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Arcane Recovery

You have learned to regain some of your magical energy by studying your Spellbook. Once per
day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell
Slots can have a combined level that is equal to or less than half your Wizard level (rounded up),
and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots.
You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic
through one of eight schools, such as Evocation. Your choice grants you features at 2nd level and
again at 6th, 10th, and 14th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this feature.

Spell Mastery
At 18th level, you have achieved such mastery over certain Spells that you can cast them at will.
Choose a 1st-level Wizard spell and a 2nd-level Wizard spell that are in your Spellbook. You can
cast those Spells at their lowest level without expending a spell slot when you have them
prepared. If you want to cast either spell at a higher level, you must expend a spell slot as
normal.

By spending 8 hours in study, you can exchange one or both of the Spells you chose for
different Spells of the same levels.

Signature Spells
When you reach 20th level, you gain mastery over two powerful Spells and can cast them with
little effort. Choose two 3rd-level Wizard Spells in your Spellbook as your signature Spells. You
always have these Spells prepared, they don't count against the number of Spells you have
prepared, and you can cast each of them once at 3rd level without expending a spell slot. When
you do so, you can't do so again until you finish a short or Long Rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Vae’Zon’s Spell book
DANCING LIGHTS
cantrip evocation

 Casting Time: 1 action

 Range: 120 feet

 Components: V S M (A bit of phosphorus or wychwood, or a glowworm)

 Duration: Concentration, Up to 1 minute

 You create up to four torch-sized lights within range, making them appear as torches, lanterns, or
glowing orbs that hover in the air for the duration. You can also combine the four lights into one
glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim
light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the
spell’s range.

SHOCKING GRASP
cantrip evocation

 Casting Time: 1 action

 Range: Touch

 Components: V S

 Duration: Instantaneous

 Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell
attack against the target. You have advantage on the attack roll if the target is wearing armor made of
metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its
next turn.
RAY OF FROST
cantrip evocation

 Casting Time: 1 action

 Range: 60 feet

 Components: V S

 Duration: Instantaneous

 A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack
against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start
of your next turn.

Witch Bolt
Casting Time 1 action

Range 30 feet

Components V S M (Twig struck by lightning)

Duration Conc. Up to 1 minute

1st-level evocation

Make a ranged spell attack against a creature you can see. On a hit, the target takes 1d12
lightning damage, and on your turn, you can use your action to deal 1d12 lightning damage to
the target so long as it is within range.
At Higher Levels: The initial damage increases by 1d12 for each slot level above 1st.


FALSE LIFE
1st level necromancy

 Casting Time: 1 action

 Range: Self

 Components: V S M (A small amount of alcohol or distilled spirits)

 Duration: 1 hour

 Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the
duration.

 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5
additional Temporary Hit Points for each slot level above 1st.

THUNDERWAVE
1st level evocation

 Casting Time: 1 action

 Range: Self (15-foot cube)

 Components: V S

 Duration: Instantaneous

 Classes: Bard, Druid, Sorcerer, Wizard

 A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you
must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is
pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t
pushed. In addition, unsecured objects that are completely within the area of effect are automatically
pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out
to 300 feet.

 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.
Ray of Sickness

1st level necromancy

- Casting time: 1 action


- Range: 60 feet
- Components: V S
- Duration: Instantaneous

Make a ranged spell attack. On hit, the target takes 2d8 poison damage and must make a
Constitution save. On a fail, it’s poisoned until the end of your next turn.

At higher levels: The damage increases by 1d8 for each slot level above 1st.

COLOR SPRAY
1st level illusion

 Casting Time: 1 action

 Range: Self (15-foot cone)

 Components: V S M (A pinch of powder or sand that is colored red, yellow, and blue)

 Duration: 1 round

 Classes: Sorcerer, Wizard

 A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit
points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t
see). Starting with the creature that has the lowest current hit points, each creature affected by this
spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on
to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.

 At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional
2d10 for each slot level above 1st.
FIND FAMILIAR
1 conjuration

 Casting Time: 1 hour

 Range: 10 feet

 Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a
brass brazier)

 Duration: Instantaneous

 You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog
(toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or
weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen
form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its
own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears
after you cast this spell again
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally,
as an action, you can see through your familiar’s eyes and hear what it hears until the start of your
next turn, gaining the benefits of any special senses that the familiar has. During this time, you are
deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where
it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily
dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a
familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your
familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast
the spell. Your familiar must be within 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.
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency
with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of
the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this
benefit.

Sneak Attack
Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that
enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack
column of the Rogue table.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows
you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant
understands such messages. It takes four times longer to convey such a message than it does to speak
the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages,
such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or
whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your
archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't
increase an ability score above 20 using this feature.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your
reaction to halve the attack's damage against you.
Evasion
Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the saving throw, and
only half damage if you fail.

Reliable Talent
By 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can
treat a d20 roll of 9 or lower as a 10.

Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden
or invisible creature within 10 feet of you.

Slippery Mind
By 15th level, you gain proficiency in Wisdom saving throws.

Elusive
Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck
At 20th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.
Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that
energy to fuel magical Effects. You start with two such effects: Turn Undead and an effect
determined by your domain. Some domains grant you additional Effects as you advance in
levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a
short or Long Rest to use your Channel Divinity again.

Some Channel Divinity Effects require Saving Throws. When you use such an effect from this
class, the DC equals your Cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at
18th level, you can use it three times between rests. When you finish a short or Long Rest, you
regain your expended uses.

Channel Divinity: Turn Undead


As an action, you present your holy Symbol and speak a prayer censuring the Undead.
Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw.
If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't
willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can
use only the Dash action or try to escape from an effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge action.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As
normal, you can’t increase an ability score above 20 using this feature.

Destroy Undead
Starting at 5th level, when an Undead of CR 1/2 or lower fails its saving throw against Your
Turn Undead feature, the creature is instantly destroyed.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is
great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and
roll percentile dice. If you roll a number equal to or lower than your Cleric level, your deity
intervenes. The DM chooses the Nature of the intervention; the effect of any Cleric spell
or Cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature
again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Light Domain

Warding Flare
Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When
you are attacked by a creature within 30 feet of you that you can see, you can use your reaction
to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits
or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).
You regain all expended uses when you finish a long rest.

Channel Divinity: Radiance of the Dawn


Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness
and dealing radiant damage to your foes.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is
dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution
saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed
saving throw, and half as much damage on a successful one. A creature that has total cover
from you is not affected.

Improved Flare
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can
see within 30 feet of you attacks a creature other than you.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric
cantrip.

Corona of Light
Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1
minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and
dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving
throws against any spell that deals fire or radiant damage.
Thaldrym’s Prayer Book
DANCING LIGHTS
cantrip evocation

 Casting Time: 1 action

 Range: 120 feet

 Components: V S M (A bit of phosphorus or wychwood, or a glowworm)

 Duration: Concentration, Up to 1 minute

 You create up to four torch-sized lights within range, making them appear as torches, lanterns, or
glowing orbs that hover in the air for the duration. You can also combine the four lights into one
glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim
light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the
spell’s range.

SACRED FLAME
cantrip evocation

 Casting Time: 1 action

 Range: 60 feet

 Components: V S

 Duration: Instantaneous

 Flame-like radiance descends on a creature that you can see within range. The target must succeed on
a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this
saving throw.

SPARE THE DYING


cantrip necromancy

 Casting Time: 1 action

 Range: Touch

 Components: V S

 Duration: Instantaneous

 You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect
on undead or constructs.
THAUMATURGY
cantrip transmutation

 Casting Time: 1 action

 Range: 30 feet

 Components: V

 Duration: Up to 1 minute

 You manifest a minor wonder, a sign of supernatural power, within range. You create one of the
following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a
rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time,
and you can dismiss such an effect as an action.

LIGHT
cantrip evocation

 Casting Time: 1 action

 Range: Touch

 Components: V M (A firefly or phosphorescent moss)

 Duration: 1 hour

 Classes: Bard, Cleric, Sorcerer, Wizard

 You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object
sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored
as you like. Completely covering the object with something opaque blocks the light. The spell ends if
you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity
saving throw to avoid the spell.
BURNING HANDS
1st level evocation

 Casting Time: 1 action

 Range: Self (15-foot cone)

 Components: V S

 Duration: Instantaneous

 As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth
from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving
throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.

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

FAERIE FIRE
1st level evocation

 Casting Time: 1 action

 Range: 60 feet

 Components: V

 Duration: Up to 1 minute

 Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any
creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.
For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the
affected creature or object can’t benefit from being invisible.

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