1 minute/mana or until you end this feature on your turn, a non magical dome of solid stone springs into existence around you. The dome forms up to 30 centimeters away from your body in all directions and is 30 centimeters thick.

    The dome is an object made of stone that can be damaged and thus breached. It has 16 Defense and 80 Health. Reducing the dome to 0 health destroys it.

As an action, you can unleash a stream of water that drains and heals life forces. Choose one of the following options.

Ebb. One creature that you can touch or see within 18 meters must make a Reflex saving throw.

On a failed save, the target takes 3d8 necrotic damage.

On a successful save, the target takes half as much damage.

A willing creature within 9 meters of the target can regain health equal to half the amount of necrotic damage dealt.

Flow. A creature that you can touch or see within 18 meters regains 2d10 health. A creature that you can touch or see within 9 meters of that creature must make a Fortitude saving throw.

On a failed save, the target takes necrotic damage equal to half the amount of healing.

Augment

You can increase Ebb’s necrotic damage by 4d8 and Flow’s healing by 3d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, your rapid mental lashings assault the ego of your enemy, debilitating its confidence. Choose one creature that you can touch or see within 35 meters to make a Will saving throw.

On a failed save, it takes 3d8 psychic damage and has disadvantage on attack rolls and ability checks for the duration.

On a successful save, the target takes half as much damage and doesn’t have disadvantage.

A creature 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 increase the damage by 5d8 for each additional mana expended. If this spell is augmented to target additional creatures, this damage is halved.

  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, a tendril of inky darkness reaches out from you. When you cast the spell—and as a bonus action on each of your turns thereafter—the tendril can touch a creature that you can touch or see within 18 meters to drain life from it. The target must make a Reflex saving throw.

On a failed save, the target takes 2d6 necrotic damage.

On a successful save, the target takes half as much damage.

Whenever the spell deals damage to a target, you regain health equal to half the amount of necrotic damage dealt.

Augment

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

concentration, 1 minute/mana

As an action, you cause a creature or an object you can see within 9 meters to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Fortitude saving throw.

On a successful save, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d6 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d6 less damage (this can’t reduce the damage below 1).

Augment

You can expend 1 additional mana to enlarge or reduce the creature’s size one additional step.

Enlarge. The target gains 10 temporary health and its reach increases by 1.5 meters.

Reduce. The target had advantage on Stealth checks and can move through tight areas.

As a reaction, which you take when you are hit by an attack, your skin erupts in a swollen, pus-filled bump that bursts open, shooting acid.

Each creature in a cone toward the direction of the attack must make a Reflex saving throw.

On a failed save, a creature takes 2d6 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn.

On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch becomes ethereal. For the duration, if the weapon misses a creature, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

1 minute/mana

As an action, you can temporarily disrupt a creature’s ability to mask their true thoughts and intent. Choose a creature that you can touch or see within 18 meters. The target must make a Will saving throw.

On a failed save, the creature is unable to speak a deliberate lie for the duration. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can avoid answering questions they would normally have responded with a lie. Such a creature can remain evasive in its answers as they remain within the limits of truth.

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 9 meters of each other when you target them.

  • Zone of Truth. You can expend 1 additional mana to create a magical zone that guards against deception in a sphere twice as big as normal centered on a point of your choice within 18 meters. The duration changes to 5 minutes/mana and until the spell ends, a 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.

concentration, 1 minute/mana

As an action, each creature and object in a sphere twice as big as normal within 18 meters is outlined in blue, green, or violet light (your choice). An unwilling creature must make a Fortitude saving throw to avoid the effect. For the duration, objects and affected creatures shed dim light in a 3-meters radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

1 hour/mana

As an action, you bolster yourself with a necromantic facsimile of life, you gain 2d10 temporary health for the duration.

Augment

You gain 2d10 additional temporary health for each additional mana expended.

concentration, 5 minutes/mana

As an action, you attempt to falsify one of a creature’s senses. Choose a creature that you can touch or see within 90 meters who must make a Will saving throw.

On a failed save, the target thinks it sees, hears, smells, tastes, or feels something other than what its senses actually report.

You can’t create a sensation where none exists, nor make the target completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.

You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this spell. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size.

Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you awaken the worst fears in creatures. Each creature in a cone that is twice as big as normal must succeed on a Will saving throw or become frightened of you for the duration. A construct or an undead is immune to this effect.

While frightened by this spell, a creature must take the Dash action and move away from you 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 you, the creature can make a Will saving throw.

On a successful save, the spell ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fear for the next 24 hours.

5 minutes/mana

As an action, choose up to five willing creatures within 18 meters. A creature’s rate of descent while falling slows to 18 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target six additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.


Feather Fell

1
1 minute/mana

As a reaction, which you take when you or a creature within 18 meters of you falls, choose up to two willing falling creatures within 18 meters. A creature’s rate of descent while falling slows to 18 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target three additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

M (a vial of blood from a celestial or humanoid killed within the past 24 hours); concentration, 1 hour/mana

As an action, 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 18 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 an Abyssal Wretch (+3 damage on bite), Dretch, Imp, Maw Demon, Nupperibo, or Quasit

On each of your turns, you can try to issue a verbal command to the fiend (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Coercion, Deception, 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—such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.

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 creatures for each additional mana expended.

  • You can expend 1 additional mana to call a Barghest, Bulezau, Hell Hound, Incubus, Merregon, Merrenoloth, Rutterkin, Shadow Demon, Succubus, Spined Devil, or Vargouille. You can call one additional creature for each additional mana expended.

  • You can expend 1 additional mana to call a Babau, Barbed Devil, Bearded Devil, Cambion, Dybbuk, Gnoll Fang of Yeenoghu, Nightmare, Mezzoloth, Night Hag, or Tanarukk. You can call one additional creature for every other 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 other additional mana expended.

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

As a reaction, which you take when you are hit by an attack, wispy flames wreath your body, shedding bright light in a 3-meters radius and dim light for an additional 3 meters.

If the creature who damaged you is within 18 meters it must make a Fortitude saving throw as it is surrounded by flames.

On a failed save, the creature takes 2d6 fire damage and is burning 1.

On a successful save, it takes half as much damage and doesn’t start burning.

Augment

You can increase the damage by 3d6 and the burning level by 1 for each additional mana expended.

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

As you spend 1 hour to cast this spell, you gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, weasel, or any Tiny or smaller beast of challenge rating 0. Appearing in an unoccupied space within 9 meters, the familiar has the statistics of the chosen form, though it is a celestial, a fey, or a fiend (celestial if you are good or neutral, fiend if you are evil) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 health, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 35 meters of you, you can communicate with each other 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 deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 9 meters of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, 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 35 meters of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

As you spend 10 minutes to cast this spell, you summon a loyal, majestic mount. Appearing in an unoccupied space within 9 meters, the mount takes on a form you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The creature has the statistics provided in the Monster Manual for the chosen form though it is a celestial (Holy) or a fiend (Unholy) instead of its normal creature type based on a theme you know. Additionally, if it has an Intelligence of −3 or lower, its Intelligence becomes −2, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1.6 kilometers of you, you can communicate with each other telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 health or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its health restored and any conditions removed.

You can’t have more than one mount bonded by this spell at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Augment

You can expend 1 additional mana so your mount can take the form of a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger.

1 minute/mana

As an action, small fissures continuously open and close on the ground in a sphere twice as big as normal centered on a point within 18 meters and turns it into difficult terrain for the duration.

When the fissures appear, each creature standing in the area must succeed on a Reflex saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Reflex saving throw or fall prone.

concentration, 1 minute/mana

As an action, you pierce a creature that you can touch or see within 18 meters to the core with shadow for the duration. At the start of each of its turns while affected by this spell, the creature must make a Fortitude saving throw.

On a failed save, the target takes 2d10 necrotic damage and rolls a d20.

On a roll of 1-7, the shadow spreads to the legs so the target’s speed is reduced to 0 until the start of its next turn.

On a roll of 8-14, the shadow spreads to the arms so the target has disadvantage on attack rolls until the start of its next turn.

On a roll of 15-20, the shadow spreads to the head so the target is blinded until the start of its next turn.

On a successful save, the target takes half as much damage and the effect ends.

Augment

You can increase the damage by 3d10 for each additional mana expended.

concentration, 1 minute/mana

As an action, a 1.5-meters-diameter sphere of fire appears in an unoccupied space of your choice within 9 meters.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the sphere up to 9 meters. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

Any creature that ends its turn within 1.5 meters of the sphere must make a Reflex saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

When you move the sphere, you can direct it over barriers up to 1.5 meters tall and jump it across pits up to 3 meters wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 6-meters radius and dim light for an additional 6 meters.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch ignites in flames. For the duration, the weapon sheds bright light in a 3-meters radius and dim light for an additional 3 meters and deals an extra 1d6 fire damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

(ritual); 1 hour/mana

As an action, you create a circular, horizontal plane of force, 90 centimeters in diameter and 2.5 centimeters thick, that floats 90 centimeters above the ground in an unoccupied space of your choice that you can see within 9 meters. The disk remains for the duration, and can hold up to 225 kilograms. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 6 meters of it. If you move more than 6 meters away from it, the disk follows you so that it remains within 6 meters of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 3 meters or more. For example, the disk can’t move across a 3-meters-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 35 meters away from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

concentration, 1 hour/mana

As an action, you create a sphere twice as big as normal of fog centered on a point within 35 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 16 kilometers per hour) disperses it.

concentration, 5 minutes/mana

As a bonus action, an invisible field of force appears and surrounds a creature that you can touch or see within 18 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 an action. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you create a Large hand of shimmering, translucent force in an unoccupied space that you can see within 9 meters. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has 20 Defense and health equal to your maximum health. If it drops to 0 health, the spell ends. The hand doesn’t fill its space.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the hand up to 9 meters and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 1.5 meters of it. Make a melee spell attack.

On a hit, the target takes 3d8 bludgeoning damage.

Forceful Hand. The hand attempts to push a creature within 1.5 meters of it in a direction you choose. The target must make a Reflex saving throw.

On a failed save, the creature takes 4d6 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters away from the hand. The hand moves with the target to remain within 1.5 meters of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 1.5 meters of it. The target must make a Reflex saving throw or take 2d8 bludgeoning damage and be grappled.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space unless it succeeds on a Reflex saving throw.

Augment

You can increase the damage from the clenched fist option by 4d8, the damage from the forceful hand by 6d6 and affect a creature of a larger size, and the damage from the grasping hand by 3d8 for each additional mana expended.

As a reaction, which you take when you are hit by an attack or taking force damage, an invisible barrier of magical force appears around you. Until the start of your next turn, including against the triggering attack and damage, you have a +2 bonus to Defense and resistance to force damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead.

As an action, a spear of magical force blasts from you in a direction you choose. Each creature in a cone or line takes 3d6 force damage.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, you create a sword-shaped plane of force that hovers within 9 meters that lasts for the duration or until you cast this spell again. When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the weapon up to 9 meters and cause the sword to strike a creature within 1.5 meters of the sword. The target takes 2d8 force damage.

Augment

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

concentration, 5 minutes/mana

As a bonus action, a weapon you touch becomes imbued with raw magical energy. For the duration, the weapon deals an extra 1d6 force damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

  • Magic Weapon. You can expend 1 additional mana so the weapon becomes a magic weapon for the duration.

As a reaction, which you take when you are hit by an attack or when you make a weapon attack roll against a creature, you gain a flash of foresight. Until the start of your next turn, including against the triggering attack, you have a +2 bonus to Defense or attack rolls (your choice).

You can use this maneuver before or after the attack roll is made, but before any effects of the attack are applied.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to have a bonus to Defense and attack rolls.

4 hours/mana

As you spend 1 minute to cast this spell, you forge a suit of armor from physical material in the surrounding area such as dirt, wood, plants, or metal. The armor is molded for a specific creature and that creature is automatically proficient with it. The armor provides a Defense of 13 + the wearer’s Dexterity (max 4).

concentration, 5 minutes/mana

As a bonus action, a weapon you touch becomes frozen. For the duration, the weapon deals an extra 1d6 cold damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

As a reaction, which you take when you make a Persuasion check, your words become more enticing. You have advantage on the triggering Persuasion check.

You can use this spell before or after making the ability check, but before any effects of the check are applied.

4 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and a protective coating of ice surrounds it until the spell ends. The target’s Defense becomes 13 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As an action, freezing cold spreads out from you. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 2d10 cold damage and is slowed 1 until the end of its next turn.

On a successful save, the creature takes half as much damage and isn’t slowed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d10 for each additional mana expended.

  • Aura Borealis. You can expend 1 additional mana so the cold around you is continuous. The duration changes to 1 minute/mana, concentration and the cold spreads out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. Additional augments to the damage increase the damage by 1d10 for each additional mana expended, instead of the normal increase.

4 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and a current of air surrounds it until the spell ends, redirecting attacks away from its body. The target’s Defense becomes 13 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As a bonus action, winds gust, lifting you into the air. You can fly up to 9 meters. If you move at least 3 meters toward a creature right before making a melee weapon attack against it, add 2d6 damage to the attack’s damage roll, and if the target is your size or smaller it must make a Reflex saving throw.

On a failed save, you can push the target up to 6 meters away from you and knock the target prone.

Augment

You can increase the damage by 5d6 for each additional mana expended.

concentration, 1 minute/mana

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 18 meters, causing its adrenaline to spike. The creature is hasted 1 for the duration.

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 9 meters of each other when you target them.

  • You can increase the hasted level by 1 for each additional mana expended.

concentration, 1 hour/mana

As an action, you touch a willing creature and perceive through its senses until the end of your next turn. You hear, see, smell, taste, and feel everything that the creature does. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, you are blinded and deafened to your own surroundings, and if the creature is willing you can speak through it in your own voice, even if it is normally incapable of speech.