Benjamin Huffman - The Complete Arcanist Handbook v.1.0.0
Benjamin Huffman - The Complete Arcanist Handbook v.1.0.0
Benjamin Huffman - The Complete Arcanist Handbook v.1.0.0
T
Chapter 1: Arcanist Archetypes 3 he Complete Arcanist Handbook was
written to expand the options available
Bard................................................................................ 3 to you in your Dungeons & Dragons
College of Drama...................................................... 3
campaigns. It includes original
College of Fortune.................................................... 4
archetypes for the bard, sorcerer,
College of Pantomime.............................................. 5
warlock, and wizard classes. These new
College of Puppetry.................................................. 6
archetypes give new fictional identities to explore
Sorcerer........................................................................ 8 in each of these classes. We hope these new player
Arcane Prodigy.......................................................... 8
options help you play character concepts you’ve
Cursed Existence...................................................... 9
always wanted to and dream up all new ones!
Greenheart...............................................................10
In addition to the new archetypes, The Complete
Reincarnated Warrior............................................11
Arcanist Handbook introduces new spells and
Warlock......................................................................12 magic items. These original spells open avenues
The Archmage.........................................................12
of power to spellcasters who master them. Among
The Crone.................................................................13
the magic items presented within this book are
The Great Trickster................................................14
those from a new category of magic items: spell
The Titan..................................................................15
catalysts. These magic items can be expended when
New Warlock Options...........................................16 casting certain spells to enhance the effects of the
Pact Boons...............................................................16
spell. Spell catalysts work well as treasure found in
Eldritch Invocations...............................................17
adventures but Dungeon Masters may also find they
Wizard..........................................................................18 are useful hooks for side quests.
The Grey Guild........................................................18
Ross and I are proud to present The Complete
School of Fundamentals.......................................19
Arcanist Handbook. We hope the archetypes, spells,
School of Golemancy.............................................20
and items found within make for exciting fodder
Theurgy.....................................................................23
for your campaign. Thanks for picking up The
Chapter 2: Spells 24 Complete Arcanist Handbook. Have fun with it!
Spell Lists...................................................................24 —Benjamin Huffman
Bard...........................................................................24
Sorcerer....................................................................24
Warlock.....................................................................24
Wizard.......................................................................24
Spell Descriptions...................................................25
Chapter 3: Magic Items 42
Credits Don’t miss the first books in the series, The Complete
Product Lead: Benjamin Huffman Martialist Handbook and The Complete Devout
Handbook, including 4 new archetypes each for
Writing & Game Design: Benjamin Huffman, Ross Leiser Barbarian, Fighter, Ranger, and Rogue plus 17 new
Editor: Ryan Langr weapons, 18 new feats, and 36 new magic items for the
former and 4 new archetypes each for the Cleric, Druid,
Layout & Graphic Design: Nathanaël Roux Monk, and Paladin classes, 42 new spells, and 36 new
Cover Artist: Daniel Comerci magic items for the latter!
Interior Artists: Tony "MrKrane" Carter, Daniel Comerci Join us on social media!
– danielcomerci.com, Blake Davis, Gary Dupuis, Rick Benjamin Huffman
Hersley, Forrest Imel, Evangelia Kaliva, Vagelio Kaliva, Patreon Facebook
Tze-Chiang Lim, Matt Morrow, Maria Isabel Rauber Twitter Reddit
Neves, Douglas Wright. Some artwork © 2015 Dean Ross Leiser
Spencer, used with permission. All rights reserved. Patreon Twitter
Some art provided by Wizards of the Coast for DM’s Nathanaël Roux
Guild use. Used with permission. Patreon Twitter
Disclaimer: The authors of this book reject any responsibility or liability for readers who choose to partake in efforts to
animate puppets, manifest the power of their past lives, pledge their spirits to titans in exchange for getting totally ripped,
or clone themselves for the explicit purpose of forming an arcane conspiracy. Always point weavesabers away from your face
before activating and do not interpret the authors’ inclusion of orb of chaos as a recommendation to ever cast it.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016-2019 by Benjamin Huffman and Ross Leiser and published under the Community Content Agreement for
Dungeon Masters Guild.
INTRODUCTION
2
Chapter 1: Arcanist Archetypes
The Complete Arcanist Handbook begins with Magnetic Presence
a focus on the kinds of heroes it was written for: Beginning at 6th level, you learn special techniques
bards, sorcerers, warlocks, and wizards. Here you’ll that allow you to draw the attention of others:
find new archetypes for those classes that broaden
the scope of available character options in your • Whenever you speak, you can cause your voice to
D&D campaigns. boom up to five times as loud as normal.
• You can cast the enthrall spell once without
expending a spell slot. You regain the use of this
Bard ability whenever you expend a spell slot of 3rd
At 3rd level, a bard gains the Bard College feature. level or higher or when you finish a long rest.
The following options are available to a bard, in • As an action, you can cause light to shine down
addition to those offered in the Player’s Handbook: upon you. Bright white light shines within a 5-foot
College of Drama, College of Fortune, College of radius, 20-foot-high cylinder centered on you,
Pantomime, and College of Puppetry. with dim light shining a further 5 feet beyond the
radius. The cylinder remains centered on you as
College of Drama you move. The light disappears when you become
Bards of the College of Drama, usually referred incapacitated or when you choose to dismiss it on
to as actors, dedicate their lives to the stage, your turn (no action required).
whether that stage be within a grand palace or on a
wooden box on the side of a dirt road. They train to Take a Bow
portray any character through deft costuming and Starting at 14th level, you can bask in the adoration
impeccable impressions. They don’t just tell tales, of your fans and allies. When a friendly creature
but delight audiences by performing them as one- sees you reduce another creature to 0 hit points
man shows or as an ensemble with other bards of or cast a spell of 6th level or higher, you can use
the college. These actors develop special techniques your bonus action this turn to take a bow. When
for drawing crowds and feeding off their audience’s you do, you regain one expended use of your
energy, becoming popular attractions in nearly any Bardic Inspiration.
settlement they visit.
While near universally beloved by the common
folk and community leaders, actors are regarded
with some contempt by bards of other colleges, who
see actors as attention-seeking narcissists who are
either unwilling or unable to share the stage. An
actor who arrives in a town where another bard is
performing is often in for some not-so-good-natured
competition.
Method Actor
Starting when you join the College of Drama at
3rd level, you gain proficiency in the Performance
skill and with disguise kits, and you can use your
voice as a spellcasting focus for your bard spells.
Any spell you cast using your voice as a spellcasting
focus gains a verbal component if it doesn’t already
have one.
Additionally, you can perfectly mimic the
voice, speech, and mannerisms of any creature
you’ve observed and heard speak for at
least 1 minute.
Starring Role
Also at 3rd level, whenever you make an
ability check, attack roll, or saving throw,
you can expend one use of your Bardic
Inspiration to roll your Bardic Inspiration
die and add it to the result. You can choose to
do so after you roll, but before the DM tells you
whether you succeed or fail.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Pocket Ace
At 6th level, when you complete a long rest, roll
a die of the same type as your Bardic Inspiration
die (a d8 if your Bardic Inspiration die is a d8, for
example) and record the result as your pocket
ace. After a creature you inspired rolls a Bardic
Inspiration die, but before they choose to use your
Push Your Luck feature, you can exchange the
results of their Bardic Inspiration die with your
pocket ace. When you do, the Bardic Inspiration
die result becomes your new pocket ace. You
must choose to replace the result before the DM
announces if the roll succeeds or fails.
In addition, you can expend your pocket ace at any
time to add its result to one of your own attack rolls,
ability checks, or saving throws.
High Roller
At 14th level, when a creature with one of your
Bardic Inspiration dice makes an ability check,
attack roll, or saving throw and rolls a 20 on the
d20, you regain one expended use of your Bardic
Inspiration feature. When a creature with one of
your Bardic Inspiration dice makes an ability check,
attack roll, or saving throw, and rolls a 1 on the d20,
that creature can expend the Bardic Inspiration die
to roll the d20 again and must use the new result.
Pantomime Tricks
Also at 3rd level, you learn pantomime tricks that
are given substance by your bardic magic. You learn
two pantomime tricks of your choice, which are
detailed below. You learn one additional trick of your
choice at 6th and 14th level. Each time you gain a
level in this class, you can replace one pantomime
trick you know with a different one.
Some of your pantomime tricks require your
target to make a saving throw to resist the trick’s
effects. The saving throw DC is equal to your
spell save DC.
Box Trap. As an action, you can expend one use
of your Bardic Inspiration and mime creating a
box with your hands to magically trap a Large or
smaller creature you can see within 30 feet of you
in an invisible box until the start of your next turn.
The box is a cube large enough to encapsulate each
College of Pantomime space the target occupies, and its sides are solid
planes of force. When a creature attempts to pass
Bards of the College of Pantomime, called mimes,
through one of the cube’s sides, it must succeed on
are performers who believe that the purest form
a Strength saving throw or take force damage equal
of entertainment does not require sound, but only
to a roll of your Bardic Inspiration die. A creature’s
immaculate use of facial expressions and body
speed becomes 0 until the start of your next turn if it
language. Mimes train to perfect this art of silent
takes force damage from this trick.
performance, and most take oaths to speak as
Empty Calories. Over the course of 1 minute,
little as possible and thereby make their craft and
you can expend a use of your Bardic Inspiration
their life indistinguishable. A sufficiently skilled
and mime cooking and serving a meal to magically
mime can even ascend their pantomime into minor
create invisible food. Roll your Bardic Inspiration
reality warping, whether it be to eschew the verbal
die. A single creature can eat the meal, which has
components of spells or to create invisible magical
no taste but grants the creature temporary hit points
constructs with which they and others can interact.
equal to the result and enough nourishment to
As such a mime, other bards may consider
sustain it for a single day. If the meal isn’t consumed
your artform strange, but they cannot help but
within 10 minutes, it is lost.
recognize and respect your skill, understanding
Invisible Weapon. As a bonus action, you can
just how difficult it is to master your craft and
expend one use of your Bardic Inspiration and
the extraordinary commitment it takes. Those
mime holding a fearsome weapon to magically
who do not dedicate their lives to performance,
create an invisible simple melee weapon in your
however, will often view you as a distracting and
hand that lasts for 1 minute or until it leaves your
somewhat silly oddity, though the novelty of your
hand. You are proficient with the weapon, which
craft in comparison to other bards will likely
has the light property, deals force damage, and uses
turn some heads.
your Bardic Inspiration die as its damage die. You
Silent Treatment use your Charisma for the invisible weapon’s attack
Starting when you join the College of Pantomime and damage rolls, instead of your Strength.
at 3rd level, you are able to communicate your Rope Pull. As an action, you can expend one
meaning through gestures, facial expressions, and use of your Bardic Inspiration and mime twirling
body language. As long as a creature can see you, and throwing a rope to attempt to magically lasso
you can communicate simple ideas and phrases a creature or object you can see within 60 feet of
to it without speaking. You do not need to share you with an invisible rope. If the target is Large or
a language with the creature for it to understand smaller, it must make a Strength saving throw. On
you this way, but it must understand at least a failure, roll your Bardic Inspiration die and the
one language.
CHAPTER 1| ARCANIST ARCHETYPES
5
target is knocked prone and pulled a number of feet
straight toward you up to 5 times the result.
College of Puppetry
If the target is Huge or larger or affixed to a Bards of the College of Puppetry specialize in
creature or object of that size, roll your Bardic entertaining with puppets and marionettes. Not
Inspiration die. You pull yourself a number of feet content to master exclusively mundane skills on
straight toward it up to 5 times the result. their subject of interest, these bards, called puppet
Slippery Terrain. As an action, you can expend masters, learn to create their own animated
one use of your Bardic Inspiration and mime marionette companion. Every companion is painted
slipping around on ice to magically make the ground and decorated unique to its puppet master—most
in a 10-foot radius around you incredibly slick for 1 are whimsical, some are intimidating, and others
minute or until you lose concentration (as though are unsettling.
concentrating on a spell). The ground in the area
Puppetcraft
becomes difficult terrain, and whenever a creature
When you join the College of Puppetry at 3rd
other than you walks into a space in the area for the
level, you gain proficiency with painter’s supplies,
first time each turn, it must succeed on a Dexterity
weaver’s tools, and woodcarver’s tools.
saving throw or take bludgeoning damage equal to
In addition, you can use a puppet or the control
your Bardic Inspiration die and be knocked prone.
rod of a marionette as a spellcasting focus for your
The area does not follow you as you move.
bard spells.
Unseen Shield. When you are hit by an attack,
you can use your reaction and expend one use Animated Marionette
of your Bardic Inspiration to place your hands At 3rd level, you have learned to create a
out in front of you and magically block the attack puppet companion. It is friendly to you and your
with an invisible plane of force. Roll your Bardic companions, and it obeys your commands. See
Inspiration die and add the result to your AC until this creature’s game statistics in the animated
the start of your next turn, including against the marionette stat block. You determine the
triggering attack. creature’s appearance, which has no effect on its
Trust Bridge. As an action on your turn, you can game statistics.
expend a use of your Bardic Inspiration and mime In combat, the animated marionette shares your
the construction of one end of a rope bridge to initiative count but it takes its turn immediately after
magically extend an invisible plane of force that is yours. It can move and use its reaction on its own,
5 feet wide straight out in front of you for 1 minute. but the only action it takes on its turn is the Dodge
The bridge’s length can be a number of feet up to action unless you use a bonus action on your turn
5 x your bard level. Both ends of the bridge must to command it to take one of the actions in its stat
connect to solid ground, otherwise the trick fails. block or the Dash, Disengage, Help, Hide, or Search
For the duration, the bridge can be walked on action. You must be holding the marionette’s control
as though it were flat ground, though it can only rod to use a bonus action to command it.
support a single creature at a time. Roll your Bardic If the mending cantrip is cast on it and it has
Inspiration die. Once that number of creatures at least 1 hit point, it regains 2d6 hit points. If it
crosses the bridge, the bridge disappears. has died within the last hour, you can use your
Windy Day. As an action on your turn, you can woodcarver’s tools as an action to revive it, provided
expend a use of your Bardic Inspiration and mime you are within 5 feet of it and you expend a spell
walking against a strong wind to magically create an slot of 1st level or higher. The animated marionette
immense current of invisible wind in your space for returns to life after 1 minute with a number of
1 minute or until you lose concentration (as though hit points restored equal to 2 x the level of spell
concentrating on a spell). As you move, the wind slot expended.
accompanies you. When you make a ranged attack While the animated marionette has one of your
or a creature makes a ranged attack against you, Bardic Inspiration dice, you can use your reaction to
you roll your Bardic Inspiration die and subtract the roll and expend the die when a creature within 30
result from the attack roll. The wind also hedges feet of the marionette makes an ability check, attack
out vapor, gas, and fog that can be dispersed by a roll, or saving throw. When you do, add the result of
strong wind. the Bardic Inspiration die to the roll. You can choose
to use this ability after the d20 is rolled but must
Master Mime use it before the DM declares whether the roll was a
Starting at 14th level, whenever you roll your Bardic
success or a failure.
Inspiration die for a pantomime trick, you can roll
When you expend a 6th level spell slot or higher to
the die twice and use either result.
cast a bard spell and your animated marionette has
less than three uses of its tangled thread action, it
regains a use of its tangled thread action.
At the end of a long rest, you can create a new
animated marionette if you have your woodcarver’s
tools with you. If you already have an animated
marionette from this feature, the first one
immediately perishes.
Arcane Extrapolation
Starting at 1st level, you can extrapolate from your
understanding of the mystic to cast a sorcerer or
wizard spell you don’t know. The spell must
be of a level you can cast and you must
expend a spell slot to cast the spell. If
the spell is a wizard spell, it counts as
a sorcerer spell for you for this casting.
Once you use this feature, you can’t use it
again until you finish a short or long rest.
Vile Affliction
At 1st level, you are afflicted with a grievous
curse, but you have learned to suffer the curse’s
effects only when you want to make use of its
power. Choose the nature of your curse from the
following options.
Mutation. You were once horrifically imbued
with monstrous characteristics, which may have
been a complete transformation or could have
only manifested under certain conditions,
such as being exposed to the light of a
full moon. As an action, you increase
your Strength and Dexterity scores by 2,
to a maximum of 20. When you do, your
Wisdom and Charisma scores decrease
by an equivalent amount and you become
vulnerable to damage from silvered
weapons. The effects last 1 minute, or until
you choose to end it as an action on your
turn. Once you use this feature, you must
finish a long rest before you use this feature
again. If you have no remaining uses of this
feature, you can instead expend a spell slot
of 3rd level or higher to use it again.
CHAPTER 1| ARCANIST ARCHETYPES
9
Blessing in Disguise Greenheart
At 14th level, you gain an additional benefit based
Born to a dryad parent, infused with the eldritch
on the curse you chose as your Vile Affliction.
power of an enchanted forest you were raised in,
Mutation. You learn the alter self spell. It doesn’t
or influenced by a primal enchantment in your
count against the number of sorcerer spells you
mother’s womb, the magic of the natural world runs
know, and you can cast it at will without expending
through you. Unlike druids, you did not choose your
a spell slot. When you cast the spell with this
connection to the natural world; the natural world
feature, you can choose only its Natural Weapons
chose its connection to you. Greenheart sorcerers
option. Additionally, when you use your Vile
often have dark brown and bright green features
Affliction to increase your Strength and Dexterity
and smell of the native flora of their homelands.
scores, you can increase them by an amount up to
Sorcerers of this origin are exceptionally resilient
your proficiency bonus.
and observant of their surroundings.
Sickly. You learn the ray of enfeeblement spell.
It doesn’t count against the number of sorcerer Druidic Sorcery
spells you know, and you can cast it at will without At 1st level, your link to the natural world allows you
expending a spell slot. Additionally, when you use to learn spells normally associated with the druid
your Vile Affliction, you can choose for the creature’s class. When your Spellcasting feature lets you learn
hit point maximum to be reduced by an amount or replace a sorcerer cantrip or a sorcerer spell of
equal to the damage it took from the spell, instead of 1st level or higher, you can choose the new spell
by half the damage. from the druid spell list or the sorcerer spell list. You
Unlucky. You learn the bane spell. It doesn’t count must otherwise obey all the restrictions for selecting
against your number of sorcerer spells you know, the spell, and it becomes a sorcerer spell for you.
and you can cast it at will without expending a spell
slot. Additionally, when you use the reaction granted Verdant Soul
by your Vile Affliction, you can choose to roll a d10, Starting at 1st level, your hit point maximum
instead of a d6. increases by 2 and increases by 2 again whenever
you gain a level in this class. Whenever you spend
Curse Bombardment one or more sorcery points, you regain 2 hit points
Beginning at 18th level, you can flood your enemies for every sorcery point you spent.
with the necrotic energies of your curse. As a bonus
action, you can spend 5 sorcery points to cause a Strength of Oak
creature you can see within 30 feet of you to have At 6th level, you can tap the endless resilience of
disadvantage on all saving throws until the end of the natural world to shake off debilitating effects.
the turn. After you make a saving throw, but before the DM
declares whether it's successful or not, you can use
your reaction and spend 1 sorcery point to roll 1d4
and add it to the result.
Greenblood
Starting at 18th level, you can use a bonus action
on each of your turns to convert vitality into sorcery
points. When you do, reduce your current hit points
by 6 and regain 1 expended sorcery point.
Martial Inheritance
Also starting at 1st level, you are supernaturally
talented with martial implements. You are proficient
with all melee weapons and with shields.
When you reach 2nd level in this class, you can
spend 1 sorcery point as a bonus action to make
a weapon you’re holding a conduit for your magic
for 10 minutes or until it leaves your hand. For the
duration, you can use the weapon as a spellcasting
focus for your sorcerer spells, and it is considered
magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage.
War Magic
Beginning at 6th level, when you use your action to
cast a cantrip, you can make one weapon attack as a
bonus action.
Once you reach 14th level in this class, when you
use your action to cast a spell, you can make one
Reincarnated Warrior weapon attack as a bonus action.
Some legends are so widespread and revered Warrior’s Resolve
that they will forever live on. Heroic warriors, in Starting at 14th level, when you take damage that
particular, capture the hearts and minds of the reduces you to half your maximum hit points or
common folk, spurred by the songs and tales of less, you can use your reaction to regain half of your
bards across the world. Whether you know it or not, expended sorcery points. When you do, the damage
you are the soul of such a warrior born anew. You reduction granted by your Soul of Endurance is
have a natural affinity for the tools of battle, and doubled for 1 minute.
never feel more alive than when your blade is locked Once you use this feature, you must finish a long
against another. rest before you can use it again.
Unlike your first life, though, you have an innate
magic born of the adoration of generations who Legendary Prowess
have repeated your legend. You can channel this Beginning at 18th level, you can use your magic to
magic through your weapons and combine it with fuel a furious flurry of strikes. When you take the
your martial prowess. Attack action on your turn, you can expend a spell
If you are aware of your reincarnation, a doubt slot to gain a number of additional attacks this turn
may haunt your thoughts: Why now? Why after all equal to the level of the expended spell slot. Each of
this time have you been given new physical form? these additional attacks must use a melee weapon
Perhaps a new destiny awaits you that requires you’re holding, and each attack counts as magical
a legend of your magnitude, and your legacy for the purpose of overcoming resistance and
will ever grow. immunity to nonmagical attacks and damage.
CHAPTER 1| ARCANIST ARCHETYPES
11
expended. For example, if you expend a 3rd-level
Warlock spell slot this way, you can gain three 1st-level spell
At 1st level, a warlock gains the Otherworldly slots or one 1st-level and one 2nd-level spell slot.
Patron feature. The following options are available When you regain your expended warlock spell
to a warlock, in addition to those offered in the slots at the end of a short or long rest, you lose any
Player’s Handbook: the Archmage, the Crone and remaining spell slots created with this feature.
the Great Trickster.
Magic Resilience
The Archmage Starting at 10th level, when you fail a saving throw
Your patron is an incredibly powerful magical you make against a spell or other magical effect,
practitioner - such as Blackstaff, Elminster, you can choose to succeed instead. If you use this
Fistandantilus, Gromphe Baenre, Mordenkainen, or feature to succeed on a saving throw against a spell
Vecna - one whose skill and strength in the arcane that allows you to take half damage on a success,
arts has made them tantamount to a god. Such a you instead take no damage from the spell.
mage may require minions to aid them in unlocking Once you use this feature, you must finish a short
the great secrets of the multiverse, or perhaps they or long rest before you can use it again.
just need a subject for their eldritch experiments.
Archmage Arcanum
No matter your patron’s motivations, you have
At 14th level, your patron allows you to draw further
convinced them to take you on as an apprentice,
from their knowledge and magical power. When
being granted access to a modicum of their
you finish a long rest, you can choose to replace one
knowledge and power.
of your arcanum spells with a different spell of the
Expanded Spell List same level from either the warlock or wizard spell
The Archmage lets you choose from an expanded list list. A wizard spell you choose this way counts as a
of spells when you learn a warlock spell. The following warlock spell for you until you choose to replace it.
spells are added to the warlock spell list for you. Additionally, as a bonus action, you can regain the
use of your 6th- or 7th-level arcanum spell. Once
Archmage Expanded Spells you regain the use of an arcanum spell this way, you
Spell Level Spells must finish a long rest before you can use this bonus
1st magic missile, shield action again.
2nd Melf ’s acid arrow, Nystul’s magic aura
3rd Leomund’s tiny hut, Melf ’s minute meteors XGE
4th Mordenkainen’s faithful hound,
Otiluke’s resilient sphere
5th Bigby’s hand, Rary’s telepathic bond
Arcane Apprentice
At 1st level, you can choose to use Intelligence,
instead of Charisma, as your warlock spellcasting
ability. If you choose to use Intelligence, all warlock
features and Eldritch Invocations that reference
your Charisma modifier use your Intelligence
modifier instead. You must make this choice when
you gain this feature.
Additionally, you learn the detect magic and
identify spells. They count as warlock spells for
you, and don’t count against the number of warlock
spells you know. Unless you learn either spell from
another source, you can only cast it as a ritual.
Archmage’s Excess
Also starting at 1st level, your patron allows you to
siphon off their excess reserves of magical power.
As an action, you can regain one of your expended
warlock spell slots. Once you use this feature, you
must finish a long rest before you can use it again.
Eldritch Efficiency
At 6th level, your patron teaches you how to use
your reserves of magical power with greater finesse.
As a bonus action, you expend one of your warlock
spell slots to gain a number of lower-level warlock
spell slots with total level equal to the spell slot
Mother Tongue
At 1st level, you have the ability to comprehend and
verbally communicate with hags and members of
your coven even if you don’t share a language.
Bond of Blood
At 6th level, when you deliver a spell that causes a
creature to regain hit points or that deals damage
through a member of your coven, that creature can
choose to sacrifice their own lifeblood to empower
the spell. When they do, the creature rolls and
expends a Hit Die, adding the result to the hit points
regained or to the damage dealt to one target of
the spell.
At 10th level, a member of your coven that isn’t
you can also use this ability when they cast a spell
by expending your coven spell slot.
Spellswipe
Starting at 1st level, as a reaction when you see a
creature within 60 feet of you cast a spell, you can
expend a spell slot to try to steal the spell. If the
spell slot you expended was equal to or higher than
the spell slot the creature used to cast the spell,
its spell fails and instead produces a momentary
harmless sensory effect of your choosing.
In addition, you can add the spell to your spell
vault. You can have a number of spells in your spell
vault equal to your Charisma modifier (minimum 1).
If adding a new spell to your spell vault would cause
you to exceed this maximum, choose one spell from
your spell vault to lose. All spells in your spell vault
count as warlock spells you know, and don’t count
against your warlock spells known.
As a final benefit of this feature, you can cast a
spell from your spell vault without expending a spell
slot. When you do, you lose the spell from your spell
vault immediately after you cast it. Once you cast a
spell this way, you must finish a long rest before you
can do so again.
Gigantic
At 1st level, your patron grants
you greater size and strength. If
you are Medium or smaller, your
size permanently increases by one
category, multiplying your weight by
8. You choose how your dimensions
alter to accommodate your new
size and weight. When you gain this
feature, your equipment and anything
you’re wearing or carrying grows
to match your new size, but their
statistics and value are otherwise
unchanged. Each magic item you
attune to also grows to accommodate
your new size, where applicable, and
returns to its normal size if you break
your attunement with it.
Additionally, you can choose to use
Strength, instead of Charisma, as
your warlock spellcasting ability. If you
choose to use Strength, all warlock
features and Eldritch Invocations that
reference your Charisma modifier use
your Strength modifier instead. You
must make this choice when you gain
this feature.
Arcane Occultation
At 6th level, the Weave intervenes in the minds of
others to obscure your comings and goings. When
you interact with a humanoid for ten minutes or
less, you can choose to force the creature to make
an Intelligence saving throw against your spell save
DC. Creatures who already know you personally
have advantage on this saving throw. On a failure,
the creature forgets all the details of the interaction
as soon as it is over, including your identity and any
of your identifying characteristics.
Conspiracy of One
At 10th level, you have learned to trust no one but
yourself. That would pose a problem for the agents
of the Grey Guild except that they learn to form a
conspiracy of one. As an action, you can expend
a spell slot to create a number of conspirators
equal to the level of the spell slot expended. Each
conspirator appears in its own unoccupied space
within 30 feet of you.
Conspirators are indistinguishable from one
another and from you. Each conspirator has your
Armor Class, saving throw proficiencies, and
other attributes but evaporates into shadows and
spiderwebs when it takes any damage. It is immune
to all conditions. When you take an action, you can
choose to take it as if you occupied the same space
as any one of your conspirators.
While you have one or more conspirators, you can
use a bonus action to swap places via teleportation
with a conspirator of your choice who is on the
same plane as you. As an action, you can sense
School of Fundamentals
The School of Fundamentals is comprised of
wizards who believe that the greatest mages are
those who have mastered the foundations. While
other schools delve into study of a particular type of
spell, you have focused your efforts on the building
blocks of spellcasting: cantrips. Detractors of this
school mock the fundamentalists as those who
waste their time with the minutiae of spells that the
most inexperienced of apprentices could cast. You
know, however, that the ability to cast a spell shares
little in common with the mastery required to cast it
with precision and potency.
As a fundamentalist wizard, you give cantrips the
respect that is their due, studying their every detail
and fine tuning every aspect of their components
as though they are 9th-level spells. You add them to
your spellbook and prepare them like other wizards
would only with their leveled spells, knowing that
the perfection of these seemingly rudimentary
techniques will lead to greater heights than the
other schools could ever imagine.
Cantrip Savant
Beginning when you select this school at 2nd level,
you can copy cantrips into your spellbook in a
similar manner to copying spells of 1st level and
higher. When you find a wizard cantrip, you can
add it into your spellbook by spending 2 hours and
50 gp. The cost represents material components
you expend as you experiment with the cantrip
to master it, as well as the fine inks you need to
record it.
The three wizard cantrips you know from your
Spellcasting class feature are automatically added
to your spellbook without time or cost. When you
learn an additional wizard cantrip upon reaching
4th and 10th level in this class, the spell you choose
is also added to your spellbook without time or cost.
CHAPTER 1| ARCANIST ARCHETYPES
19
Extend. If the cantrip has a duration longer than
1 round, its duration is extended based on the level
School of Golemancy
of the expended spell slot: by 10 minutes for 1st Wizards of the school of golemancy strive to create
through 3rd level, by 1 hour for 4th through 6th artificial life and intelligence through purely arcane
level, or by 8 hours for 7th level or higher. means. Though such golemancers see necromancy
Further. If the cantrip has a range other than spells that bring the dead back to life or create
Self, its range increases based on the level of the undead as useful tools, they are unsatisfied with just
expended spell slot: by 30 feet per level for 1st restoring consciousness or creating a facsimile of
through 8th level, or its range changes to Sight for life. They spend years studying consciousness, and
9th level. weave enchantments that allow them to create a
Multiply. If the cantrip can target only a single personality and persona.
creature or object, you can target an additional As a golemancer, you have built a custom golem,
creature or object in range for each level of the carefully choosing its materials and components,
expended spell slot. If the cantrip requires a spell installing specialized augments, and finally applying
attack, you make only one attack roll, which is then the persona you so precisely crafted. A golem is
applied to each target. often a reflection of its creator, telling you much
about their intentions and sensibilities. Clay is
Enhanced Cantrips used to denote protection of people, flesh used in a
Beginning at 6th level, your intensive study of creator’s attempt to create humanoid life, iron used
cantrips enhances your ability to cast them. You for guardians of its creator's person and belongings,
gain the following benefits: and stone used for stewards of particular locations.
No matter what materials and features your golem
• You can add your Intelligence modifier to the
possesses, you have created a companion that will
first damage roll of any cantrip you cast during
safeguard and fight alongside you for the remainder
your turn.
of your days.
• When you cast a cantrip that doesn’t deal damage,
you gain a number of temporary hit points equal Golem Companion
to your Intelligence modifier (minimum 1). You When you select this school at 2nd level, you
lose these temporary hit points after 1 minute. construct a golem and imbue it with artificial life. It
• You can cast cantrips from your spellbook that you is friendly to you and your companions, and it obeys
don’t have prepared. When you cast a cantrip this your commands. See this creature’s game statistics
way, its casting time increases by 10 minutes. in the golem companion stat block. You determine
the golem’s appearance and the materials from
Subconscious Focus which it is constructed, neither of which have an
Starting at 10th level, you have such a effect on its game statistics.
comprehensive understanding of cantrips that you In combat, the golem companion shares your
can concentrate on them with minimal mental initiative, but it takes its turn immediately after
effort. You can concentrate on up to two spells yours. It can move and use its reaction on its own,
simultaneously, provided that one or both of them is but the only action it takes on its turn is the Dodge
a cantrip. action, unless you otherwise command it. You can
use your action to have it take one of the actions in
Universal Theory of Fundamentals its stat block or to have it take the Help action, or
Beginning at 14th level, your understanding of you can use your bonus action to have it take the
cantrips transcends the realm of purely arcane Dash, Disengage, Hide, or Search action.
magicks. All cantrips count as wizard spells for If the mending cantrip is cast on it, it regains 2d6
you, allowing you to copy any cantrip you find into hit points. If it has died within the last hour, you can
your spellbook. use an action to revive it, provided you are within
Additionally, when you expend a spell slot 5 feet of it and expend a spell slot of 1st level or
of 2nd level or higher to use your Augmented higher. The golem companion returns to life after 1
Fundamentals, you regain one expended spell slot. minute with all its hit points restored.
The slot you regain must be of a level lower than the With 8 hours of work and the expenditure of 25 gp
slot you expended and can’t be higher than 5th level. worth of arcane components and raw materials, you
can create a new golem companion. If you already
have a golem companion from this feature, the first
one immediately perishes.
Daily Devotion
At 6th level, choose three divine domains. As part
of completing a long rest you can contemplate
these facets of the divine, selecting one of the three
chosen divine domains. Until you use this feature
again, add the selected domain’s 2nd level Channel
Divinity effect to the options you can choose when
using your Channel Divinity.
Empyreal Resilience
Starting at 10th level, you have resistance to
radiant damage.
Radiant Countenance
At 14th level, you can use an action to shed your
mundane form for a radiant countenance for the
next minute. While you have a radiant countenance,
you gain the following benefits:
• You shed bright light out to 150 feet and dim light
out 150 feet beyond that.
• Attacks made against you by creatures without
blindsight have disadvantage.
• When you cast a spell that deals damage you can
choose for the damage to be radiant instead of its
normal damage type.
Once you use this feature, you can’t use it again
until you finish a long rest.
CHAPTER 1| ARCANIST ARCHETYPES
23
Chapter 2: Spells
The character classes detailed in The Complete Warlock
Arcanist Handbook are all spellcasters. This chapter Cantrips (0 level) Devilsight (transmutation)
provides new spells available to these classes and Bloodletting bite Stolen life (necromancy)
their archetypes. The Dungeon Master decides (necromancy)
which of these spells are available in a campaign 6th Level
Death shroud (necromancy)
and how they might be learned. Bloodseize (transmutation)
Illusory feint (illusion)
Ghostwalk (transmutation)
Misfortune’s mark
Investiture of voltage
Spell Lists (divination)
Pitifulness (enchantment)
(transmutation)
CHAPTER 2 | SPELLS
24
Spell Descriptions Aspir
1st-level evocation
The spells are presented in alphabetical order.
Casting Time: 1 bonus action
Arcane Redirection Range: 60 feet
5th-level abjuration
Components: V, S, M (a blue ribbon)
Casting Time: 1 reaction, which you take when see Duration: Instantaneous
a creature within 60 feet of you casting a spell that
You drain the mystical energy of a spellcasting
includes you as a target
creature. Choose one creature you can see
Range: 60 feet
within range. That creature must succeed on an
Components: S
Intelligence saving throw or lose a 1st-level spell
Duration: Instantaneous
slot if it has any. If the creature loses a 1st-level spell
As you feel the arcane energies of a spell about to slot, you regain an expended 1st-level spell slot.
hit you, you attempt to steal the spell and redirect it At Higher Levels. When you cast this spell using
at different targets. If the creature is casting a spell a spell slot of 2nd level or higher, a creature that
of 3rd level or lower, you choose new targets for the fails the saving throw loses the highest level spell
spell as though it were cast from your position. The slot it has up to the level of spell slot you expended
stolen spell uses your spell save DC and spell attack to cast this spell, and you regain an expended spell
modifier, as though you had cast it. slot of the level that the creature lost.
At Higher Levels. When you cast this spell using
a spell slot of a level higher than 5th, you can steal a Aura of Silence
spell this way of levels higher than 3rd: you can steal 6th-level illusion
a spell of up to 4th level when you cast this spell Casting Time: 1 action
using a 6th-level spell slot, a spell of up to 5th level Range: Self
when you cast this spell using a 7th-level spell slot, a Components: V, S
spell of up to 6th level when you cast this spell using Duration: Concentration, up to 10 minutes
an 8th-level spell slot, and a spell of up to 7th level
when you cast this spell using a 9th-level spell slot. You envelope yourself in an aura of deafening
silence. For the duration, this aura of silence
Arcing Arrow extends 20 feet from you. Creatures inside this aura
Transmutation cantrip are immune to thunder damage, are deafened, and
can't cast spells with verbal components. You can
Casting Time: 1 action
choose to end or resume any of these effects on
Range: 60 feet
yourself or any other creature within the aura at any
Components: V, M (a ranged weapon)
time, no action required by you.
Duration: Instantaneous
As part of the action used to cast this spell, you Bestow Blessing
must make a ranged attack with a weapon against 3rd-level evocation
one creature within the spell’s range, otherwise the Casting Time: 1 action
spell fails. On a hit, the target suffers the attack’s Range: Touch
normal effects. On a miss, choose a second creature Components: V, S, M (a holy symbol)
within range and make a ranged weapon attack with Duration: 1 minute
the same weapon against that creature. On a hit,
the second creature takes lightning damage equal to You touch a willing creature and infuse it with a
your spellcasting ability modifier. divine blessing. When you cast this spell, choose the
The spell’s damage increases when you reach nature of the blessing from the following options:
higher levels. At 5th level, the ranged attack deals • Choose an ability score. While blessed, the target
an extra 1d8 lightning damage whether it hits the has advantage on ability checks and saving throws
original target or the second creature. This extra made with that ability score.
damage increases by 1d8 at 11th level (2d8) and • While blessed, the first attack made against the
17th level (3d8). target each turn is made with disadvantage.
• While blessed, whenever the target would regain
hit points, it regains 1d8 additional hit points.
At the DM’s option, you may choose an alternative
blessing effect, but it should be no more powerful
than those described above. The DM has final say
on the blessing’s effect.
At Higher Levels. If you cast this spell using a
spell slot of 4th level, the duration is 10 minutes. If
you use a spell slot of 5th or 6th level, the duration
is 8 hours. If you use a spell slot of 7th or 8th level,
the duration is 24 hours. If you use a 9th level spell
slot, the spell lasts for 1 week.
CHAPTER 2 | SPELLS
25
Bestow Malediction Bind Familiar
5th-level necromancy 6th-level transmutation (ritual)
Casting Time: 1 action Casting Time: 24 hours
Range: Touch Range: 10 feet
Components: V, S, M (a shard of a mirror Components: V, S, M (100 gp worth of charcoal,
you broke) incense, and herbs, as well as 1 liter of fresh blood
Duration: Concentration, up to 1 minute from both you and the target, all of which must be
consumed by fire in a brass brazier)
You touch a creature. That creature must succeed
Duration: Instantaneous
on a Wisdom saving throw or become cursed
for the duration of the spell. When you cast You perform a ritual on a willing creature within
the spell, choose the nature of curse from the range, binding your magic to its essence. The
following options: creature must remain within range for the duration
of the ritual. Once the ritual ends, the creature
• While cursed, the target has disadvantage on
becomes your familiar.
saving throws.
You can’t have more than one familiar at a time,
• While cursed, the target has disadvantage on
such as from the find familiar spell or similar magic.
ability checks and attack rolls.
If the familiar dies, or if you cast a spell that creates
• While cursed, all attacks and spells deal an
a new familiar while you already have a familiar
additional 1d8 necrotic damage to the target.
from this spell, your connection to the familiar is
If remove curse is cast on the target, the creature broken, and it is no longer your familiar.
that cast remove curse must make an ability check While your familiar is within 100 feet of you,
using its spellcasting ability against your spell save you can communicate to each other telepathically.
DC. If it succeeds, the spell ends. Additionally, as an action, you can see through your
At the DM’s option, you may choose an alternative familiar’s eyes and hear what it hears until the start
curse effect, but it should be no more powerful than of your next turn, gaining the benefits of any special
those described above. The DM has final say on senses that the familiar has. During this time, you
such a curse’s effect. are deaf and blind to your own senses.
When you cast a spell with a range of Self or
Touch, your familiar can deliver the spell as if it had
cast the spell. Your familiar must be within 100 feet
of you, and it must use its reaction to deliver the
spell when you cast it. If the spell requires an attack
roll, you use your attack modifier for the roll. If the
spell requires concentration, and the familiar is
willing, you can choose to have the familiar maintain
concentration on the spell.
Finally, you can use a bonus action and expend a
spell slot to restore hit points to your familiar. Roll
a number of d6 equal to the level of the expended
spell slot. Add your spellcasting ability modifier to
each roll, and then the familiar regains a number of
hit points equal to the total result.
CHAPTER 2 | SPELLS
26
Bloodletting Bite Call Spirit
Necromancy cantrip 4th-level necromancy
Casting Time: 1 action Casting Time: 1 minute
Range: 60 feet Range: 10 feet
Components: V, M (a weapon) Components: V, S, M (the corpse of a humanoid
Duration: Instantaneous that died no more than 1 hour ago)
Duration: Instantaneous
As part of the action used to cast this spell, you
must make a weapon attack with a weapon against For the full casting time of the spell, you must
one creature within the spell’s range, otherwise remain within 10 feet of the corpse used as the
the spell fails. On a hit, if the creature’s current hit material component. The spell, using the corpse
points are more than half its maximum hit points, as a focus, reaches into the beyond and drags the
the target suffers the attack’s normal effects. If the creature’s spirit back into the realm of the living,
creature’s current hit points are equal to or less than creating a shadow. Once you create an undead with
half of its maximum hit points, the target suffers the this spell, the corpse can’t be used as a material
attack’s normal effects and takes an additional 1d12 component for this spell again. An undead created
necrotic damage. with this spell has double the hit points listed in
The additional necrotic damage increases by 1d12 its stat block, and retains the personality of the
when you reach 5th level (2d12), 11th level (3d12), creature used to create it. Though it may or may
and 17th level (4d12). not be friendly toward you depending on how it
interacted with you prior to its death, it treats you as
Bloodseize though you are its ally while you are in control of it.
6th-level transmutation On each of your turns, you can mentally command
Casting Time: 1 action the undead created with this spell if it is within 60
Range: Self feet of you (no action required by you). If the undead
Components: V, S created with this spell created its own undead,
Duration: Concentration, up to 10 minutes you can command any or all of those creatures
at the same time, issuing the command to each
Until the spell ends, your blood vessels become one. You decide what action the creature will take
strikingly visible beneath your skin, and you gain the and where it will move during its next turn, or you
following benefits: can issue a general command, such as to guard
• When you cast this spell, and as an action on a a particular chamber or corridor. If you issue no
subsequent turn while this spell is active, you cure commands, the creature only defends itself against
yourself of all diseases and neutralize all poisons hostile creatures. Once given an order, the creature
affecting you. continues to follow it until its task is complete.
• If a creature within 20 feet that you can see makes The creature is under your control for 24 hours,
an attack roll against you for the first time on its after which it stops obeying any command you’ve given
turn, it must succeed on a Constitution saving it and becomes hostile to you and your companions.
throw or take 1d8 necrotic damage and lose To maintain control of the creature for another 24
the attack. hours, you must cast this spell on the creature again
• If a creature is within 30 feet of you, you can before the current 24-hour period ends. This use of the
use your action to attempt to control the blood spell reasserts your control over the creature, rather
within the creature’s veins, forcing its body to than animating a new one. If the undead created with
move to your whims. The target must succeed on this feature created its own undead, those undead are
a Constitution saving throw or take 2d8 necrotic destroyed at the end of the 24-hour period, whether
damage. If it fails its saving throw, you can move it you reasserted control over the original or not.
up to 15 feet in any horizontal direction and have If you cast the spell to create a new undead,
it make a weapon attack against a target you can any previous undead you’ve created with the spell
see within range. A creature that is Huge or larger is destroyed.
has advantage on the saving throw. At Higher Levels. When you cast this spell using
a 5th-level or higher spell slot, you can create
The benefits of this spell have no effect on or reassert control over an indentured spirit
creatures that don’t have blood in them. (Guildmaster’s Guide to Ravnica) or specter. When
you cast this spell using a 6th-level or higher spell
slot, you can create or reassert control over a
poltergeist or will-o’-wisp. When you cast this spell
using a 7th-level or higher spell slot, you can create
or reassert control over a sword wraith warrior
(Mordenkainen’s Tome of Foes). When you cast this
spell using an 8th-level or higher spell slot, you can
create or reassert control over a banshee or ghost.
When you cast this spell using a 9th-level spell slot,
you can create or reassert control over an allip
(Mordenkainen’s Tome of Foes) or wraith.
CHAPTER 2 | SPELLS
27
Chaos Wave Chaos Weapon
5th-level evocation 4th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self (100-foot line) Range: Touch
Components: V, S Components: V, S, M (5 gp worth of blackpowder
Duration: Instantaneous or alchemist’s fire, which the spell expends)
Duration: Concentration, up to 1 hour
You hurl a wave of undulating, chaotic energy in a
line 100 feet long and 15 feet wide in a direction You imbue a weapon you touch with volatile magic.
you choose. Each creature in the line must make If the weapon isn’t already a magic weapon, it
a Dexterity saving throw. A creature takes 8d8 becomes one for the duration. Until the spell ends,
damage on a failed save, or half as much on a the weapon emits bright light in a 5-foot radius
successful one. A creature also becomes subject and dim light for an additional 5 feet. In addition,
to an additional effect on a failed save. The spell’s weapon attacks made with it score a critical hit
damage type and additional effect are determined on a roll 19 or 20 on the d20, and the first time
by which number appears most on the damage each turn a creature scores a critical hit using the
dice after the roll; if two or more numbers are tied, weapon, an explosion of arcane energy bursts from
you choose one damage type and one additional the point of impact. Each creature other than the
effect from among the tied numbers’ possibilities. weapon’s wielder within 10 feet of the weapon must
For example, If you roll four 1s and four 8s for the make a Dexterity saving throw. A creature takes
spell’s damage roll, you can choose for the spell to 2d8 damage on a failed save, or half as much on a
deal either acid or thunder damage, and for every successful one. Choose one of the d8s. The number
creature who failed its saving throw to be either rolled on that die determines the explosion’s
stunned or deafened until the start of your next turn. damage type as shown below. If you roll the same
number on two or more of the d8s, the explosion’s
Number Damage Type Additional Effect radius increases to 20 feet.
1 Acid A creature that fails its saving
throw is stunned until the start Number Damage Type Number Damage Type
of your next turn. 1 Acid 5 Lightning
2 Cold A creature that fails its saving 2 Cold 6 Poison
throw is restrained until the 3 Fire 7 Psychic
start of your next turn.
4 Force 8 Thunder
3 Fire A creature that fails its saving
throw is frightened by you until At Higher Levels. When you cast this spell using
the start of your next turn. a spell slot of 6th or 7th level, weapon attacks
made using the weapon score a critical hit on a roll
4 Force A creature that fails its saving
of 18-20 on the d20, and the explosion’s damage
throw takes an additional 1d8
increases to 3d8. When you use a spell slot of 8th or
force damage and is knocked
9th level, weapon attacks made using the weapon
prone.
score a critical hit on a roll of 17-20 on the d20, and
5 Lightning A creature that fails its saving the explosion’s damage increases to 4d8.
throw is blinded until the start
of your next turn.
6 Poison A creature that fails its saving
throw is poisoned until the start
of your next turn.
7 Psychic A creature that fails its saving
throw is charmed by you until
the start of your next turn.
8 Thunder A creature that fails the saving
throw is deafened until the start
of your next turn.
CHAPTER 2 | SPELLS
28
Corpse Mask • If a piercing weapon made of wood is driven into
1st-level transmutation its heart while it is incapacitated, it is paralyzed
until the stake is removed.
Casting Time: 1 action
• It can climb difficult surfaces, including upside
Range: Self
down and on ceilings, without needing to make an
Components: V, S
ability check.
Duration: 1 hour
• If it has consumed a liter of blood within the last
You touch the corpse of a humanoid creature and 24 hours, it has at least 1 hit point, and it isn’t in
transform your physical appearance - including your sunlight or running water, it regains 10 hit points
clothing, armor, weapons, and other belongings at the start of each of its turns. If it takes radiant
on your person - to look like the corpse did in damage or damage from holy water, this benefit
the minutes preceding its death. You retain all doesn’t function at the start of its next turn.
of your own ability scores, features, traits, and • While it isn’t in sunlight or running water, it can
other abilities. use its action to polymorph into a Tiny bat or
While disguised as the dead you instinctively back into its vampire form. While in bat form,
mimic its mannerisms. Creatures familiar with the it can’t speak, its walking speed is 5 feet, and it
deceased humanoid can attempt to ascertain if you has a flying speed of 30 feet. Its statistics, other
are, in fact, the deceased by using its action to make than its size and speed, are unchanged. Anything
an Intelligence (Investigation) check against your it is wearing transforms with it, but nothing it is
spell save DC. carrying does. It reverts to vampire form if it dies.
At Higher Levels. When you cast this spell using • Its bite becomes a natural weapon, which it can
a spell slot of 3rd or 4th level, the duration increases use to make unarmed strikes. If it hits with its
to 8 hours, When you cast this spell using a spell bite, it deals piercing damage equal to 1d6 + its
slot of 5th level or higher, the duration increases to Strength modifier and 3d6 necrotic damage,
24 hours. instead of the bludgeoning damage normal for an
unarmed strike. The target’s hit point maximum
Create Vampire is reduced by an amount equal to the necrotic
8th-level necromancy damage dealt, and the vampire regains hit points
Casting Time: 8 hours equal to that amount. The reduction lasts until the
Range: 10 feet target finishes a long rest, and dies if its hit point
Components: V, S, M (a collection of rubies worth maximum is reduced to 0. The vampire can use
at least 1,000 gp and a liter of blood, both of this bite attack no more than once each turn.
which the spell consumes, as well as the fang You can cast this spell targeting a willing vampire
of a vampire, a wooden stake, and a desecrated created with it to revert all of the changes caused by
holy symbol) the spell and return it to its humanoid form.
Duration: Instantaneous
You can cast this spell only at night. If it becomes
daytime while you cast the spell, the spell fails.
When you begin casting the spell, a willing
humanoid within range dies. When you finish
casting the spell, that creature returns to life as
a vampire and gains the benefits of a long rest. It
retains its personality traits, alignment, hit points,
racial traits, class features, and ability scores,
though it changes in the following ways:
• Its creature type becomes undead (shapechanger),
and it loses its other creature types.
• It no longer requires air.
• If its Strength score is lower than 16, it
becomes 16.
• Drinking a liter of blood provides it enough
nourishment and hydration to sustain it for a
full day.
• Its true form is considered to be its vampire form
for the purpose of spells and other magic effects.
• It can’t enter a residence without an invitation
from one of the occupants.
• It takes 20 acid damage if it ends its turn in
running water.
• It takes 20 radiant damage when it starts its turn
in sunlight. While in sunlight, it has disadvantage
on attack rolls and ability checks.
CHAPTER 2 | SPELLS
29
Drain
1st-level necromancy
Casting Time: 1 action
Death Shroud Range: 30 feet
Necromancy cantrip Components: V, S, M (a red ribbon)
Duration: Instantaneous
Casting Time: 1 action
Range: 60 feet Stretching out your hand and pointing your finger at
Components: V, S a creature within range, a flash of negative energy
Duration: Concentration, up to 1 minute briefly connects you to the target. It must succeed
on a Constitution saving throw or take 3d4 necrotic
You make a hand sign of endings and focus your damage, and you gain a number of temporary hit
will on a creature within range. That creature gains points equal to the damage dealt. You lose any
a death shroud. When you deal damage to that temporary hit points granted by this spell after
creature with an attack, you can discard the death 1 minute.
shroud to deal an additional 2d4 damage. At Higher Levels. When you cast this spell
The additional damage increases by 2d4 when using a spell slot of 2nd level or higher, the damage
you reach 5th level (4d4), 11th level (6d4), and 17th increases by 2d4 for each slot level above 1st.
level (8d4).
Emboldening March
Detect Past 2nd-level enchantment
3rd-level divination (ritual)
Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: Self Components: V, S, M (a musical instrument worth
Components: V, S, M (a pocket watch or other at least 1 gp)
timekeeping device that can be wound backward) Duration: Concentration, up to 10 minutes
Duration: Instantaneous
You play a lively march that emboldens your
When you cast this spell, you must specify a type of companions. When you cast this spell, you gain
event, such as a murder, a clandestine meeting, a a number of spell-song points equal to your
battle, a celebration, or a tragedy, though you are not spellcasting ability modifier. Before the duration of
limited to only these options. You detect any such the spell elapses, you can expend spell-song points
event that has happened in the past 1 hour within (no action required) when certain conditions are
30 feet of you. You can choose up to one event you met to weave your melodic magic into the action:
detected and view it in its entirety as though you
bore witness to it when it happened. The duration • When a creature within 30 feet who can hear you
of the event and what you see are determined by makes a weapon attack, you can expend a spell-
the DM. song point to roll 1d6 and add the result to the
At Higher Levels. When you cast this spell using attack roll. You must choose to do this after the
a spell slot of 4th level or higher, you can detect roll is made but before the DM declares whether
events that have happened further in the past the attack is successful or not.
depending on the slot level: in the past 8 hours with • When a creature within 30 feet who can hear
a 4th-level slot, in the past 24 hours with a 5th, in you deals damage with a weapon attack, you can
the past 7 days with a 6th, in the past 30 days with a expend a spell-song point to cause the attack to
7th, in the past year with an 8th, and in the past 100 deal an additional 1d6 damage.
years with a 9th-level slot. • When a creature within 30 feet who can hear
you starts its turn, you can expend a spell-song
Devilsight point to embolden them. The creature gains 1d6
5th-level transmutation temporary hit points.
Casting Time: 1 action
Until the spell ends, you can take a special action
Range: Touch
on your turn to gain up to your spellcasting modifier
Components: V, S, M (a vial of blood from a devil
in spell-song points. You can only take this special
worth at least 100 gp, which the spell consumes)
action twice each casting of this spell. You lose all
Duration: 8 hours
remaining spell-song points immediately when
You touch a willing creature and grant it the this spell ends.
ability to see through magical darkness. For the At Higher Levels. When you cast this spell using
duration, that creature has darkvision out to a a spell slot of 3rd level or higher, you can take
range of 120 feet. Magical darkness doesn’t impede the special action to gain spell-song points one
this darkvision. additional time per slot level above 2nd.
CHAPTER 2 | SPELLS
30
Enfeebling Dirge At Higher Levels. When you cast this spell using
2nd-level enchantment a spell slot of 3rd level or higher the spell’s duration
increases. With a 3rd- or 4th-level spell slot the
Casting Time: 1 action
duration becomes 8 hours. With a 5th- or 6th-level
Range: 30 feet
spell slot the duration becomes 24 hours. With a
Components: V, S, M (a musical instrument worth
7th-level or higher spell slot the duration becomes
at least 1 gp)
permanent until undone by a remove curse spell.
Duration: Concentration, up to 10 minutes
You play a grim dirge that causes your enemies Find Greater Familiar
to perseverate on their mortality. When you cast 3rd-level conjuration
this spell, you gain a number of spell-song points Casting Time: 8 hours
equal to your spellcasting ability modifier. Before Range: 10 feet
the duration of the spell elapses, you can expend Components: V, S, M (100 gp worth of charcoal,
spell-song points (no action required) when certain incense, and herbs that must be consumed by fire
conditions are met to weave your melodic magic in a brass brazier)
into the action: Duration: Instantaneous
• When a creature within 30 feet who can hear You gain the service of a familiar, a spirit that takes
you takes damage, you can expend a spell-song a form you choose: blink dog, dust mephit, giant
point to cause the creature to take 1d6 necrotic centipede, giant octopus, giant poisonous snake,
damage. When you do, it can't regain hit points giant spider, ice mephit, imp, magma mephit, mud
until the end of its next turn. mephit, myconid sprout, pseudodragon, smoke
• When a creature within 30 feet who can hear mephit, or steam mephit.
you regains hit points, you can expend a spell- Appearing in an unoccupied space within range,
song point to roll 1d12 and subtract that from the familiar has the statistics of the chosen form,
the hit points regained (to a minimum of 0 hit though it is a celestial, fey, or fiend (your choice)
points regained). If this brings the total hit points instead of its normal creature type.
regained to 0, the creature is frightened of you Your familiar acts independently of you, but it
until the end of its next turn. always obeys your commands. In combat, it rolls its
Until the spell ends, you can take a special action own initiative and acts on its own turn. A familiar
on your turn to gain up to your spellcasting modifier can’t attack, but it can take other actions as normal.
in spell-song points. You can only take this special When the familiar drops to 0 hit points, it
action twice each casting of this spell. You lose all disappears, leaving behind no physical form. It
remaining spell-song points immediately when reappears after you cast this spell again While
this spell ends. your familiar is on the same plane as you, you can
At Higher Levels. When you cast this spell using communicate with it telepathically.
a spell slot of 3rd level or higher, you can take Additionally, as an action, you can see through
the special action to gain spell-song points one your familiar’s eyes and hear what it hears until
additional time per slot level above 3rd. the start of your next turn, gaining the benefits of
any special senses that the familiar has. During
Evil Eye this time, you are deaf and blind with regard to
1st-level necromancy your own senses.
As an action, you can temporarily dismiss your
Casting Time: 1 action
familiar. It disappears into a pocket dimension
Range: 60 feet
where it awaits your summons. Alternatively, you
Components: V, S
can dismiss it forever. As an action while it is
Duration: 1 hour
temporarily dismissed, you can cause it to reappear
Choose a creature within range and release a minor in any unoccupied space within 30 feet of you.
curse on them. That creature must succeed on a You can’t have more than one familiar at a time,
Wisdom saving throw or gain one of the following including a familiar created by this spell or by find
afflictions of your choice for the duration of familiar. If you cast this spell while you already have
this spell. a familiar, you instead cause it to adopt a new form.
Misfortune. Before the duration of this spell has Choose one of the forms from the above list. Your
elapsed when the creature makes an ability check familiar transforms into the chosen creature.
you can choose to give that roll disadvantage. If the Finally, when you cast a spell with a range of
creature fails that ability check this spell ends. touch, your familiar can deliver the spell as if it had
Night Terrors. The creature is plagued by cast the spell. You must be able to see your familiar,
paranoia and anxiety, unable to relax or rest. The and it must use its reaction to deliver the spell when
creature cannot gain any benefits from finishing a you cast it. If the spell requires an attack roll, you
short or long rest for the duration. use your attack modifier for the roll.
Outcast. The creature provokes distrust and
disdain in all it meets while afflicted by this spell
and has disadvantage on all Charisma ability checks
for the duration.
CHAPTER 2 | SPELLS
31
Fool's Gold
Conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: M (1 gold coin)
Duration: Concentration, up to 24 hours
When you cast this spell, you enchant the coin you
used as the material component for this spell. At any
point before the duration of this spell elapses, you
can summon the coin back to your hand. Doing so
ends the spell.
Forsaken Chains
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a length of chain)
Duration: Concentration, up to 1 minute
You gesture at a creature within range and three
ghostly manacles and chains spring from the
ground, latching onto the creature. Each time the
creature moves 5 feet, one of the chains breaks and
the creature takes 1d12 necrotic damage.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, two additional chains
latch onto the creature per spell slot above 1st level.
Find Vessel
3rd-level conjuration Ghostwalk
6th-level transmutation
Casting Time: 10 minutes
Range: 120 feet Casting Time: 1 action
Components: V, S Range: Self
Duration: Instantaneous Components: V, S
Duration: Concentration, up to 10 minutes
You summon a spirit that assumes the form of a
waterborne vessel. Appearing in an unoccupied Until the spell ends, you become translucent,
space within range, the spirit takes the form you taking on an ethereal appearance, and you gain the
choose: keelboat or rowboat. The vessel has the following benefits:
statistics provided in the Dungeon Master’s Guide
• If you are grappled or restrained, you can use your
for the chosen form. Additionally, the vessel is
bonus action to escape the effect.
immune to nonmagical bludgeoning, piercing, and
• Whenever you would take damage other than
slashing damage.
force or psychic damage from a source you
You have advantage on ability checks you make
can see, you can use your reaction to become
to steer the vessel. While you are aboard the vessel,
intangible for a single moment. When you do, you
it responds to your verbal commands, allowing you
take no damage from the triggering effect. If the
to ignore the minimum crew number required to
attack hit or you failed your saving throw against
operate the vehicle. The vessel’s speed, cargo weight
the spell or ability, you still suffer its other effects.
limit, and hit points are all doubled. While you have
• You can use your action to become intangible until
the vessel summoned, you can cast this spell again
the end of your turn. While you are intangible, you
to restore it to its maximum hit points.
are immune to all damage except force damage
The vessel disappears when it drops to 0 hit
and psychic damage. Creatures can still perceive
points or when you dismiss it as an action. When
you, but can’t interact with you, unless a special
the vessel disappears, it leaves behind any creatures
ability or magic has given them the ability to do so.
or objects it was carrying. You cannot have more
You ignore all objects and physical effects while
than one vessel summoned by this spell at a time.
you’re intangible, allowing you to move through
At Higher Levels. When you cast this spell with
normally solid objects. At the end of your turn, you
a spell slot of 5th level or higher, you can choose
become tangible again in the spot you currently
from two additional waterborne vessel shapes for
occupy. If you occupy the same space as a solid
the summoned spirit: longship or sailing ship. When
object or creature when this happens, you are
you cast this spell using a spell slot of 7th level or
immediately shunted to the nearest unoccupied
higher, you can choose from another two additional
space that you can occupy and take force damage
waterborne vessel shapes for the summoned spirit:
equal to twice the number of feet you are moved.
galley or warship.
CHAPTER 2 | SPELLS
32
Giantize Hastening Minuet
5th-level transmutation 3rd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Components: V, S, M (a piece of a giant’s toenail) Components: V, S, M (a musical instrument worth
Duration: Concentration, up to 1 minute at least 1 gp)
Duration: Concentration, up to 10 minutes
You imbue a willing creature you can see within
range with the size, endurance, and power of a You play a spritely tune that puts a skip in the step
giant. The target gains 30 temporary hit points. of your companions. When you cast this spell, you
If any of these remain when the spell ends, they gain a number of spell-song points equal to your
are lost. spellcasting ability modifier. Before the duration of
In addition, the target’s size - and the size of the spell elapses, you can expend spell-song points
each object it is wearing and carrying - quadruples (no action required) when certain conditions are
in all dimensions, and its weight is multiplied by met to weave your melodic magic into the action.
sixty-four. An item dropped by an affected creature
• When a creature within 30 feet who can hear you
returns to normal size at once. This growth
starts its turn, you can expend a spell-song point
increases the target’s size by two categories - from
to double their movement speed until the end of
Medium to Huge, for example - up to a maximum of
this turn.
Gargantuan. If there isn’t enough room for the target
• When a creature within 30 feet who can hear
to quadruple its size, the creature and its equipment
you takes the Attack action or casts a spell on
attains the maximum size possible in the space
their turn, you can expend a spell-song point
available. A creature or object occupying a space
to allow them to use a bonus action to take the
required for the creature’s size to expand is shunted
Dash, Disengage, or Use an Item action on the
to the nearest unoccupied space.
same turn.
Until the spell ends, the target also gains a +4
• When a creature within 30 feet who can hear you
bonus to its Strength score, to a maximum of 30.
is targeted by an attack, you can expend a spell-
While any of its weapons are enlarged, the target’s
song point to give the creature a +2 to AC until the
attacks with them deal an extra 1d10 damage.
end of the turn.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, for each slot level Until the spell ends, you can take a special action
above 5th, the target gains 10 additional temporary on your turn to gain up to your spellcasting modifier
hit points and the bonus to the target’s Strength in spell-song points. You can only take this special
score increases by +1, but this bonus still can’t action three times each casting of this spell. You
increase its Strength score above 30. lose all remaining spell-song points immediately
when this spell ends.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, you can take the
special action to gain spell-song points an additional
time per slot level above 3rd.
Hex Storm
3rd-level necromancy
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S, M (a hairball from a black cat
that has crossed your path)
Duration: Concentration, up to 1 minute
You surround yourself with crackling necrotic
power, and unleash it in a tempest of dark lightning
around you. Choose one ability when you cast this
spell. Each creature in a 20-foot radius sphere
centered on you must succeed on a Dexterity saving
throw or take 3d6 necrotic damage and become
cursed until the spell ends. A creature that succeeds
on its saving throw takes half as much damage and
isn’t cursed. A creature cursed with this spell takes
an extra 1d6 necrotic damage whenever you hit
it with an attack and has disadvantage on ability
checks it makes with the chosen ability.
A remove curse cast on a target ends this spell’s
effects on that target.
CHAPTER 2 | SPELLS
33
At Higher Levels. When you cast this spell using A target frightened this way can repeat the saving
a spell slot of 4th level or higher, for each slot level throw at the end of each of its turns, ending the
above 3rd, the damage increases by 1d6 and the effects on itself on a success. It has disadvantage on
radius increases by 10 feet. the saving throw if you’re within 5 feet of it.
At Higher Levels. When you cast the spell using
Holy Hymnal a spell slot of 3rd level or higher, the damage
3rd-level enchantment increases by 1d8 for each slot level above 2nd.
Casting Time: 1 action
Illusory Feint
Range: Self
Illusion cantrip
Components: V, S, M (a musical instrument worth
at least 1 gp) Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 10 feet
Components: V, M (a melee weapon)
You play a soulful song of praise that emboldens
Duration: Instantaneous
your companions and rings like a cacophony in the
ears of the unholy. When you cast this spell, you As part of the action used to cast this spell, you
gain a number of spell-song points equal to your must make a melee attack with a weapon against
spellcasting ability modifier. Before the duration of one creature within the spell’s range, otherwise the
the spell elapses, you can expend spell-song points spell fails. On a hit, the target suffers the attack’s
(no action required) when certain conditions are normal effects. On a miss, you make a second melee
met to weave your melodic magic into the action. weapon attack with the same weapon against the
target. On a hit, the target takes psychic damage
• When a creature other than an undead or
equal to your spellcasting ability modifier.
construct that can hear you starts its turn within
The spell’s damage increases when you reach
30 feet of you, you can expend a spell-song
higher levels. At 5th level, the melee attack deals an
point to restore them. The creature regains 1d4
extra 1d8 psychic damage whether it was the first or
hit points.
second attack. This extra damage increases by 1d8
• When a creature deals damage to a fey, fiend, or
at 11th level (2d8) and 17th level (3d8).
undead who can hear you within 30 feet of you,
you can expend a spell-song point to make the Investiture of Voltage
attack deal an additional 1d8 radiant damage. 6th-level transmutation
• Before a creature who can hear you within 30 feet
of you makes a saving throw, you can expend a Casting Time: 1 action
spell-song point to roll 1d6 and add the result to Range: Self
the saving throw. Components: V, S
Duration: Concentration, up to 10 minutes
Until the spell ends, you can take a special action
on your turn to gain up to your spellcasting modifier Until the spell ends, your body crackles with
in spell-song points. You can only take this special electricity, and you gain the following benefits:
action three times each casting of this spell. You • You are immune to lightning damage, as well as to
lose all remaining spell-song points immediately the paralyzed and stunned conditions.
when this spell ends. • When a creature hits you with a melee attack,
At Higher Levels. When you cast this spell using it takes 1d8 lightning damage and can’t take
a spell slot of 3rd level or higher, you can take the reactions until the start of its next turn.
special action to gain spell-song points an additional • You can use your action to create a line of
time per slot level above 2nd. lightning 15 feet long and 5 feet wide extending
from you in a direction you choose. Each creature
Horror Story in the line must make a Dexterity saving throw. A
2nd-level illusion
creature takes 4d8 lightning damage on a failed
Casting Time: 1 action save, or half as much damage on a successful one.
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You look straight into the face of one creature
you can see within range, and begin bellowing a
nightmarish tale audible to 300 feet that hits the
creature like a shockwave. Make a ranged spell
attack against the target. The target being within
5 feet of you doesn’t impose disadvantage on the
attack roll. On a hit, the target takes 3d8 thunder
damage, and, if it can hear you, it must succeed on
a Wisdom saving throw or become frightened of you
until the spell ends. On a miss, the target takes half
damage and isn’t frightened.
CHAPTER 2 | SPELLS
34
Mage Barrier Dexterity (Stealth) checks. The target’s weapons
3rd-level abjuration also grow to match its new size. While these
weapons are enlarged, the target’s attacks with
Casting Time: 1 reaction, which you take when you
them deal an extra 3d8 damage. Additionally, for
fail a saving throw against a spell
every two size categories the target increases, its
Range: Self
walking speed increases by 5 feet.
Components: V, S
Minimize. The target becomes Tiny. For each
Duration: 1 round
size category it decreases, its size halves in all
A shining barrier of magical force appears and dimensions and its weight is divided by eight.
protects you, reducing the harmful effects of certain Until the spell ends, the target has disadvantage
spells cast on you. Until the start of your next turn, on Strength checks and Strength saving throws,
you have a +5 bonus to saving throws against and advantage on Dexterity (Stealth) checks. The
spells, including against the triggering spell. For target’s weapons also shrink to match its new size.
the duration, when you are subjected to a spell that While these weapons are reduced, the target’s
allows you to make a saving throw to take only half attacks with them deal 3d8 less damage (this can’t
damage, you instead take no damage if you succeed reduce the damage below 1). Additionally, for every
on the saving throw, and only half damage if you fail. two size categories the target decreases, its walking
speed is reduced by 5 feet.
Mage Ward
Abjuration cantrip
Size Categories
Casting Time: 1 action Each size category is listed in order from
Range: Self smallest to largest:
Components: V, S • Tiny
Duration: 1 round • Small
• Medium
You create a protective ward around yourself that • Large
strikes out at those who attack you. The first time a • Huge
creature hits you with an attack before the start of • Gargantuan
If you were to target a Tiny creature with the Maximize
your next turn, it takes 1d10 force damage and the
effect of maximize/minimize in a space that could
spell ends. accommodate a Gargantuan creature, for example, its
The spell’s damage increases by 1d10 when you size increases by five categories, so its dimensions would
reach 5th level (2d10), 11th level (3d10), and 17th be multiplied by 32 and its weight would be multiplied by
level (4d10). 32,768. Additionally, its speed would increase by 10 feet.
The opposite would be true for a Gargantuan creature
Maximize/Minimize targeted with the Minimize effect of the spell.
8th-level transmutation
Casting Time: 1 action Misfortune’s Mark
Range: 30 feet Divination cantrip
Components: V, S, M (50 gp worth of powdered
iron, which the spell consumes, and a Casting Time: 1 action
magnifying glass) Range: 10 feet
Duration: Concentration, up to 1 minute Components: V, M (a melee weapon)
Duration: Instantaneous
You cause a creature or an object you can see within
range to grow gigantic or miniscule for the duration. As part of the action used to cast this spell, you must
Choose either a creature or an object that is neither make a melee attack with a weapon against one
worn nor carried. If the target is unwilling, it can creature with the spell’s range, otherwise the spell
make a Constitution saving throw. On a success, the fails. On a hit, the target suffers the attack’s normal
spell has no effect. effects, and you knot the threads of the target’s
If the target is a creature, everything it is wearing fate with misfortune. When the creature makes an
and carrying changes sizes with it. Any item ability check, attack roll, or saving throw before the
dropped by an affected creature returns to normal start of your next turn, you can use your reaction
size at once. to roll 1d4 and subtract the result from the target’s
Maximize. The target becomes Gargantuan. For roll. You can choose to make this reaction after the
each size category it increases, its size doubles in creature makes the roll, but must do so before the
all dimensions and its weight multiplies by eight. DM declares whether the roll succeeds or fails.
If there isn’t enough room for the target to become This spell’s damage increases when you reach
Gargantuan, the creature or object instead attains higher levels. At 5th level, the melee attack deals an
the maximum size possible in the space available. extra 1d8 force damage. The damage increases by
A creature or object occupying a space required 1d8 again at 11th level (2d8) and 17th level (3d8).
for the creature’s size to expand is shunted to the
nearest unoccupied space. Until the spell ends,
the target also has advantage on Strength checks
and Strength saving throws, and disadvantage on
CHAPTER 2 | SPELLS
35
Mob Mentality
7th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Each creature in a 30-foot-radius sphere centered
on a point you can see within range must make a
Wisdom saving throw or become charmed by you
for the duration. While the target is charmed in this
way, madness glows in its eyes.
Choose a creature you can see within range
that isn’t charmed by you. During each charmed
creature’s turn, it uses its speed to move closer to
the chosen target if able, and then uses its action to
make a melee attack against the chosen target if it’s
within range. If the chosen target isn’t within range,
the charmed creature instead takes the Dash action
to get as close to the chosen target as possible.
If the chosen target is dead, the charmed creature
can act normally on its turn.
On your subsequent turns, you must use your
action to maintain control over the charmed
creatures or the spell ends. As part of this same
action, you can choose a new creature you can
see within range that isn’t charmed by you as your
chosen target.
Also, each charmed creature can make a Wisdom
Misplace Aggression saving throw at the end of each of its turns. On a
3rd-level enchantment success, it ends the spell’s effects on itself.
Casting Time: 1 reaction, which you take when
Orb of Chaos
you see a creature within 60 feet of you make an
9th-level evocation
attack against you or one of your allies
Range: 60 feet Casting Time: 1 action
Components: V, S Range: 120 feet
Duration: Instantaneous Components: V, S
Duration: Concentration, up to 1 minute
You attempt to change the target of the attacker’s
aggression. The attacker must succeed on a You draw on the forces of chaos and entropy,
Wisdom saving throw or change the target of its condensing them into a small orb, and then
attack to another creature or object of your choice launching the orb at a point you can see within
within the weapon or spell’s range. You can force a range. When it is deployed, the orb emits a burst
creature to attack itself this way, though the attacker of its energies in a 30-foot radius sphere around
has advantage on the saving throw if you do so. it. Each creature within the sphere must make a
If the creature failed the saving throw, it must saving throw, the type of which is determined by
make the maximum number of attacks available rolling a d6.
to it this turn, and each other attack the attacker
makes this turn must target the creature or object d6 Saving Throw d6 Saving Throw
you chose if able, otherwise the attacks fail. 1 Strength 4 Intelligence
A creature immune to being charmed is 2 Dexterity 5 Wisdom
unaffected by this spell.
3 Constitution 6 Charisma
CHAPTER 2 | SPELLS
36
A creature takes 10d8 damage on a failed save,
d8 Movement Direction
or half as much on a successful one. An object that
isn’t being worn or carried in the area takes the 1 No movement
full damage. A creature also becomes subject to an 2 Up
additional effect on a failed save. The spell’s damage 3 Down
type and additional effect are determined by which
4 North
number appears most on the damage dice after the
roll; if two or more numbers are tied, you choose the 5 South
damage type and the additional effect from among 6 East
the tied numbers’ possibilities. For example, If you 7 West
roll five 1s and five 8s for the spell’s damage roll,
8 Diagonal; roll twice more on this table, rerolling any
you can choose for the spell to deal either acid or
1s or 8s, or any opposite directions, such as if you
thunder damage, and for every creature who failed
roll Up and Down. The orb moves on the diagonal of
its saving throw to be either stunned or deafened
the two directions rolled.
until the start of your next turn.
Pitifulness
Number Damage Type Additional Effect
Enchantment cantrip
1 Acid A creature that fails its saving
throw is stunned until the start Casting Time: 1 action
of your next turn. Range: Self
Components: V, S
2 Cold A creature that fails its saving
Duration: Concentration, up to 1 minute
throw is restrained until the
start of your next turn. You weave an aura about yourself that evokes pity
3 Fire A creature that fails its saving and sympathy from others. Whenever a creature that
throw is frightened by you until you can see and that can see you makes an attack
the start of your next turn. roll against you, you can use your reaction to impose
disadvantage on the attack roll. A creature immune
4 Force A creature that fails its saving
to being charmed ignores this spell’s effects.
throw takes an additional 1d8
force damage and is knocked Pleonexia’s Panoply of Personas
prone. 3rd-level transmutation
5 Lightning A creature that fails its saving
Casting Time: 1 action
throw is blinded until the start
Range: Self
of your next turn.
Components: V, S, M (make up, scented oils, and
6 Poison A creature that fails its saving costumes worth at least 25 gp)
throw is poisoned until the Duration: Instantaneous
start of your next turn.
When you cast this spell, you create a magical
7 Psychic A creature that fails its saving
disguise known as a persona. To create a persona,
throw is charmed by you until
give it a name, describe its physical appearance and
the start of your next turn.
characteristics (it can be of any race the same size as
8 Thunder A creature that fails the saving you are or one size smaller or larger), and detail its
throw is deafened until the outfit. You also choose one skill and one language.
start of your next turn. You adopt this persona immediately when you
At the start of each of your turns, you can move cast this spell. While you have adopted a persona,
the orb up to 60 feet. Whether you move it or not, you physically transform into the creature you
the orb releases a new burst in a 30-foot-radius described. In addition to retaining your normal
sphere around it, randomly determining a new proficiencies and languages, you have proficiency
saving throw type, damage type, and additional with the chosen skill, and can read, write, and speak
effect using the tables above. the chosen language. At any point you can use
If you lose concentration on the spell, it doesn’t an action to end this transformation, returning to
end. Instead, you lose control of the orb and it lasts your typical appearance and losing the bonus skill
for the remainder of its duration. At the start of each proficiency and additional language.
of your turns after you lose control of the orb, it may Each time you end the transformation, you
or may not move, determined by rolling on the table can choose to place the used persona in a mystic
below. If the orb moves, roll a d12. It moves a number repertoire called your archive. You can have a
of feet in that direction equal to 5 times the number number of personas in your archive up to your
rolled, stopping if it encounters a solid object, such spellcasting ability modifier. If you wish to add
as the ground or a wall. It then releases a new a persona to your archive and already have the
burst in a 30-foot-radius sphere around it, randomly maximum number, choose and replace one persona
determining a new saving throw type, damage type, you already have with the new one. Whenever you
and additional effect using the tables above. cast this spell, you can choose to ignore the material
component cost of the spell to adopt a persona in
your archive instead of creating a new one.
CHAPTER 2 | SPELLS
37
Power Chord Seal Fate
1st-level evocation 9th-level divination
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M (a musical instrument worth Components: V, S, M (a thread of spun gold and a
at least 1 gp) set of shears)
Duration: Instantaneous Duration: 1 minute
As part of casting this spell, you play a chord You attempt to seize control of the destiny of a
on the musical instrument used as the material creature you can see within range. The target must
component. The chord rattles your enemies succeed on a Wisdom saving throw or become
and emboldens your allies. Choose a number of subject to the spell’s effects. A target can choose to
creatures up to your spellcasting ability modifier fail this saving throw without rolling.
within range. Chosen creatures gain 1d6 temporary Whenever the target makes an ability check,
hit points. All other creatures within range must attack roll, or saving throw other than a saving
succeed on a Constitution saving throw or take 1d6 throw against this spell for the duration, you can
thunder damage. choose whether the roll succeeds or fails, instead
At Higher Levels. When you cast this spell using of allowing the creature to roll. At the end of each
a spell slot of 2nd level or higher, the temporary hit of the target’s turns, it can make a Wisdom saving
points gained and thunder damage dealt by this throw. After the target succeeds on three saving
spell increase by 1d6 for each slot level above 1st. throws against this spell, the spell ends. The
successes do not need to be sequential.
Prismatic Bolt When the creature makes an ability check, attack
Evocation cantrip roll, or saving throw other than a saving throw
Casting Time: 1 action against this spell, you can choose to treat the roll as
Range: 90 feet being a 1 or 20 on the d20. When you do, the target
Components: V, S is immediately granted one successful saving throw
Duration: Instantaneous against this spell.
CHAPTER 2 | SPELLS
38
Spell-Shattering Strike
Evocation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, M (a melee weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one Stolen Life
creature with the spell’s range, otherwise the spell 5th-level necromancy
fails. On a hit, the target suffers the attack’s normal
Casting Time: 1 action
effects, and if the target is concentrating on a spell,
Range: Touch
the attack deals an additional 1d8 force damage.
Components: V, S, M (a calendar or timepiece older
The spell’s damage increases when you reach
than you)
higher levels. At 5th level, the melee attack deals
Duration: Instantaneous
an extra 1d8 force damage to the target, and the
damage the target takes if it is concentrating Running your fingers across a creature, their body
on a spell increases to 2d8. Both damage rolls is wracked with the pain of stolen life as years
increase by 1d8 at 11th level (2d8/3d8) and 17th that were theirs become yours. Make a melee
level (3d8/4d8). spell attack against an adjacent creature. On a
hit, the target takes 8d8 necrotic damage, and if
Spell Void that creature is a humanoid it must succeed on a
9th-level necromancy Constitution saving throw or age 1d4 years. You
Casting Time: 1 reaction, which you take when you add the years that creature aged to your maximum
see a creature within 60 feet of you casting a spell natural life span.
Range: 60 feet
Stupefying Strike
Components: V, S, M (an obsidian marble worth at
Enchantment cantrip
least 1 gp, which the spell consumes)
Duration: Concentration, up to 1 round Casting Time: 1 action
Range: 10 feet
You flick the marble used for this spell’s material
Components: V, M (a melee weapon)
component into the triggering creature’s space. The
Duration: Instantaneous
marble then implodes, opening a hole in reality that
consumes all magic that passes near it, including As part of the action used to cast this spell, you must
the creature’s spell. The creature’s spell fails and make a melee attack with a weapon against one
has no effect, as its magic is sucked into the void creature within the spell’s range, otherwise the spell
created by the hole. fails. On a hit, the target suffers the attack’s normal
The hole remains until the start of your next turn effects, and it becomes slightly dazed. Until the end
or the spell ends. For the duration, whenever a of its next turn, it can choose to take either an action
creature within 60 feet of the hole attempts to cast a or a bonus action on its turn, not both.
spell, or a spell is cast targeting a creature within 60 At 5th level, the melee attack deals an extra 1d8
feet of the hole, the spell fails and has no effect, its psychic damage. The extra damage increases by
magic being sucked into the void. 1d8 when you reach 11th level (2d8) and 17th
When the hole consumes a spell of 1st level or level (3d8).
higher, if the caster has remaining spell slots of
the level it used to cast the spell, the caster must Tale of Courage
succeed on an ability check using its spellcasting 3rd-level illusion
ability against your spell save DC or have even more Casting Time: 1 action
of its magic drained from it. If a creature fails this Range: Self (30-foot radius)
ability check, each of its remaining spell slots of that Components: V, S
level are expended. Duration: Concentration, up to 1 minute
This spell can’t be interrupted or be caused to
fail by other spells, such as counterspell or dispel You begin telling a tale of bravery and heroism,
magic. This spell still ends if you lose concentration radiating an aura of courage in a 30-foot radius
due to a spell. around you. Within the aura, an ephemeral vignette
appears of heroes bravely battling monsters. Until
the spell ends, the aura moves with you, centered on
you. Each nonhostile creature in the aura (including
you) is immune to being frightened and gains a +1
bonus to saving throws.
If a creature can’t hear you or see the vignette, it
gains no benefit from this spell. If you speak other
than to tell the tale, the spell ends.
CHAPTER 2 | SPELLS
39
Tale of Legend Vortex Dart
8th-level illusion Evocation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self (30-foot radius) Range: 60 feet
Components: V, S Components: V, M (a ranged weapon)
Duration: Concentration, up to 1 minute Duration: Instantaneous
You begin performing a tale of epic battles, of As part of the action used to cast this spell, you must
courageous heroes facing off against malevolent make a ranged attack with a weapon against one
villains and hordes of minions, creating a 30-foot- creature with the spell’s range, otherwise the spell
radius aura around you that inspires your allies fails. On a hit, the target suffers the attack’s normal
to legendary feats. Within the aura, an ephemeral effects, and each Large or smaller creature within
vignette appears displaying the tale. Until the spell 10 feet of the target must succeed on a Strength
ends, the aura moves with you, centered on you. saving throw or be pulled to the nearest unoccupied
Each nonhostile creature in the aura (including space to the target.
you) has advantage on attack rolls, ability checks, At 5th level, the ranged attack deals an extra
and saving throws, and has resistance against 1d6 force damage to the target. The force damage
all damage. increases by 1d6 at 11th level (2d6) and 17th
If a creature can’t hear you or see the vignette, it level (3d6).
gains no benefit from this spell. If you speak other
than to tell the tale, the spell ends. Wall of Wonder
7th-level illusion
Tale of Hope & Woe Casting Time: 1 action
5th-level illusion
Range: 120 feet
Casting Time: 1 action Components: V, S, M (a stringed instrument)
Range: Self (30-foot radius) Duration: Concentration, up to 1 minute
Components: V, S
A wall of shimmering, mystifying energy springs
Duration: Concentration, up to 1 minute
into existence at a point you choose within range.
You begin reciting a tale designed to inspire either The wall appears in any orientation you choose, as
hope or woe (your choice when you cast the spell) a horizontal or vertical barrier or at an angle. It can
in the hearts of those who hear it, creating a be free floating or resting on a solid surface. You
30-foot-radius aura around you. Within the aura, can form it into a hemispherical dome or a sphere
an ephemeral vignette appears displaying the tale. with a radius of up to 20 feet, or you can shape a flat
Until the spell ends, the aura moves with you, surface made up of ten 10-foot-by-10-foot panels.
centered on you. If a creature can’t hear you or see Each panel must be contiguous with another panel.
the vignette, it is unaffected by the spell. If you speak In any form, the wall is 1 foot thick. It is translucent
other than to tell the tale, the spell ends. and intangible and lasts for the duration.
Tale of Hope. Each friendly creature within the When the wall appears, each creature within its
aura (including you) has advantage on Intelligence, area must make a Wisdom saving throw. On a failed
Wisdom, and Charisma saving throws, and when save, the creature is stunned until the start of its
such a creature makes an attack, the attack deals an next turn or until it takes damage. A creature that
extra 1d6 damage. starts its turn in the wall’s area or that enters it for
Tale of Woe. Each hostile creature in the aura the first time during a turn must also succeed on a
has disadvantage on Intelligence, Wisdom, and Wisdom saving throw or become stunned until the
Charisma saving throws, and when such a creature start of its next turn or until it takes damage.
makes an attack, the attack deals 1d6 less damage
(this can’t reduce the damage below 1). A creature
is immune to this effect if it is immune to being
charmed or frightened.
Until the spell ends, you can use a bonus action on
each of your subsequent turns to change the moral
of your tale with a plot twist, changing your Tale of
Hope into a Tale of Woe, or vice versa.
CHAPTER 2 | SPELLS
40
Warden’s Rebuke
Evocation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, M (a melee weapon)
Duration: Instantaneous
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one
creature with the spell’s range, otherwise the spell
fails. On a hit, the target suffers the attack’s normal
effects, and the earth quakes threateningly beneath
the target’s feet until the start of your next turn. If
the target willingly attacks a creature other than you
before then, it immediately takes 1d6 bludgeoning
damage as the earth rises up to rebuke it, and the
spell ends.
The spell’s damage increases when you reach
higher levels. At 5th level, the melee attack deals an
extra 1d6 damage to the target, and the bludgeoning
damage the target takes for attacking another
creature increases to 2d6. Both damage rolls
increase by 1d6 at 11th level (2d6/3d6) and 17th
level (3d6/4d6).
War Story
4th-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You begin a booming retelling of a large-scale battle
filled with death and destruction, an ephemeral
vignette of the tale appearing around you. You
initiate the tale with the crunch of armies clashing,
creating a shockwave audible to 300 feet that
strikes at a creature you can see within 30 feet of
you. Make a ranged spell attack against the target.
The target being within 5 feet of you doesn’t impose
disadvantage on the attack roll. On a hit, the target
takes 3d10 thunder damage. On a miss, the target
takes half damage.
Until the spell ends, you can use a bonus action
on each of your subsequent turns to have your
vignette reenact the clanging of swords, ferocious
battlecries, or screams of the dying, repeating the
attack against a creature you can see within 30 feet
of you. You can direct the attack at the same target
or a different one.
At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, the
damage increases by 1d10 for every two slot
levels above 4th.
CHAPTER 2 | SPELLS
41
Chapter 3: Magic Items
Adventurers in the worlds of Dungeons & Dragons Arcane Inverter
have been known to acquire magical items in their Spell catalyst, rare
travels. Presented in this chapter are a variety of
magical items that can be used by any character At the heart of many golems and other constructs
but may be of particular interest to bard, sorcerer, is a polyhedral device that generates energy by
warlock, and wizard adventurers. creating a constant feedback loop of arcane power.
Magic items are presented in alphabetical order. When you cast the counterspell spell, you can
A magic item’s description gives the item’s name, its choose to allow the spell to consume this spell
category, its rarity, and its magical properties. catalyst. When you do, if you successfully countered
the spell, the caster of the countered spell takes
2d4 force damage if the countered spell was cast
New Magic Item Category: Spell Catalyst
Spell catalysts can be harvested from certain creatures
using a 1st level spell slot. If the countered spell
and magical places. Each alters the effect of a specific was cast using a 2nd level or higher spell slot, this
spell or spells. To use a spell catalyst, you must have it force damage increases by 1d4 for each slot level
on your person and you may use any number of spell above 1st.
catalysts on a single spell. Spell catalysts are consumed
when used unless their description specifies otherwise. Armor of Arcane Absorption
Armor (light, medium, or heavy), rare
Animated Shard When you take damage from a spell while wearing
Spell catalyst, rare this armor, you gain a number of temporary hit
points equal to 1d8 + the level of the spell. As an
Animated objects - like animated armor, helmed action on your turn, you can spend all temporary hit
horrors, flying swords, and rugs of smothering - are points gained from this armor to create a shockwave
simple objects imbued with magic to obey their that pushes enemies away from you. When you do,
creators’ commands. When they are defeated, a each creature within 10 feet of you must succeed on
portion of that animating power may be maintained a DC 14 Strength saving throw or be pushed 10 feet
in a small piece of it. and take force damage equal to the temporary hit
When you cast the cloud of daggers spell, you points you spent.
can choose to allow the spell to consume this spell
catalyst. When you do, the spell lasts for its full
duration without requiring concentration, and once Arcane Inverter
during each of your turns you can verbally command
the cloud to move to a different point within 30 feet
that you can see (no action required by you). The
cloud moves in the most direct path possible. When
the cloud moves into a creature’s space for the first
time each turn, that creature must make a Dexterity
saving throw against your spell save DC. The
creature takes the spell’s damage on a failed save, or
half as much damage on a successful one.
Miliese Prism
Spell catalyst, common
This transparent triangular, column-shaped crystal
fractures light into dozens of colors when held to
the light. When you cast the magic missile spell,
you can choose to allow the spell to consume this
spell catalyst. When you do, the darts created by this
spell deal a damage type of your choice instead of
force damage.
Mimic’s Heart
Spell catalyst, rare
When a mimic dies, much of its shape-changing
magic remains in its heart. When you cast the
disguise self spell, you can choose to allow the spell
to consume this spell catalyst. When you do, the
spell’s duration becomes indefinite, ending only
Gem of Introspection when you die or use an action to end it.
Phoenix Egg
Spell catalyst, legendary
A fertilized egg stolen from the legendary phoenix is
a powerful catalyst to restore the dead to life. When
you cast the raise dead spell, you can choose to allow
the spell to consume this spell catalyst. When you do,
the spell’s casting time becomes 1 action. In addition,
the creature returns to life with its maximum hit
points and has no penalty to attack rolls, saving
throws, or ability checks. When this spell catalyst is
consumed, it leaves behind a diamond worth 500 gp.
CHAPTER 3 | MAGIC ITEMS
47
Reward of the Pact Champion The Celestial. The item takes the form of a robe
Wondrous item, legendary (requires attunement by bearing designs that symbolically represent your
a warlock) patron. You gain 5 additional d6s in your Healing
Light pool. While wearing the robe, when you cause
This magic item takes various forms depending on a creature to regain hit points with a warlock class
the warlock’s patron. It is granted to warlocks that feature or a warlock spell, that creature regains 3
have been instrumental in their patron achieving additional hit points, and you can choose to cure
their grand ambition, or completed the final task the the target of one disease, neutralize one poison
patron would give the warlock to prove themself. affecting it, or end one condition affecting it. If an
As an action while holding the item, you can regain affected feature or spell would restore the creature’s
one of your expended arcanum spells. This property hit points to higher than its hit point maximum, it
can’t be used again until you finish a long rest. If the gains the surplus as temporary hit points.
arcanum spell was of 8th or 9th level, this property The Crone. The item takes the form of thirteen
instead can’t be used again until 7 days have passed. talismans, each bearing the symbol of your patron.
The item also has additional properties based on While you or a member of your coven wears one of
your Otherworldly Patron. the talismans, it has a +2 bonus to saving throws
The Archfey. The item takes the form of an and to the spell attack rolls and spell save DCs for
amulet bearing the symbol of your patron. While your warlock spells, it shares the senses of each
you wear it, your appearance gains an otherworldly other coven member wearing one of the talismans,
aspect that makes you look impossibly lovely and and it counts as being within 120 feet of you for the
fierce, and you can use your Fey Presence, Misty purpose of your warlock features as long as it is on
Escape, and Dark Delirium features an unlimited the same plane of existence as you.
number of times. Additionally while you wear the The Fiend. The item takes the form of a cloak
amulet, fey other than your patron have difficulty bearing designs that symbolically represent your
harming you. If a fey targets you directly with an patron. You regain the use of your Hurl Through
attack or harmful spell that targets only you, it must Hell feature when you finish a short or long rest.
succeed make a Wisdom saving throw. On a failed While you wear the cloak, you have resistance
save, it must choose a new target or lose the attack against fire, necrotic, and poison damage dealt
or spell. by creatures other than your patron, as well as
The Archmage. The item takes the form of a immunity to the charmed, frightened, and poisoned
rod, staff, or wand etched with runes and your conditions. As a bonus action while you wear the
patron’s symbol. Spells you cast using the item as cloak, you can cause it to become a pair of bat-like
a spellcasting focus have a +3 bonus to their spell wings that attach themselves to your back or have it
attack rolls and spell save DC. Choose a warlock return to its cloak form. You have a flying speed of
spell you know of 1st or 2nd level when you attune 30 feet while the cloak is in its wing form.
to the item. While you hold the item, you can cast The Hexblade. The item takes the form of a
the chosen spell at will, without expending a spell magic longsword or greatsword etched with eldritch
slot. When you do, it is cast at the level of your runes and your patron’s symbol. You gain a +3 bonus
warlock spell slot. to attack and damage rolls you make with it. When
you hit a creature with a weapon attack using the
item, the target has disadvantage on saving throws
against your warlock spells until the end of your
next turn.
The Great Old One. The item takes the form
of an object of constantly shifting and utterly
unfathomable geometries. The telepathy granted by
your Awakened Mind feature has unlimited range
and doesn’t require sight as long as you have met
the creature in person and the creature is on the
same plane of existence as you. While holding the
item, you can use your Entropic Ward feature an
unlimited number of times. Additionally, when a
creature causes you to make a saving throw, you can
use your reaction to gain advantage on the saving
throw. If you succeed on the save, the creature has
disadvantage on the first saving throw it makes
Reward of the
against one of your warlock spells before the end of
Pact Champion
your next turn.
The Great Trickster. The item takes the form of
a trinket or bauble with designs that symbolically
represent your patron. While you are wearing or
carrying the item, you can use the final benefit of
your Spellswipe feature an unlimited number of
Wand of Warping
Charge Cost Enchantment Illusion Necromancy Transmutation
1 suggestion invisibility blindness/deafness enlarge/reduce
2 confusion fear blight fly