Mystics and The Arcane
Mystics and The Arcane
Mystics and The Arcane
Monsters and Magic for the Primal Arcane of Planegea. Created by Dan Gable.
Bonus Actions
Infused Arcana. The golem uses its Innate
Spellcasting.
Reactions
Eldritch Refraction. In response to being
damaged by an attack or saving throw effect, the
golem halves the damage it receives, and each
creature within 30 feet of the golem takes 10 force
damage.
Spell-Paint Spirit 1. Green The target takes 11 (2d10) acid damage
and it takes a -2 penalty to its AC until the end of
the spirit’s next turn.
Medium Construct/Elemental, Unaligned
Armor Class 17 (natural armor) 2. White The target takes 11 (2d10) cold damage
Hit Points 152 (16d10 + 64) and its speed is halved until the end of its next
Speed 40 ft. turn.
STR DEX CON INT WIS CHA 3. Red The target takes 11 (2d10) fire damage and
16 (+3) 20 (+5) 19 (+4) 5 (-3) 12 (+1) 3 (-4) bursts into flame. Until a creature uses an action to
extinguish the flames, the target takes 9 (2d8) fire
Saving Throws Con +8, Wis +5 damage at the end of each of its turns.
Damage Immunities poison, psychic
Condition Immunities Charmed, Exhaustion, 4. Blue The target takes 16 (3d10) lightning
Frightened, Paralyzed, Petrified, Poisoned damage.
Senses Darkvision 120 ft., passive Perception 11
Languages understands the languages of its 5. Black The target takes 11 (2d10) necrotic
creator (if any) but can't speak damage, and it cannot regain hit points until the
Challenge 11 (7,200 XP) end of the spirit’s next turn.
Sticky & Semisolid. The spirit can climb difficult 6. Yellow The target takes 11 (2d10) radiant
surfaces, including upside down on ceilings, damage, and it has disadvantage on attack rolls
without needing to make an ability check. until the end of its next turn.
Additionally, it can move through a space as
narrow as 1 foot wide without squeezing. Paint Spray. The spirit sprays a jet of paint in a
30-foot cone. Each creature in the area must make
Spell Assumption. When the spirit is hit by a spell a DC 17 Dexterity saving throw, taking 18 (4d8)
attack or forced to make a saving throw against a force damage on a failure, or half as much on a
spell, roll a d6. On a 5 or 6, the spirit is unaffected success. A creature that fails its saving throw also
by the attack or saving throw effect, and gains 10 suffers as though by the extra effect of the spirit’s
temporary hit points. Painted Arrow (roll a d6).
Reactions
Vibrant Vengeance. In response to taking
damage, the spirit spatters paint across its
surroundings. Each creature of the spirit’s choice
within 10 feet of it and not behind total cover
suffers as though by the extra effect of the spirit’s
Painted Arrow (roll a d6).
Spells Duration: 1 Round
The spell creates multiple stones at higher levels: You ignite a fierce flame in your hand and lunge at
two at 5th level, three at 11th level, and four at a creature within reach. The target must succeed
17th level. You can direct the stones at the same on a Dexterity saving throw or take 1d12 fire
target or at different ones. Make a separate attack damage.
roll for each stone.
The spell’s damage increases by 1d12 when you
Gale Strike reach 5th level (2d12), 11th level (3d12) and 17th
level (4d12)
Evocation Cantrip
Casting Time: 1 Action
Range: 30 feet
Protection From Claw and Fang
Components: V, S 1st-level Abjuration
Duration: Instantaneous Casting Time: 1 Action
Range: Touch
You gather wind and unleash it towards a creature Components: V, S, M (a tough scale)
you can see within range. The target must succeed Duration: 1 hour
on a Strength saving throw or take 1d6
bludgeoning damage and be moved up to 5 feet in You touch a creature. For the duration, the target is
a horizontal direction of your choice. protected against natural weapons. Whenever the
target takes damage from a natural weapon, it
The damage and push distance of this spell takes 3 less.
increases at higher levels: 2d6 and 10 feet at 5th,
3d6 and 15 feet at 11th level, and 4d6 and 20 feet At Higher Levels: When you cast this spell using a
at 17th level. spell slot of 2nd level or higher, the damage
reduction increases by 2 for each slot level above
Arcane Armor 1st.
Abjuration Cantrip
Casting Time: 1 Action
Sundering Claw
Range: 15 feet 1st-level Evocation
Components: V, S Casting Time: 1 Action
Range: Touch At Higher Levels: When you cast this spell using a
Components: V, S spell slot of 3rd level or higher, the initial and flat
Duration: Instantaneous damage increases by 1d4 and 1 for each slot level
above 2nd.
Encasing your hand in a claw of force, you swipe at
a target within reach. Make a melee spell attack. Tar Pit
On a hit, the target takes 2d10 force damage, and it
3rd-level Conjuration
has a -2 penalty to its AC until the end of your next
Casting Time: 1 Action
turn.
Range: 60 feet
Components: V, S
At Higher Levels: When you cast this spell using a
Duration: Concentration, up to 1 minute
spell slot of 2nd level or higher, the damage and AC
penalty of the spell increases by 1d10 and 1 for
You magically summon a pit of bubbling tar, which
each slot level above 1st.
appears on the ground in a 20-foot square
centered on a point you can see within range. For
Weapon Knapping the duration, a creature must spend 3 feet of
2nd-level Transmutation movement for every 1 foot moved through the
Casting Time: 1 Action area. Furthermore, while a creature is in the area,
Range: Touch it has a -2 penalty to its AC and Dexterity saving
Components: V, S throws, and it cannot use its fly speed to move.
Duration: 1 hour
At Higher Levels: When you cast this spell using a
You touch a weapon. For the duration, the weapon spell slot of 4th level or higher, area of the spell
strikes with greater force, gaining a +2 bonus to its and the penalty to AC and Dexterity saving throws
damage rolls. The spell ends early if you cast it increase by 5 feet and 1, respectively, for each slot
again. level above 3rd.
At Higher Levels: When you cast this spell using a Withering Shadow
spell slot of 3rd level or higher, the damage bonus
4th-level Necromancy
increases by 2 for each slot level above 2nd.
Casting Time: 1 Action
Range: 60 feet
Mortal Hallucination Components: V, S
2nd-level Illusion Duration: Concentration, up to 1 minute
Casting Time: 1 Action
Range: 60 feet Darkness swells up around one creature you can
Components: V, S see within range. The target must make a Wisdom
Duration: Concentration, up to 1 minute saving throw. It takes 4d8 necrotic damage on a
failure, or half as much on a success. On a failed
You release an illusion into the mind of a creature save, the target is engulfed in shadows for the
you can see within range. The target must make an spell’s duration. Until the spell ends, the target's
Intelligence saving throw. On a success, it takes speed is reduced by 10 feet, and it deals only half
3d4 psychic damage and the spell ends. On a damage with attacks that use Strength or
failure, it takes 3d4 psychic damage, and becomes Dexterity.
convinced that its wounds are worse than they are
in actuality. Until the spell ends, whenever the At the end of each of its turns, the target repeats
target is hit by an attack or otherwise takes the saving throw. On a failure, it takes 2d8 necrotic
damage, it takes 3 extra psychic damage. damage. On a success, the spell ends.
At Higher Levels: When you cast this spell using a
Variant Rules & Epic Boons
spell slot of 5th level or higher, the damage (both
initial and later) and speed reduction increase by Below are some spellcasting-related variant rules
1d8 and 5 feet, respectively, for each slot level and epic boons you can consider implementing in
above 4th. your games. Be aware that these rules will
increase the power of all spellcasters in your
game. Given that 5e balance is already quite
Black Crown
skewed in favor of casters, consider how it will
5th-level Transmutation affect the game balance, especially at a table with
Casting Time: 1 Action non-caster PCs.
Range: 60 feet Variant Rules
Components: V, S
Duration: 1 Hour Swift Staves. When you cast a spell from a magic
item, such as a staff or wand, and the spell
You create six obsidian blades, which float arrayed ordinarily has a casting time of 1 action, you can
about your head in a crown-like fashion until the instead cast it as a bonus action.
spell ends. These blades count as divine ivory
(adamantium) for the purpose of overcoming Extended Healing. When you cast a spell that
resistances and immunities. restores hit points, you can choose to extend the
spell’s casting time to increase the effectiveness of
Once on each of your turns, you can cause one or its healing. For every extra minute spent casting
two of the blades to streak towards a target within the spell, you can take the maximum value on one
60 feet of you. Make a ranged spell attack for each of the spell’s healing dice.
blade, ignoring AC bonuses granted by shields,
spells, and half and three-quarters cover; the
Epic Boons
blades cut through all. On a hit, the target takes
4d6 slashing damage. Hit or miss, the blade is
Swift Cantrip. If a cantrip has a casting time of 1
expended and disappears.
action, you can cast it as an action or bonus action.
You cannot cast the same cantrip twice on a turn
The spell ends early if all blades are expended.
in this way.
At Higher Levels: When you cast this spell using a
Multicast. When you use your action to cast a
spell slot of 6th level or higher, the damage and
spell of 5th-level or lower, you can cast a cantrip as
number of blades increases by 1d6 and 2,
part of the same action.
respectively, for each slot level above 5th.
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