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Ragnarok Online 5e - The Homebrewery
Ragnarok Online 5e - The Homebrewery
What's Different?
While this supplement utilizes the base rules of Dungeons
& Dragons 5th Edition, there are significant differences that
will be listed here, broken down by chapter. There is more
information in each chapter, as per the SRD.
Chapter 3: Classes
All of the original Dungeons & Dragons 5th edition classes
are replaced by the listhed in this supplement.
Chapter 4: Backgrounds
I added some new backgrounds, but I didn't delete the
existing ones in the Player's Handbook and you can use
them in addition to those in this module.
Chapter 5: Equipment
Currency has been changed to Zeny, with roughly 1 gp =
100 Zenny.
Chapter 7: Spells
All of the original Dungeons & Dragons 5th edition spells
are replaced by the listhed in this supplement.
Chapter 2: People of Midgard
A Exemplars of Ambition
visit to one of the great cities in the world of Midgard
overwhelms the senses. Voices chatter in countless
different languages. The smells of cooking in dozens of
Humans who seek adventure are the most daring and
ambitious members of a daring and ambitious race. They
different cuisines mingle with the odors of crowded streets seek to earn glory in the eyes of their fellows by amassing
and poor sanitation. Buildings in myriad architectural styles
power, wealth, and fame. More than other people, humans
display the diverse origins of their inhabitants.
Kingdon of Rune-Midgard, the the advanced republic of Ability Score: One ability scores of your choice increase
Schwartzwald, or the traditional Sacro-Empire of by 2, and one increase by 1.
Arunafeltz.
island of Brasilis and even the most distant places such as Speed: Your base walking speed is 30 feet.
the terrible city of the dead Nifflheim and the still unknown
cold city of El Dicastes. Among these, many other cities Skills: You gain two skills proficiency of your choice and
and different places to explore and discover!
maybe they feel they have something to prove to the elder Languages: You can speak, read, and write Common and
races, and that’s why they build their mighty empires on the one extra language of your choice.
foundation of conquest and trade. Whatever drives them,
humans are the innovators, the achievers, and the pioneers
of the worlds.
5
PEOPLE OF MIDGARD
Chapter 3: Classes
A dventures are extraordinary people, driven by a thirst
for excitement into a life that others would never dare
lead.
They are heroes, compelled to explore the dark places
Your class gives you a variety of special features, such as a
swordsman’s mastery of weapons and armor, and a mage’s
spells. At low levels, your class gives you only two or three
of the world and take on the challenges that lesser women features, but as you advance in level you gain more and
and men can’t stand against.
Class shapes the way you think about the world and interact Classes listed in the Classes table are found in Ragnarok
with it and your relationship with other people and powers world and define the spectrum of typical adventurers.
in Midgard. A swordsman, for example, might view the
world in pragmatic terms of strategy and maneuvering, and
see herself as just a pawn in a much larger game. A acolyte,
by contrast, might see him self as a willing servant in a
Odin’s unfolding plan or a conflict brewing among various
others deities. While the swordsman has contacts in am
ercenary company or army, the acolyte might know a
number of priests, paladins, and devotees who share his
faith.
Classes
HIT PRIMARY SAVING THROW
CLASS DESCRIPTION DIE ABILITY PROFICIENCIES
Swordsman A Melee weapon combatant who uses armor and weapon varieties to d10 Strenght Srenght and Constituition
fight.
Archer A Warrior of nature who uses a bow to shoot his enemies from a distance. d6 Dexterity Dexterity and Charisma
Thief A stealthy and careful person, who uses his unusual abilities to overcome d8 Dexterity Dexterity and Intelligence
obstacles and enemies.
Merchant A lover of money who has learned to fight bravely for more money. d8 Strenght Strenght and Constituition
Acolyte A servant of Odin who prays and helps his allies with divine magic. d8 Wisdom Wisdom and Charisma
Mage A user of elemental arcane power, able to sweep away a horde of enemies d6 Intelligence Intelligence and Wisdom
with one gesture.
Swordsman
SWORDSMAN PROFICIENCY
LEVEL BONUS
Class Features
BONUS FEATURES
1st +2 Fighting Style, Increase As a Swordsman you gain the following class features.
Recuperative Power
4th +2 Ability Score Improvement Hit Points at 1st Level: 10 + your Constitution
modifier
9th +4 Endure
Weapons: Simple melee weapons, martial melee weapons
14th +5 ---
Swordsman
8
SWORDSMAN
Extra Attack
Recuperative Power Beginning at 5th level, you can attack twice, instead of
You have a limited well of stamina that you can draw on to once, whenever you take the Attack action on your turn.
Magnum Break
At 6th level, you can produces a fire blast from the user to
Once you use this feature, you must finish a short or long inflict Fire property physical damage to all enemies in a
rest before you can use it again.
You can use this trait a number of times equal to your You can use this trait a number of times equal to your
proficiency bonus until you perform a short or long rest.
you, and must make a Wisdom saving throw each time it You can use this trait once until you take a short or long
attempts to move to a space that is more than 30 feet away rest, and twice between short or long rests starting as 18th
from you; if it succeeds on this saving throw, this feature level.
Endure
creature friendly to you damages the target or casts a You can use this feature twice between long rests starting at
harmful spell on it, or if you end your turn more than 30 13th level and three times between long rests starting at
feet away from the target. 17th level.
Once you have used this, you will not be able to use it again
until you perform a short or long rest.
9
SWORDSMAN
increase their speed and damage with spears, are able to You can replace one maneuver you know with a different
scare the most terrible of opponents.
unbelievable speed with two-handed swords. Maneuver save DC = 8 + your proficiency bonus + your
Strenght or Dexterity modifier
points with one, you can make one melee weapon attack as a
bonus action.
• Head Crush Once per turn, when you hit a creature
with a melee weapon attack, you can wound the target. At the
Riding start of each of the wounded creature's turns, it takes 1d4
Starting at 3rd level, your mastery as a rider becomes damage for each time you've wounded it, and it can then
apparent. You have advantage on saving throws made to make a DC 15 Constitution saving throw, ending the effect of
avoid falling off your mount. If you fall off your mount and all such wounds on itself on a success. Alternatively, the
descend no more than 10 feet, you can land on your feet if wounded creature, or a creature within 5 feet of it, can use an
you’re not incapacitated.
• Spiral Pierce When you roll a 20 on your attack roll • Nauthiz RuneYou gain proficiency with wisdom
with a melee weapon attack, the target takes an extra 7 saving throws, your wisdom scores increase by 2. Your
damage of the weapon’s type, or 14 damage if if you're maximum wisdom scores is now 22.
wielding the weapon with two hands.
• Uruz Rune You gain proficiency with intteligence
saving throws, your intteligence scores increase by 2. Your
• Joint Beat When you hit a creature with a melee maximum intteligence scores is now 22.
weapon attack, you can attempt to strike at the joints of the
enemy's body, the target must make a Constitution saving • Hagalaz Rune You gain proficiency with charisma
throw. On a failed save, the target has disadvantage on all saving throws, your charisma scores increase by 2. Your
attack rolls against targets other than you until the end of maximum charisma scores is now 22.
your next turn.
Lord Knight
Lord Knights are Knights that have received the blessings
of a valkyrie. The Lord Knight is now a master of weapons
with a special affinity for Two-handed Swords and Spears.
A Lord Knight has formidable strength and can crush an
opponent's defense with ease. You gain one of the following
features of your choice.
• Aura Blade If you miss an attack roll, you can reroll it.
You can use this feature only once on each of your turns.
Rune Knight
When talking about Runic Knights, the keyword is
versatility. More skillful than ever with blades, these heroes
have greater mobility thanks to Ferus, loyal mounts who are
capable of traveling long distances in a short time.
Crusader Spellcasting
Crusader CRUSADER SPELL SPELLS MAX
Unlike the Knights, the Templars do not honor any king or LEVEL POINTS KNOWN SLOT
warlord. Only God rules your soul, and it is to him that the
1st - - -
Templars sacrifice themselves in long battles and in daily
suffering. It is for God that they fight with all their strength 2nd - - -
and will, and are even ready to die for Him.
3rd 6 3 1st
Even though the Templars honor the glory of God, they 4th 6 4 1st
cannot achieve their goal by working alone. The Templars 5th 14 5 2nd
have their shields to protect their fellow soldiers, taking all
6th 14 5 2nd
the damage that each member of their group receives in
combat. His place is at the heart of the war, defending his 7th 17 6 2nd
comrades and leading them to victory. 8th 17 6 2nd
9th 27 7 3rd
10th 27 7 3rd
11th 32 8 3rd
12th 32 8 3rd
13th 38 9 4th
14th 38 9 4th
15th 44 10 4th
16th 44 10 4th
17th 57 11 5th
18th 57 11 5th
19th 64 12 5th
20th 64 12 5th
Spellcasting
Spell Points
Crusader Apprentice The Crusader table shows how many spell points you have
You started your journey to become a crusader and now
you are recognized as an Crusader Apprentice. You gain to cast your spells of 1st level and higher. To cast one of
these crusader spells, you must expend a spell point equal
proficiency in Charisma saving throws, and you gain the
following feature bellow.
point total to less than 0, and you regain all spent spell
points when you finish a long rest.
• Holy Cross Starting at 3rd level, when you hit a Your level also determines the maximum-level spell slot
creature with a melee weapon attack, you can expend spell you can create. Even though you might have enough points
points to deal Holy damage to the target, in addition to the to create a slot above this maximum, you can’t do so.
weapon’s damage. The extra damage is 2d8 for a 1st-level Spells Known of 3rd Level and
spell, plus 1d8 for each spell level higher than 1st, respecting
the progression of spell points spent by spell level presented
Higher
in chapter 6 , to a maximum of 5d8. The damage increases by You know three 1st-level spells of your choice from the
1d8 if the target is an undead or a fiend, to a maximum of crusader spell list.
6d8. The Spells Known column of the Crusader table shows
when you learn more crusader spells of your choice. Each
Riding of these spells must be of a level for which you have spell
slots. For instance, when you reach 6th level in this class,
Starting at 3rd level, your mastery as a rider becomes
you can learn one new spell of 1st or 2nd level.
apparent. You have advantage on saving throws made to Additionally, when you gain a level in this class, you can
avoid falling off your mount. If you fall off your mount and choose one of the crusader spells you know and replace it
descend no more than 10 feet, you can land on your feet if
with another spell from the crusader spell list, which also
you’re not incapacitated.
12
CRUSADER
one.
Charisma modifier
Spellcasting Focus • At the start of each of your turns, you regain 10 hit points.
You can use a holy symbol as a spellcasting focus for your • You have advantage on saving throws, as do your allies
crusader spells. within 30 feet of you.
Crusader
Once you use this feature, you can't use it again until you
You started your journey as a Crusader recognized by the
finish a long rest.
kingdom of Rune-Midgard.
Crusader Transcendence
Beginning at 11th level, you have entered a path to
transcend the power of any crusader. You are so suffused
with righteous might that all your melee weapon strikes
carry divine power with them. Whenever you hit a creature
with a melee weapon, the creature takes an extra 1d8 Holy
damage.
Paladin
Do you believe in Odin? Witness the Paladin's might and
see the power of the divine for yourself! Non-believers are
sure to convert and sinners will repent! The Paladin is a
shining symbol of piety and devotion who uses his fighting
ability in the service of Odin and his fellow man. His skills
can punish the wicked or inspire the faithful.
13
CRUSADER
Archer
ARCHER PROFICIENCY Class Features
LEVEL BONUS BONUS FEATURES
1st +2 Owl's Eye, Arrow Craft As a Archer you gain the following class features.
4th +2 Ability Score Hit Points at 1st Level: 6 + your Constitution modifier
8th +3 Ability Score Weapons: Dagger, Main Gauche, Bow, Composite Bow
Improvement
Tools: Woodcarver’s tools
Improvement
Equipment
13th +5 Arrow Shower
You start with the following equipment, in addition to the
14th +5 --- equipment granted by your background:
15th +5 Class Promotion Skill • A Composite Bow and a quiver of 20 arrows
• Adventurer's Suit
16th +5 Ability Score • Two Daggers
Improvement
• A dungeoneer's pack or (b) an explorer's pack
17th +6 ---
18th +6 ---
Archer
14
ARCHER
Arrow Craft The 1rst time on each of your turns that you hit the marked
As an action, you can craft up to five arrows. As a 9th level, enemy and deal damage to it, including when you mark it,
you can craft up to twenty. You must have enough wood on you can increase that damage by 1d6.
features at 3rd level and agin at 7th, 11 th, 15 th, and 20th
level.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Extra Attack
Vulture's Eye
quarters cover.
Hunter Apprentice
You started your journey to become a hunter and now you
are recognized as an Hunter Apprentice. You gain
proficiency with the Perception skill, if you already have
the Perception skill, choose other skill of the Archer class.
15
ARCHER
Falconry Mastery You gain a Falcon (The falcon's • Land Mine The trap triggers when a Small creature or
sheet is detailed at the end of the class descrption.) larger moves into the area of the trap. The triggering creature
companion that accompanies you on your adventures and is must succeed on a Dexterity saving throw or takes 11 (2d10)
trained to fight alongside you. Fire damage on a failed save, or half as much damage on a
successful one.
In combat, the falcon acts during your turn. It can move and
use its reaction on its own, but the only action it takes is the
• Skid Trap The trap triggers when a Small creature or
Dodge action, unless you take a bonus action on your turn larger moves into the area of the trap. The triggering creature
to command it to take another action. That action can be must succeed on a Dexterity saving throw or it will slide up
one in its stat block or some other action. You can also to 10 feet in a straight line in a direction you set when setting
sacrice one of your attacks when you take the Attack action the trap and fall prone.
will turn back into a Trap item on the floor and can be
reclaimed. You know how to set three traps from the list
below. When you take a long rest, you can exchange one of • Ankle Snare The trap triggers when a Small creature
the traps that you know how to set.
16
HUNTER
Hunter Transcendence
Beginning at 11th level, you have entered a path to
transcend the power of any hunter.
Sniper
One shot, one kill! There is no better way to describe the
Sniper. They specialize in precise and powerful ranged
attacks. The Sniper is the master of the Bow and in a
Sniper’s hands, the bow is a deadly instrument capable of
dealing massive damage and carnage. When friendship
strengthens, so does their power. They also have skills that
amplify their bow mastery, as well as piercing arrow skills.
Ranger
Rangers know nature like the back of their hand. Whether
hunting with a bow or setting traps, they always use the
environment to their advantage, allowing them to ambush
their enemies with ease.
17
HUNTER
Falcon Warg
Small Brute Medium Brute
• Armor Class 13 + Your PB (natural armor) • Armor Class 16 (natural armor)
• Hit Points 4 + four times your hunter level • Hit Points 105 (20d8)
• Speed 10 ft., y 60 ft • Speed 40 ft., climb 40 ft.
STR | DEX | CON | INT | WIS | CHA | STR | DEX | CON | INT | WIS | CHA |
6(-2) | 16(+3) | 13 (+1) | 8 (-1) | 14 (+2) | 11 (0) | 16(+3) | 14(+2) | 15 (+2) | 8 (-1) | 14 (+2) | 11 (0) |
• Senses darkvision 60 ft., passive Perception 12 • Senses darkvision 60 ft., passive Perception 12
• Languages understands the languages you speak • Languages understands the languages you speak
• Challenge Equals your PB • Challenge 6
Beast Bane The Falcon doesn’t provoke Warg Dash If the wargon moves at least 20 feet
opportunity attacks when it ies out of an enemy’s straight toward a target and then hits it with a warg
reach. bite attack on the same turn, the target takes an extra
1d6 neutral damage. If the target is a creature, it must
Steel Crow You can add your prociency bonus to succeed on a DC 16 Strength saving or be knocked
any ability check or saving throw that the beast prone
makes.
Warg Rider The warg is an medium creature, but
Actions it is capable of being a mount for you. He continues
to obey your commands normally and can attack
while you are mounted.
Blitz Beat Melee Weapon Attack: 3 + PB to hit,
reach 5 ft., one target. Hit: 1d4 + 3 + PB Neutral Actions
damage.
18
HUNTER
hear you. That creature gains one Musical Lesson die, a d6.
Once within the next 10 minutes, the creature can roll the
As a support class, the Bard focuses on singing to give die and add the number rolled to one ability check, attack
morale to group members in fighting against enemies, roll, or saving throw it makes. The creature can wait until
although they have the skills of an archer and can fight as after it rolls the d20 before deciding to use the Musical
well. With his music, beautiful and deadly, Bard is a good Lesson die, but must decide before the DM says whether
choice if you want a great storyteller and a skilled singer. the roll succeeds or fails. Once the Musical Lesson die is
rolled, it is lost. A creature can have only one Musical
Lesson die at a time.
Spellcasting
Spell Points
The Bard table shows how many spell points you have to
cast your spells of 1st level and higher. To cast one of these
bard spells, you must expend a spell point equal of the
spell's level or higher. You can’t reduce your spell point
total to less than 0, and you regain all spent spell points
when you finish a long rest.
Bard Apprentice Your level also determines the maximum-level spell slot
You started your journey to become a bard and now you are you can create. Even though you might have enough points
recognized as an Bard Apprentice. You gain proficiency to create a slot above this maximum, you can’t do so.
with Instruments. Spells Known of 3rd Level and
Higher
You know three 1st-level spells of your choice from the
Musical Strike When you use your action to cast a Bard spell list.
spell, you can make one ranged weapon attack as a bonus The Spells Known column of the Bard table shows when
action. You can shoot one arrow at the enemy with your you learn more bard spells of your choice. Each of these
musical instrument with a normal range of 20 feet and a spells must be of a level for which you have spell slots. For
long range of 60 feet. When you attack with your instance, when you reach 6th level in this class, you can
instrument, you can use your Charisma modifier, instead of learn one new spell of 1st or 2nd level.
Dexterity, for the attack and damage rolls. The damage roll Additionally, when you gain a level in this class, you can
of your this ranged attack is a d6.
choose one of the bard spells you know and replace it with
another spell from the bard spell list, which also must be of
or if it's immune to being charmed. Additionally, your Spell save DC = 8 + your proficiency bonus + your
class's hit die changes to d8 Charisma modifier
Bard Spellcasting
BARD SPELL SPELLS MAX • A Whistle You and friendly creatures within 10 feet of
LEVEL POINTS KNOWN SLOT you gains 20 feets of movement while this sound lasts.
1st - - -
6th 14 5 2nd
8th 17 6 2nd
9th 27 7 3rd
• The Apple of Idun You and friendly creatures within
10th 27 7 3rd
20 feet of you gain temporary hit points at the start of each
11th 32 8 3rd turn. Equal to half your bard level while this song lasts.
12th 32 8 3rd
Bard Transcendence
13th 38 9 4th Beginning at 11th level, you have entered a path to
14th 38 9 4th transcend the power of any bard.
15th 44 10 4th
17th 57 11 5th
18th 57 11 5th
Adaptation to Circumstances As an action, you
19th 64 12 5th
can exchange an active Bardic Performance for another one
20th 64 12 5th on the list of bardic performances you know. You don't need
to spend Musical Lesson to change the performance.
Bard Changing an active performance doesn't reset the active
You are officially considered a bard now, approved by the time of a performance, the duration of one minute continues
best artists of Comodo.
Clown
A bards musical talent holds a magical power of its own. As Clown can work miracles. It can make dreams come true, it
an action, you can expend one use of your Musical Lesson can bring memories of a love from the past, it can even
and start a performance that lasts 1 minute or until you lose bring courage back to the most shaken heart. No matter
your concentration (as if you were concentrating on a spell). how desperate the situation, the right note at the hands of a
During that time, you and any friendly creatures around you clown or gypsy can bring inspiration to the world.
receive one of the effects you receive one of the effects you
know listed in the list bellow. A creature must be able to No matter how desperate a situation may seem, the songs of
hear you to gain this benefit. The performance ends early if the Clown will inspire you to achieve a miraculous victory.
you is silenced, lose concentration, or if you start another Despite the name, the Minstrel is a serious factor in any
performance or if you voluntarily end it (no action battle, not just because of his ability to keep spirits high but
required).
Tarot Cards
D100 EFFECT
01-07 The Fool. For the next minute, you must shout when you speak.
08-15 The Magician. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
24-31 The Chariot. Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
32-39 Strength. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC.
40-47 The Lovers. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
48-55 Wheel of Fortune. You can take one additional action immediately.
56-63 The Hanged Man. You are immune to being intoxicated by alcohol for the next 5d6 days.
64-71 Death. Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
72-79 Temperance. For the next minute, you regain 5 hit points at the start of each of your turns.
80-87 The Devil. For the next minute, you can see any invisible creature if you have line of sight to it.
88-92 The Tower. You teleport up to 60 feet to an unoccupied space of your choice that you can see.
93-97 The Star. If you die within the next minute, you immediately come back to life.
Maestro
Maestros, with their musical instruments, are able to
enchant everyone with music. This art is his main weapon
and inspiration, being able to benefit others and himself, as
well as harm his enemies, by playing ballads or performing
dances.
21
BARD
Chari
Dancer Dancing Lesson Your
Everything around us follows a rhythm, sometimes You can inspire others through the beauty of your dance the pe
changing only the beat according to the situation. Without a and movements. To do so, you use a bonus action on your Chari
rhythm to follow, order becomes chaos and life dies. The turn to choose one creature other than yourself within 60 ability
secret to dancing is in the hands of a few. The powers of the feet of you who can hear you. That creature gains one settin
Dancers are to interpret these rhythms and translate them Dancing Lesson die, a d6. when
into beautiful movements that can be both constructive and Once within the next 10 minutes, the creature can roll the
destructive for their audience. This is the reason, both for die and add the number rolled to one ability check, attack Spel
the naturalness of Dancer's dances, and for the very roll, or saving throw it makes. The creature can wait until Chari
existence of this class, which appears as an option for after it rolls the d20 before deciding to use the Dancing
Lesson die, but must decide before the DM says whether Spel
When the Dancer starts to dance, those who watch her are the roll succeeds or fails. Once the Dancing Lesson die is Chari
hypnotized and fall under her control. Trained in the art of rolled, it is lost. A creature can have only one Dancing
dance, they use their movements to captivate their audience. Lesson die at a time.
person increase their strength to the point where they can You can use this feature a number of times equal to your
literally move mountains. Additionally, your class's hit die Charisma modifier (a minimum of once). You regain any
changes to d8. expended uses when you finish a long rest.
Spellcasting
Spell Points
The Dancer table shows how many spell points you have to
cast your spells of 1st level and higher. To cast one of these
dancer spells, you must expend a spell point equal of the
spell's level or higher. You can’t reduce your spell point
total to less than 0, and you regain all spent spell points
when you finish a long rest.
Your level also determines the maximum-level spell slot
you can create. Even though you might have enough points
to create a slot above this maximum, you can’t do so.
Spells Known of 3rd Level and
Higher
Dancer Apprentice You know three 1st-level spells of your choice from the
You started your journey to become a dancer and now you Dancer spell list.
are recognized as a Dancer Apprentice. You gain The Spells Known column of the Dancer table shows when
proficiency with Whips.
you learn more dancer spells of your choice. Each of these
spells must be of a level for which you have spell slots. For
instance, when you reach 6th level in this class, you can
learn one new spell of 1st or 2nd level.
Musical Strike When you use your action to cast a Additionally, when you gain a level in this class, you can
spell, you can make one ranged weapon attack as a bonus choose one of the dancer spells you know and replace it
action. You can shoot one arrow at the enemy with your with another spell from the dancer spell list, which also
whip with a normal range of 20 feet and a long range of 60 must be of a level for which you have spell slots.
feet. When you attack with your whip, you can use your Spellcasting Ability
Charisma modifier, instead of Dexterity, for the attack and
damage rolls. The damage roll of your this ranged attack is
a d6.
Spellcasting Focus • Ugly Dance You and friendly creatures within 20 feet
Every
You can use a whip as a spellcasting focus for your dancer enem
of you can’t be charmed. If the creature is already charmed, grave
spells. the creature has advantage on any next saving throw against
hearts
the relevant Effect.
heroi
Dancer Spellcasting name
DANCER SPELL SPELLS MAX • Humming You and friendly creaturesd within 20 feet of Gyps
LEVEL POINTS KNOWN SLOT you, gain a bonus to melee weapon attack rolls equal to your dance
Charisma modifier (minimum of +1). A creature can benefit and m
1st - - -
from this feature from only one dancer at a time.
2nd - - -
3rd 6 3 1st
• Please Don't Forget Me Hostiles creatures within 20 roll a
4th 6 3 1st feet of you have disavantage on melee weapon attack rolls.
to for
Tarot
long
9th 27 7 3rd
highe
10th 27 7 3rd • Into the Abyss You and friendly creaturesd within 20
feet of you ignores the material components that lack a cost
11th 32 8 3rd
and aren’t consumed by a spell.
12th 32 8 3rd
15th 44 10 4th
16th 44 10 4th
Encore You regain all of your expended uses of
17th 57 11 5th Dancer Lessons when you finish a short or long rest.
18th 57 11 5th
23
DANCER
Tarot Cards
D100 EFFECT
01-07 The Fool. For the next minute, you must shout when you speak.
08-15 The Magician. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
24-31 The Chariot. Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
32-39 Strength. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC.
40-47 The Lovers. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
48-55 Wheel of Fortune. You can take one additional action immediately.
56-63 The Hanged Man. You are immune to being intoxicated by alcohol for the next 5d6 days.
64-71 Death. Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
72-79 Temperance. For the next minute, you regain 5 hit points at the start of each of your turns.
80-87 The Devil. For the next minute, you can see any invisible creature if you have line of sight to it.
88-92 The Tower. You teleport up to 60 feet to an unoccupied space of your choice that you can see.
93-97 The Star. If you die within the next minute, you immediately come back to life.
Wanderer
Wanderers are the free spirits that don’t want to be restricted
by anything or anyone. They desire true freedom and let the
wind guide them. They love nature and worship the grace
of the gods. Wanderers sing songs that are more than just
simple songs and so, because of the magic in the voices
themselves, the songs and choruses they sing are like
magic.
24
DANCER
Thief
THIEF PROFICIENCY Class Features
LEVEL BONUS BONUS FEATURES
1st +2 Double Attack, Sprinkle As a Thief you gain the following class features.
Sand
4th +2 Ability Score Hit Points at 1st Level: 8 + your Constitution modifier
Improvement
Thief
Thief stands out for its unmatched agility. They are masters
of dodging and experts in quick attacks with daggers, being
able to eliminate their opponents with spectacular speed.
They are hardly hit in battle and are able to hide from
enemies by camouflaging themselves in the environment.
They are well versed in the poison arts and experts in
dagger handling. They can make use of good armor, one-
handed swords, and even a bow and arrow.
25
THIEF
Increase Dodge
Assassin
Targets that do not need to see are immune to this trait.
With the unique ability to handle two weapons at the same
Steal
Starting at 3rd Level, you can use the Bonus Action to
make a Dexterity (Sleight of Hand) check, use your thieves’
tools to Disarm a trap or open a lock, or take the Use an
Object action.
Class Promotion
At 3rd level, you choose an archetype that you strive to
emulate in you combat styles and techniques. Choose
Assassin or Rogue, all detailed at the end of the class
descrption. The Class Promotion you choose grants you
features at 3rd level and agin at 7th, 11th, 15th, and 20th
level.
weapons.
Detoxify Right-Hand Mastery. When you are wielding a
At 3rd level, you can use a healer's kit stack to remove an melee weapon with the right hand, you gain a +2 bonus to
ally's poisoning condition. damage rolls with that weapon.
Sonic Blow Makes successive attacks on a target. On Create Deadly Poison The die roll of your Venom
your turn, you can take one additional Attack Action.
Once you use this feature, you must finish a short or long
rest before you can use it again. At 17th level, you can use it Enchant Deadly Poison The number of dies of
twice before a rest, but only once on the same turn.
Assassin Transcendence
Beginning at 11th level, you have entered a path to
transcend the power of any assassin. You can attack three
times, instead of two, whenever you take the Attack action
with a melee weapon on your turn.
masters in the art of intimidation. Like any miscreant, they In addition, you understand a set of secret signs and
can take down their opponent's armor in the blink of an eye symbols used to convey short, simple messages, such as
and still do great damage. With several new skills, Rogues whether an area is dangerous or the territory of a rogues'
are certainly a great option for those who want to specialize guild, whether loot is nearby, or whether the people in an
in the dark arts of man-to-man combat. area are easy marks or will provide a safe house for thieves
on the run.
You also gain an additional way to use your Raid; you don't
need advantage on the attack roll to use your Raid against a
creature if you are within 5 feet of it, no other creatures are
within 5 feet of you, and you don't have disadvantage on the
attack roll. All the other rules for Raid still apply to you.
Rogue
You are officially considered a rogue now, approved by the
Rogue Apprendice best criminals of the Rogues Guild.
7th 4d6
Strip Weapon When you hit a creature with a
9th 5d6
weapon attack, you can attempt to disarm the target to drop
11th 6d6 one item of your choice that it's holding. The target must
13th 7d6 make a Strength saving throw (DC equal to 8 + your
proficiency bonus + your Dexterity modifier). On a failed
15th 8d6
save, it drops the object you choose. The object lands at its
17th 9d6 feet.
19th 10d6
28
ROGUE
spellcaster.
You can use this trait once until you take a long rest.
You can use this trait once until you take a long rest.
Stalker
Live within four walls, following orders and wearing
uniforms? This is bullshit. Freedom is what governs life.
And this is what the Rowdy Specialists specialize in:
freedom. If they don't want to, you can't even hurt them.
Because you will soon be without any equipment. And you
won't even notice who removed it ...
Once you use this feature, you can't use it again until you
finish a short or long rest.
29
ROGUE
Merchant
MERCHANT PROFICIENCY
Pushcart
As a Merchant you gain the following class features.
Overcharge
10th +4 Ability Score Improvement Tools: Two types of artisan’s tools of your choice
Merchant
30
MERCHANT
Pushcart The zeny thrown by this ability is lost after hitting the
You gain proficiency with vehicles (land), and receive from target.
your guild a special tipe of cart named Pushcart, it is a
medium sized wagon that can hold up to 250 pounds, Discount and Overcharge
which you carry while traveling.
that can hear you gain advantage on attack rolls until the
Mammonite
31
MERCHANT
Iron Tempering You gain the ability to imbue Enchanted Stone Craft You conduct an hour-long of yo
magic into a weapon or armor. At the end of a long rest, you work craft that crafts a nonmagical item that must include weap
can touch one nonmagical object that is a suit of armor or a some metal: a simple or martial weapon, a suit of armor, ten ignor
simple or martial weapon. Until the end of your next long pieces of ammunition, a set of tools, or another metal
rest or until you die, the object becomes a magic item, object. The creation is completed at the end of the hour, Once
granting a +1 bonus to AC if it’s armor or a +1 bonus to coalescing in an unoccupied space of your choice on a finish
attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you The thing you create can be something that is worth no
finish a long rest.
more than 100 gp. As part of this work, you must lay out like t
metal, which can include coins, with a value equal to the from
creation. The metal irretrievably coalesces and transforms to 8 +
Maximize Power Once per turn when you roll into the creation at the ritual’s end, magically forming even take y
damage for a melee weapon attack, you can reroll the weap
nonmetal parts of the creation.
weap
finish
your normal limits for a moment. On your turn, you can
take one additional action.
Once you have used this trait, you cannot use it again until When
Once you use this feature, you must finish a short or long you take a long rest. with
rest before you can use it again. Starting at 17th level, you Power Thrust As a bonus action, you and all of world
can use it twice before a rest, but only once on the same follow
your allies within 30ft of you are blessed with a great boost
turn. defin
of for; a. For 1 minute, your allies receive the Maximize
manip
Blacksmith Power trait.
battle
Once you use this feature, you can’t use it again until you
With
you c
can c
Dexte
32
BLACKSMITH
Mechanic
No longer content with forging standard weapons, the
Whitesmiths once again seek a way to expand their skills.
Their quest for fame and fortune has lead them to Juno, and
through research of the ancient Juperos civilization they
discover a bold new technology - a fusion of magic and
machine. Armed with this new knowledge, those elite
Whitesmiths become Mechanics
lose these temporary hit points if you doff the armor. You can
33
BLACKSMITH
Alchemist Potions
Alchemist ROLL ALCHEMIST POTION
Alchemists are biotechnologists specializing in potions and
the creation of life. Like the Sages, they understand the
value of academic work and are always researching new 1 Pharmacy The drinker regains a number of hit points
equal to 2d4 + 2 + your Intelligence Modifier
formulas. They study the magical properties conceived by
living beings and their interaction with the community. As a
result, they have an intimate knowledge of the elements, 2 Chemical Protection Weapon The drinker can roll a d4
and add the number rolled to every attack roll and saving
plants and animals of Rune-Midgard.
With science, alchemists can make potions much more 3 Chemical Protection Armor The drinker gains a +1
powerful than those sold in stores. Each of them is made bonus to AC for 10 minutes.
with special ingredients and secret formulas, so each one
has the name of its creator, which attests to all its power and 4 Demonstration As an action, you can throw this flask
quality. up to 20 feet, shattering it on impact. Make a ranged attack
against a creature or object, you're proficient with this
attack, and you can use your intelligence modifier to thrown
the acid, instead to dexterity. On a hit, the target takes 1d8 +
your Intelligence modifier fire damage at the start of each of
its turns. A creature can end this damage by using its action
to make a Dexterity check (DC equal to 8 + your proficiency
bonus + your Intelligence modifier) to extinguish the flames.
Alchemist
You are officially considered a blacksmith recognized by
the kingdom of Rune-Midgard now, you learn new ways to
improve your knowledge as a alchemist.
Bioethics
Item: A Embryo worth at least 5000 Zeny
Alchemist Apprentice
You started your journey to become a alchemist and now You learn intricate methods for magically creating a special
you are recognized as a Alchemist Apprentice. You gain homunculus that serves you. The item you infuse serves as
proficiency with alchemist's supplies. If you already have the creature’s heart, around which the creature’s body
this proficiency, you gain proficiency with one other type of instantly forms.
alchemist potion in an empty flask you touch. Roll on the The homunculus is friendly to you and your companions,
Alchemist Potion table for the elixir's effect, which is and it obeys your commands. See this creature’s game
triggered when someone drinks the elixir. As an action, a statistics in the Homunculus Servant stat block, which uses
creature can drink the potion or administer it to an your prociency bonus (PB) in several places.
incapacitated creature.
take another action, that action can be one in its stat block
When you reach certain levels in this class, you can make or some other action. If you are incapacitated, the
more potions at the end of a long rest: two at 7th level, three homunculus can take any action of its choice. You can
at 11th level and four at 15th level. Roll for each potion's make one weapon attack, use Demonstration or Acid Terror
effect separately. Each potion requires its own flask. when you command the Homunculus with a action.
3 Lif Creator
4 Amistr No, don't think about test tubes, mixtures, substances or
micro-organisms. The word that describes the Creators is
"life". For your understanding of nature has reached such a
Alchemist Transcendence point that you are able to repeat the genesis and be your
Beginning at 11th level, you have entered a path to
God yourself. Everything is made up of atoms.
perform long rest. You can have only one creature at a time
and can't create one while your creature is present. Acid Demonstration Your Demonstration, Acid
while you have two. And you and your allies have half
Alternatively, you can create an experimental potion jar in cover while within 10 feet of a creature you create, as a
place of the creatures and throw small flasks of it at your
result of a shimmering field of magical protection that the
allies. Once you create this experimental potion jar, the jar creature emits.
also lasts for an hour and while it does, you can throw it.
When you create the creature or potion jar, you can decide Geneticist
which type it is, choosing from the options on the bellow. While most Alchemists sought learning in various fields of
On each of your turns, you can take a bonus action to cause knowledge, some of them concentrated their studies in the
the creature to activate if you are within 60 feet of it, or to alchemic principles of transformation: these alchemists
you throw a experimental potion at 15ft from you. As part were known as the Geneticists among their peers. The
of the same bonus action, you can direct the creature to Geneticists transformed the reliable Merchant’s Cart, which
walk or climb up to 15 feet to an unoccupied space. You was primarily used to hold various experimental tools, into
can an effective weapon. They also upgraded their creation
35
ALCHEMIST
Homunculus
Small Formless (Vanilmirth), Brute (Filir and Amistr),
Demi Human (Lif)
• Armor Class 15 + Your PB (natural armor)
• Hit Points Five times your alchemist level
• Speed 30 ft.; climb 30 ft. (Amistr only); fly 60 ft.
(Filir only); swim 30 ft. (Vanilmirth only)
STR | DEX | CON | INT | WIS | CHA |
16(+3) | 10 (0) | 16(+3) | 16(-+3) | 10 (0) | 6(-2) |
Caprice (Vanilmirth
only) Ranged Weapon
Attack: Your Intelligence modifier + PB to hit, range
30 ft., one target. Hit: 1d8 + Your Intelligence
modifier + PB Fire, Water, Wind, Earth or Ghost
damage.
36
ALCHEMIST
Acolyte
ACOLYTE PROFICIENCY BONUS Class Features
LEVEL BONUS FEATURES
1st +2 Divine Protection As a Acolyte you gain the following class features.
2nd +2 ---
10th +4 ---
Skills: Choose two from History, Insight, Medicine,
11th +4 Class Promotion Skill Persuasion, and Religion
Improvement Equipment
13th +5 --- You start with the following equipment, in addition to the
14th +5 --- equipment granted by your background:
• A Mace
15th +5 Class Promotion Skill • Any simple weapon
16th +5 Ability Score • A priest's pack or (b) an explorer's pack
Improvement • A Adventurer's Suit, a shield and a holy symbol
17th +6 ---
18th +6 ---
Acolyte
37
ACOLYTE
Acolyte Spells
As an acolyte, you are able to cast some acolyte spells to
Class Promotion
assist your allies in combat.
spellcasting focus for your acolyte spells. Wisdom is your Your mission is to purify Rune-Midgard, eliminating the
spellcasting ability for your acolyte spells, you use your demons and undead that taint your lands.
Wisdom whenever a spell refers to your spellcasting ability.
In addition, you use your Wisdom modifier when setting
the saving throw DC for a acolyte spell you cast and when
making an attack roll with one.
At 2nd level, you can learn one more spell of 1st level of
the acolyte spells, and gain two more Spell Points.
Divine Protection
Divine power guards your destiny. If you fail a saving
throw or miss with an attack roll, you can roll 2d4 and add
it to the total, possibly changing the outcome.
Spellcasting
Once you use this feature, you can’t use it again until you Spell Points
finish a short or long rest.
table shows how many spell points you have to cast your
Class Promotion spells of 1st level and higher. To cast one of these priest
At 3rd level, you choose an archetype that you strive to spells, you must expend a spell point equal of the spell's
emulate in you combat styles and techniques. Choose Priest level or higher. You can’t reduce your spell point total to
or Monk, all detailed at the end of the class descrption. The less than 0, and you regain all spent spell points when you
Class Promotion you choose grants you features at 3rd level finish a long rest.
you can create. Even though you might have enough points
to create a slot above this maximum, you can’t do so.
Demon Bane
38
ACOLYTE
You
The Spells Known column of the Priest table shows when
are re
you learn more acolyte spells of your choice. Each of these
spells must be of a level for which you have spell slots. For
instance, when you reach 3rd level in this class, you can
learn one new spell of 1st or 2nd level. Wisdom is your again
spellcasting ability for this acolyte spells.
dama
can n
Additionally, when you gain a level in this class, you can
symb
undea
Spellcasting Ability make
throw
Wisdom is your spellcasting ability for your priest spells.
Wisdom modifier
At 5t
your
Spell attack modifier = your proficiency bonus + your destro
Wisdom modifier
8th le
rating
Priest Spellcasting rating
PRIEST SPELL SPELLS MAX and a
LEVEL POINTS KNOWN SLOT
1st 4 4 1st
5th 27 8 3rd
Once
11th 73 15 6th
finish
12th 83 15 6th
13th 83 16 7th
39
PRIEST
Priest Transcendence
Beginning at 11th level, you have entered a path to
transcend the power of any priest. You learn the Safety Wall
spell, as shown Chapter 7: Spells. This spell counts as a
priest spell for you, but it doesn’t count against the number
of priest spells you know.
High Priest
Endowed with transcendental divine powers, the High
Priests represent the utmost dedication to the Church of
Prontera and the mission to free Rune-Midgard from
darkness. Able to perform extremely powerful divine
magic, turning miracles into reality is part of their daily
lives.
Archbishop
The maximum divine blessing was extended to those who
became Archbishops. These devotees had their divine
abilities expanded, making their sacred spells even more
potent. Now, they are not only able to heal everyone, but
also to obliterate those who weaken the Sacred element.
40
PRIEST
This class is more than an option for the novice; the Monk At 5th level, you can attack twice, instead of once,
can be considered as an ascension, a strong character not whenever you take the Attack action on your turn.
only in spirit, but also in body and mind. Their strength is
beyond physical planes. She travels on the spiritual and Spiritual Cadence While you are not wearing any
mental planes, to seek her balance of power in the eternal armor, your Armor Class equals 10 + your Dexterity
quest to become a complete warrior.
Explosion Spirits In battle, you fight with primal Absorb Spirits You can spend a spiritual sphere
ferocity. On your turn, you can enter a fury state as a bonus and, as a bonus action, you can heal a number equal to 1d10
action.
minute, or until you end the Blade Stop with a action, you
You can enter in rage number of times equal to your and the target are incapacited, can’t move or speak, and you
proficiency bonus until you perform a long rest. both have immunity to any type of damage.
41
MONK
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.
Palm Strike
While your Explosion Spirits is active,
your melee weapon attacks bonus changes to +4.
Once you use this feature, you can’t use it again until you
finish or long rest.
42
MONK
Mage
MAGE PROFICIENCY Class Features
LEVEL BONUS BONUS FEATURES
1st +2 Mage Spells As a Mage you gain the following class features.
6th +3 ---
10th +4 ---
Skills: Choose two from Arcana, Deception, Insight,
11th +4 Class Promotion Skill Intimidation, Persuasion, and Religion
Improvement Equipment
13th +5 --- You start with the following equipment, in addition to the
14th +5 --- equipment granted by your background:
• A Rod or a Dagger
15th +5 Class Promotion Skill • A component pouch or an arcane focus
16th +5 Ability Score • A scholar’s pack or an explorer’s pack
Improvement
17th +6 ---
18th +6 ---
Mage
They cannot wear heavy armor and have low HP, so they
always apply elaborate strategies and quick reactions in
battles, to make the most of their opponents' weaknesses.
43
MAGE
themselves in the study of magic all their lives thus far and The S
You learn the spell Napalm Beat. Choose four 1st level accumulating enormous amounts of magical energy that no you l
spells from the Mage Spell list, you also gain 4 Spell Points one has ever seen. One day, when Tristan III, Lord of Rune- spells
Midgarts, declares the recruitment of adventurers, Wizards instan
to be able to cast these spells. To cast one of these mage
spell, you must expend a spell point equal of the spell's jump into the midst of the battle to test the magical powers learn
level or higher. You can’t reduce your spell point total to they have studied. spellc
less than 0, and you regain all spent spell points when you
At 2nd level, you can learn one more spell of 1st level of
the mage spells, and gain two more Spell Points.
Class Promotion Spells of 6th level and higher are particularly taxing to cast.
At 3rd level, you choose an archetype that you strive to You can use spell points to cast one spell of each level of
emulate in you combat styles and techniques. Choose 6th or higher. You can’t cast another spell of the same level
Wizard or Sage, all detailed at the end of the class until you finish a long rest.
Class Promotion
Different archers choose different ways to perfecting their
fighting prowess. The Class Promotion you choose to
emulate reflects you way.
44
MAGE
Spellcasting Ability You started your journey to become a wizard and now you
Intelligence is your spellcasting ability for your mage spells, are recognized as a Wizard Apprentice.
You
since you learn your spells through dedicated study and kingd
memorization. You use your Intelligence whenever a spell When you cast an spell that affects other creatures that you
can see, you can choose a number of them equal to 1 + the impro
refers to your spellcasting ability. In addition, you use your
Intelligence modifier when setting the saving throw DC for spell's level. The chosen creatures automatically succeed on
a mage spell you cast and when making an attack roll with their saving throws against the spell, and they take no
one.
These spells counts as a wizard spell for you, but it doesn’t creatu
Each
Spellcasting Focus finish
You can use an arcane focus as a spellcasting focus for your
mage spells.
Begin
Wizard Spellcasting transc
3rd 14 6 2nd
When
4th 17 7 2nd spells
5th 27 8 3rd
You c
6th 32 9 3rd with t
7th 38 10 4th
8th 44 11 4th
You
profic
9th 57 12 5th
12th 83 15 6th
Do y
13th 83 16 7th
force
14th 94 18 7th open
15th 94 19 8th
again
yet, w
16th 107 19 8th Wiza
17th 107 20 9th
Wizard Apprendice
45
WIZARD
The first time you do so, you suffer no adverse effect. If you
use this feature again before you finish a long rest, you take
2d12 undead damage for each level of the spell,
immediately after you cast it. Each time you use this feature
again before finishing a long rest, the undead damage per
spell level increases by 1d12. This damage ignores
resistance and immunity.
Warlock
With their staffs and great intellectual knowledge, Warlocks
are able to read complex magical grimoires. This makes it
possible to memorize spells, allowing them to cast them
without any casting time.
When you reach 20th level, you gain mastery over two
powerful spells and can cast them with little effort. Choose
two mage spells of 3rd level as your signature spells. They
don't count agains the number of mage spells you know,
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.
46
WIZARD
Enchanc Weapons
Sage At 3rd level, you learn how to manipulate the four elements
Sages use the same attack spells possessed by the Mages, for works to you. Choose Earth, Fire, Water or Wind. Your
but with an extra bit of knowledge. They can take element's manipulation depends on that chosen element, as
advantage of the elements to give their companions' detailed below. You can change your element choice
weapons special powers and use soil enchantment skills to whenever you finish a long rest.
help allies with a combination of enchantments and other
spells. They can also manipulate the elements to counter As a bonus action, you enchants a weapon at 5ft of you that
even the most powerful spells, making them an is not being carried by someone, or that is being carried by
indispensable support in any group. a voluntary creature. The base damage of that weapon
chances to your element choice, and it deals an additional
1d4 damage of that element choice. This enchant lasts for 1
minute. You can enchant weapon a number of times equal
to your proficiency modifier until you complete a long rest,
but you cannot have more than one enchanted weapon at
the same time.
you. Any spell of 3rd level or lower on the target ends. For
At 5th level, you can attack twice, instead of once, each spell of 4th level or higher on the target, make an
whenever you take the Attack action on your turn. ability check using your spellcasting ability. The DC equals
10 + the spell’s level. On a successful check, the spell ends.
47
SAGE
turn.
91-95 Your head takes on the appearance of an orc
• Elemental Change (Earth) Enchants the creature head for 1d4 days.
with the Earth element.
Sage Transcendence • Earthquake You can cast Heaven's Drive once without
expending Spell Points. You can't do so again until you finish
Beginning at 11th level, you have entered a path to
a long rest.
can't affect creatures or Objects within it, even if the spell is You can't do so again until you finish a long rest.
cast using a higher level spell slot. Such a spell can target
creatures and Objects within the barrier, but the spell has no
Effect on them. Similarly, the area within the barrier is • Deluge As an action, you enchant an area with the
excluded from the areas affected by such Spells.
Abracadabra Once per long rest, as an action, you • Violent Gale As an action, you enchant an area with
the essence of a violent gale for 1 minute. Wind effects are
can spend 5 Spell Points to to unleash your inner chaotic
strengthened over an area of 5ft radius at a point you choose
magic and randomly cast a spell you know, or a totally new
30 ft away from you. Any attack or spell that causes wind
and unknown spell. Scroll the Abracadabra table, the result damage receives a damage bonus equal to half your Sage
in the table determines the effect that will come out.
Bolt or Lightning Bolt spells, roll a d10 die. On a 1 or 2 roll, Your Elemental disappears 1 hour after you summoned it.
the spell is cast in a normal way. In another roll, the spell is You cannot have more than one elemental active at time.
cast two times. You still need to make a separate attack roll
cube from that point for the duration. The webs are difficult
terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such
as walls or trees) or layered across a floor, wall, or ceiling,
the conjured web collapses on itself, and the effect ends at
the start of your next turn. Webs layered over a flat surface
have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters
them during its turn must make a Dexterity saving throw
against your spell save DC. On a failed save, the creature is
restrained as long as it remains in the webs or until it breaks
free. A creature restrained by the webs can use its action to
make a Strength check against your spell save DC. If it
succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed
to fire burns away in 1 round, dealing 2d4 fire damage to
any creature that starts its turn in the fire.
Sorcerer
Sorcerer are those that awakened by the powers inherited
through ancient bloodlines or affinity with spirits.
Spell Fist You can cast your Cold Bolt, Fire Bolt or
Lightning Bolt spells as and store on your weapon or fists.
After a long rest, choose a weapon or your fists and assign
it five charges of magic, you can cast, as 1st-level spells,
any of your three Bolt spells in any order and fill the five
charges with them . When you hit a Melee Weapon Attack
with this weapon, you can release one of the Bolt spells
stored in it, which will normally damage and affect the
target you hit. Your Double Casting feature does not work
with this feature. These charges are lost when you take a
long rest.
49
SAGE
Chandra Agni
Large Formless Large Formless
• Armor Class 17 (Natural Armor) • Armor Class 13
• Hit Points 126 (12d10 + 60) • Hit Points 102 (12d10 + 36)
• Speed 30 ft., burrow 30 ft. • Speed 50 ft.
STR | DEX | CON | INT | WIS | CHA | STR | DEX | CON | INT | WIS | CHA |
20(+5)| 8(-1) | 20 (+5) | 5 (-3) | 10 (0) | 5 (-3) | 10(0) | 17(+3) | 16 (+3) | 6 (-2) | 10 (0) | 7 (-2) |
• Damage Resistances Poison; Neutral from • Damage Resistances Poison; Neutral from
Nonmagical Attacks Nonmagical Attacks
• Damage Immunities Earth • Damage Immunities Fire
• Condition Immunities Exhaustion, Paralyzed, • Condition Immunities Exhaustion, Paralyzed,
Petrified, Poisoned, Unconscious Petrified, Poisoned, Unconscious
• Senses Darkvision 60 ft., Tremorsense 60 ft., • Senses darkvision 60 ft., passive Perception 10
Passive Perception 10 • Languages understands the languages you speak
• Languages understands the languages you speak • Challenge 5
• Challenge 5
Fire Form. The elemental can move through a space
Earth Glide. The elemental can burrow through as narrow as 1 inch wide without squeezing. A
nonmagical, unworked earth and stone. While doing creature that touches the elemental or hits it with a
so, the elemental doesn't disturb the material it melee attack while within 5 feet of it takes 5 (1d10)
moves through. fire damage. In addition, the elemental can enter a
Siege Monster. The elemental deals double damage hostile creature's space and stop there. The first time
to objects and structures. it enters a creature's space on a turn, that creature
takes 5 (1d10) fire damage and catches fire; until
Actions someone takes an action to douse the fire, the
creature takes 5 (1d10) fire damage at the start of
Multiattack. The elemental makes two slam attacks. each of its turns.
Slam Melee Weapon Attack: +8 to hit, reach 5 ft., Illumination. The elemental sheds bright light in a
one target. Hit: 14 (2d8 + 5) Neutral damage. 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental
moves in water, or for every gallon of water splashed
on it, it takes 1 cold damage.
Actions
Multiattack. The elemental makes two slam attacks.
Touch Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) fire damage. If the target
is a creature or a flammable object, it ignites. Until a
creature takes an action to douse the fire, the target
takes 5 (1d10) fire damage at the start of each of its
turns.
50
SAGE
Varuna Vayu
Large Formless Large Formless
• Armor Class 14 (Natural Armor) • Armor Class 15
• Hit Points 114 (12d10 + 48) • Hit Points 90 (12d10 + 24)
• Speed 30 ft., swim 90 ft. • Speed 0 ft., fly 90 ft. (hover)
STR | DEX | CON | INT | WIS | CHA | STR | DEX | CON | INT | WIS | CHA |
18(+4) | 14(+2) | 18 (+4) | 5 (-3) | 10 (0) | 8 (-1) | 14(+2) | 20(+5) | 14 (+2) | 6 (-2) | 10 (0) | 6 (-2) |
• Damage Resistances Poison; Neutral from • Damage Resistances Poison; Neutral from
Nonmagical Attacks Nonmagical Attacks
• Damage Immunities Water • Damage Immunities Wind
• Condition Immunities Exhaustion, Paralyzed, • Condition Immunities Exhaustion, Paralyzed,
Petrified, Poisoned, Unconscious Petrified, Poisoned, Unconscious
• Senses darkvision 60 ft., passive Perception 10 • Senses darkvision 60 ft., passive Perception 10
• Languages understands the languages you speak • Languages understands the languages you speak
• Challenge 5 • Challenge 5
Water Form. The elemental can enter a hostile Air Form. The elemental can enter a hostile creature's
creature's space and stop there. It can move through space and stop there. It can move through a space as
a space as narrow as 1 inch wide without squeezing. narrow as 1 inch wide without squeezing.
Freeze If the elemental takes cold damage, it partially Actions
freezes; its speed is reduced by 20 feet until the end
of its next turn. Multiattack. The elemental makes two slam attacks.
Slam Melee Weapon Attack: +8 to hit, reach 5 ft.,
Actions one target. Hit: 14 (2d8 + 5) Wind damage.
Multiattack. The elemental makes two slam attacks. Whirlwind (Recharge 4–6). Each creature in the
Slam Melee Weapon Attack: +7 to hit, reach 5 ft., elemental's space must make a DC 13 Strength
one target. Hit: 13 (2d8 + 4) Water damage. saving throw. On a failure, a target takes 15 (3d8 + 2)
Wind damage and is flung up 20 feet away from the
Whelm (Recharge 4–6). Each creature in the elemental in a random direction and knocked prone.
elemental's space must make a DC 15 Strength If a thrown target strikes an object, such as a wall or
saving throw. On a failure, a target takes 13 (2d8 + 4) floor, the target takes 3 (1d6) Neutral damage for
Water damage. If it is Large or smaller, it is also every 10 feet it was thrown. If the target is thrown at
grappled (escape DC 14). Until this grapple ends, the another creature, that creature must succeed on a DC
target is restrained and unable to breathe unless it 13 Dexterity saving throw or take the same damage
can breathe water. If the saving throw is successful, and be knocked prone.
If the saving throw is successful, the target takes half
The elemental can grapple one Large creature or up the bludgeoning damage and isn't flung away or
to two Medium or smaller creatures at one time. At knocked prone.
the start of each of the elemental's turns, each target
grappled by it takes 13 (2d8 + 4) Water damage. A
creature within 5 feet of the elemental can pull a
creature or object out of it by taking an action to
make a DC 14 Strength check and succeeding.
51
SAGE
Chapter 4: Backgrounds
T Feature: Community
he background and languages your character speaks
are extremely important for building your character. In
this chapter we list the languages spoken in the world of
As a member of the Eden Group, you can count on your
guild mates to provide shelter and aid. You and your
Ragnarok Online, and extra background options. companions can find a place to hide or rest in any Eden
Corporation Employeer
There are two large corporations spread across Midgard,
which are the Kafra Corporation and the Zonda Rekenber Agent
Corporation. Becoming an adventurer doesn't necessarily The Corporation has spearheaded numerous researches and
require you to relinquish membersip in Kafra or Zonda technological breakthroughs for years. As a prelude to your
Corporation (though you can choose to do so), and it might adventuring career (and in preparation for it), you served as
enhance your status in the Corporation.
an agent of the Rekenber Corporation. You might have
• Skills proficiencies Arcana, Medicine
• Languages Two of your choice
Feature: Corporation Services • Equipment Badge of the Rekenber Corporation, a set of
As an employee or former employee of an corporation, you common clothes, a book of research notes, an ink pen, a
have some perks such as not paying for messaging, storage, bottle of ink, a flask of oil, a glass bottle of unidentified
and transportation services within a city, and paying only slime, and a pouch containing 1000 Zeny
those in Rune-Midgarts who are in distress. They compile Your DM might rule that the knowledge you seek is
missions and post them in a secret headquarter for group secreted away in a inaccessibleplace, or that it simply can't
members who seek to help others. The group also
be found. Unearthing the deepest secrets of the multiverse
distributes special gear to group members in order to help
can require an adventure or even a whole campaign.
them complete their tasks.
Chapter 5: Equipment
Finesse
Currency When Making an Attack with a finesse weapon, you use
Copper, silver, gold, platinum electrum coins are not used in your choice of your Strength or Dexterity modifier for the
this world. Only Zeny currency is used in Midgard. Zeny Attack and Damage Rolls. You must use the same modifier
values remain proportional to traditional Coins values of for both rolls.
Weapons
Weapon Proficiency
weapon, you use the same ability modifier for that Attack
Weapon Properties roll and damage roll that you would use for a melee Attack
with the weapon. For example, if you throw a Handaxe,
Many Weapons have special Properties related to their use,
you use your Strength, but if you throw a Dagger, you can
as shown in the Weapons table.
Ammunition
You can use a weapon that has the Ammunition property to Two-Handed
make a ranged Attack only if you have Ammunition to fire
This weapon requires two hands when you Attack with it.
from the weapon. Each time you Attack with the weapon,
54
WEAPONS
Fixed Mounted
A weapon with the fixed property does not fill the hand slot, You have disadvantage when you use a mounted weapon to
but you can’t use the weapon while the hand is full. Attack a target within 5 feet of you. Also, a mounted
Additionally, you have a +10 bonus to ability checks and weapon requires two hands to wield when you aren’t
saving throws to avoid being disarmed of this weapon.
mounted.
Dagger 200 Zeny 1d4 1 lb. Finesse, light, thrown (range 20/60)
Spear 100 Zeny 1d6 3lb. Thrown (range 20/60), versatile (1d8)
Rifle 2500 Zeny 1d8 5lb. Ammunition (range 80/320), loading, two-handed
55
WEAPONS
Composite Bow 5000 Zeny 1d8 2lb. Ammunition (range 150/600), heavy, two-handed
Shotgun 5000 Zeny 1d10 18lb. Ammunition (range 100/400), heavy, loading, two-handed
Pistol 7500 Zeny 1d6 3lb. Ammunition (range 30/120), light, loading
Instrument 2000 Zeny 1d6 3lb. Bard Exclusive, Disguised, Versatile (1d8)
Katar 5000 Zeny 1d8 4lb. Assassin Exclusive, Finesse, Light, Fixed
56
WEAPONS
Armor Proficiency:
Armor Anyone can put on a suit of armor or strap a Shield to an
Ragnarok Online have a vast tapestry made up of many arm. Only those proficient in the armor’s use know how to
different cultures, each with its own Technology level. For wear it effectively, however. Your class gives you
this reason, adventurers have access to a variety of armor proficiency with certain types of armor. If you wear armor
types, ranging from Adventurer's Suit to Wooden Mail to that you lack proficiency with, you have disadvantage on
costly Legion Plate Armor, with several other kinds of any ability check, saving throw, or Attack roll that involves
armor in between. The Armor table collects the most Strength or Dexterity, and you can’t cast Spells.
Heavy Armor:
The Armor table shows the cost, weight, and other The armor reduces the wearer’s speed by 10 feet unless the
Properties of the Common types of armor worn in fantasy wearer has a Strength score equal to or higher than the
gaming worlds. listed score.
Stealth:
Medium Armor
NAME COST ARMOR CLASS (AC) STRENGHT STEALTH WEIGHT
Heavy Armor
NAME COST ARMOR CLASS (AC) STRENGHT STEALTH WEIGHT
Shields
NAME COST ARMOR CLASS (AC) STRENGHT STEALTH WEIGHT
57
ARMORS
Kafra Corporation
The Kafra Corporation is a company that provides
transportation services as well as cart rental and item
storage services to adventurers in the Rune-Midgarts
Kingdom. Their headquarters is located in the city-state of
Aldebaran.
Kafra Services
SERVICE PAY
Messenger 2 Zeny per mile
Storage 40 Zeny
58
MOUNTS AND SERVICES
Cast
When
listed in this chapter, remains unchanged by the original use this optional rule.
spell’
rules in the SRD.
that c
at 2n
Changed Rules Some traits related to some PHB feats were used in traits of
Bolt i
Elemental / Attribute Property some classes, so the use of the feats rule can make some
choices redundant for your players.
Spell Points
Neutral, Water, Earth, Fire, Wind, Poison, Holy, I highly recommend using the optional Spell Points rule in
Shadow, Ghost and Undead.
listed below:
Monster Types Instead of gaining a number of spell slots to cast your spells
from the Spellcasting feature, you gain a pool of spell
Monster types have also been changed to: points instead. You expend a number of spell points to
create a spell slot of a given level, and then use that slot to
Humanoid (Demi-Human), Animal (Brute), cast a spell. You can’t reduce your spell point total to less
Insect, Fish, Dragon, Plant, Formless, Angel, than 0, and you regain all spent spell points when you finish
Devil (Demon) and Undead.
a long rest.
Doram Dorams
Spellpoint Cost
Fiendsh Demons
SPELL LEVEL POINT COST
Dwarvish Dwarfs
Cantrip 0
Elvish Elfs and Noels
1 2
Goblinish Goblins
2 3
Kobold Kobolds
3 5
Laphine Laphines, Dogs and Noels
4 6
Orcish Orcs
5 7
Rafle Rafles
6 9
Saphar Saphas and Jotunns
7 10
Utan Utan Tribe of Umbala
8 11
9 13
Optional Rules
Multiclassing
I do not recommend using optional multiclass rules when
playing this module. The Classes were not intended to be
used using this rule and it can drastically change the balance
of this game.
Chapter 7: Spells
T his capter describes the most common spells in the
world of Ragnarok Online. The chapter begins with
the spell lists of the spellcasting classe. The remainder
9th Level
Coluceo Heal
Canto Candidus
Mage Spells
Acolyte Spells Cantrips (0 Level)
Cantrips (0 Level)
Napalm Beat
Holy Light
1st Level
1st Level
• Cold Bolt
Agua Benedicta
• Fire Bolt
Blessing
• Energy Coat
Decrease Agility
• Fire Ball
Heal
• Lightning Bolt
Signum Crucis
• Safety Wall
• Sight Blaster
• Soul Strike
2nd Level
Angelus
2nd Level
Cure
• Frost Diver
Pneuma
• Sight
Ruwach
• Sightrasher
Teleportation
• Stone Curse
Lex Divina
• Thunder Storm
3rd Level
3rd Level
• Earth Spike
Increase Agility
• Fire Pillar
Resurrection
• Frost Nova
Redemptio
• Lord of Vermillion
Magnificat
• Meteor Storm
Aspersio
Lauda Agnus
4th Level
• Quagmire
4th Level
• Jupitel Thunder
Magnus Exorcismus
• Water Ball
Kyrie Eleison
5th Level
Gloria
• Heaven's Drive
Sanctuary
• Ice Wall
Assumptio
• Storm Gust
5th Level
6th Level
Warp Portal
• Magic Crasher
• Napalm Vulcan
Recovery
• Chain Light
Basilica
• Sienna Execrate
6th Level
7th Level
Curatio
• Gravitational Field
Judex • Tetra Vortex
7th Level
8th Level
• Hell Inferno
Duple Light
• Earth Strain
Epiclesis
• March of Abyss
Offertorium
9th Level
8th Level
• Frost Misty
Eucharistica
• Crimson Rock
Adoramus
61
SPELLS
1st Level
2nd level
Faith
Spear Quicken
Shield Boomerang
Shield Charge
At Higher Levels. When you cast this spell using a spell slot
Battle Chant
Grand Cross
Martyr's Reckoning
Adoramus
8th level
4th Level
• Cost: 11 Spell Points
Gloria Domini
• Casting Time: 1 action
Shield Chain
• Range: 150 feet
• Components: V, S, M (fire and a piece of sunstone)
• Duration: Instantaneous
5th Level
Banishing Point
Brilliant sunlight flashes in a 60-foot radius centered on a
Rage Burst
point you choose within range. Each creature in that light must
saving throw.
Wand of Hermode
Eternal Chaos
Loki's Veil
3rd Level
Agua Benedicta
Scream
1st-level (Ritual)
Arrow Vulcan
• Cost: 2 Spell Points
Frost Joker
• Casting Time: 1 action
Marionette Control
You touch one vial of water and cause it to become holy water.
5th Level
Severe Rainstorm
Moonlit Serenade
Metallic Sound
62
SPELLS
Angelus
Assumptio
consumes)
• Duration: Concentration, up to 1 hour
Choose up to three creatures within range. Each target’s hit A hole aura surrounds a creature that you touch and protect it
point maximum and current hit points increase by 5 for the from attack. Until the spell ends, the target has resistance to
duration.
Neutral damage.
At Higher Levels: When you cast this spell using a spell slot Banishing Point
• Range: Self (60-foot cone) The next time you hit a creature with a weapon attack before
• Components: V, S, M (one piece of ammunition or a thrown this spell ends, your weapon crackles with force, and the
weapon) attack deals an extra 5d10 Holy damage to the target.
• Duration: Instantaneous
creature takes 3d8 damage on a failed save, or half as much While there, the target is incapacitated. It remains there until
damage on a successful one. The damage type is the same as the spell ends, at which point the target reappears in the space
that of the weapon or ammunition used as a component. it left or in the nearest unoccupied space if that space is
occupied.
Aspersio
3rd-level
• Cost: 5 Spell Points
• Casting Time: 1 action
• Range: Touch
• Components: V, S
• Duration: Concentration, up to 1 hour
At Higher Levels. When you cast this spell using a spell slot
of 5th or 6th level, the bonus to attack rolls increases to +2 and
the extra damage increases to 2d4.
When you use a spell slot of 7th level or higher, the bonus
increases to +3 and the extra damage increases to 3d4.
63
SPELLS
Basilica
Battle Chant
Holy power radiates from you in an aura with a 30-foot radius,
You touch a point and infuse an area around it with holy (or awakening boldness in friendly creatures. Until the spell ends,
unholy) power. The area can have a radius up to 60 feet, and the aura moves with you, centered on you. While in the aura,
the spell fails if the radius includes an area already under the each nonhostile creature in the aura (including you) deals an
effect a hallow spell. The affected area is subject to the extra 1d4 Holy damage when it hits with a weapon attack.
following effects.
Blessing
First, angels, formless, devils, and undead can't enter the area, 1st-level (Ritual)
nor can such creatures charm, frighten, or possess creatures
• Cost: 2 Spell Points
within it. Any creature charmed, frightened, or possessed by
• Casting Time: 1 action
such a creature is no longer charmed, frightened, or possessed
• Range: 30 feet
upon entering the area. You can exclude one or more of those
• Components: V, S
types of creatures from this effect.
• Duration: Instantaneous
Second, you can bind an extra effect to the area. Choose the
the DM. Some of these effects apply to creatures in the area; You bless up to three creatures of your choice within range.
you can designate whether the effect applies to all creatures, Whenever a target makes an attack roll or a saving throw
creatures that follow a specific deity or leader, or creatures of before the spell ends, the target can roll a d4 and add the
a specific sort, such as orcs or trolls. When a creature that number rolled to the attack roll or saving throw. If the
would be affected enters the spell's area for the first time on a
creature is a undead or a fiend, it must make Charisma
turn or starts its turn there, it can make a Charisma saving
saving throws. Whenever a target that fails this saving
throw. On a success, the creature ignores the extra effect until
throw makes an attack roll or a saving throw before the
it leaves the area.
spell ends, the target must roll a d4 and subtract the number
Courage. Affected creatures can't be frightened while in the
rolled from the attack roll or saving throw.
area.
Darkness. Darkness fills the area. Normal light, as well as At Higher Levels: When you cast this spell using a spell
magical light created by spells of a lower level than the slot slot of 2nd level or higher, you can target one additional
you used to cast this spell, can't illuminate the area.
creature for each slot level above 1st.
Daylight. Bright light fills the area. Magical darkness created
by spells of a lower level than the slot you used to cast this Canto Candidus
Everlasting Rest. Dead bodies interred in the area can't be Choose up to 4 willing creatures that you can see within range.
turned into undead.
Until the spell ends, the target’s speed is doubled, it gains a +2
Extradimensional Interference. Affected creatures can't bonus to AC, it has advantage on Dexterity saving throws, and
move or travel using teleportation or by extradimensional or it gains an additional action on each of its turns. That action
interplanar means.
can be used only to take the Attack (one weapon attack only),
Fear. Affected creatures are frightened while in the area.
Dash, Disengage, Hide, or Use an Object action.
When the
Silence. No sound can emanate from within the area, and no spell ends, the target can’t move or take actions until after its
sound can reach into it.
next turn, as a wave of lethargy sweeps over it.
Tongues. Affected creatures can communicate with any other
creature in the area, even if they don't share a common
language.
64
SPELLS
Chain Lightning
Crimson Rock
ground at four different points you can see within range. Each
creature in a 40-foot-radius sphere centered on each point you
You create a bolt of lightning that arcs toward a target of your choose must make a Dexterity saving throw. The sphere
choice that you can see within range. Three bolts then leap spreads around corners. A creature takes 20d6 fire damage and
from that target to as many as three other targets, each of 20d6 bludgeoning damage on a failed save, or half as much
which must be within 30 feet of the first target. A target can be damage on a successful one. A creature in the area of more
a creature or an object and can be targeted by only one of the than one fiery burst is affected only once.
bolts.
The spell damages objects in the area and ignites flammable
A target must make a Dexterity saving throw. The target takes objects that aren't being worn or carried.
10d8 lightning damage on a failed save, or half as much
damage on a successful one.
Curatio
6th level
At Higher Levels. When you cast this spell using a spell slot
• Cost: 9 Spell Points
of 7th level or higher, one additional bolt leaps from the first
• Casting Time: 1 action
target to another target for each slot level above 6th.
• Range: 60 feet
• Components: V, S
Cold Bolt
• Duration: Instantaneous
1st level
Choose a creature that you can see within range. A surge of
• Cost: 2 Spell Points
positive energy washes through the creature, causing it to
• Casting Time: 1 action
regain 70 hit points. This spell also ends blindness,
• Range: 120 feet
• Components: V S
deafness, and any diseases affecting the target. This spell
• Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell
Ten sharp ice darts hits a creature within range. Make a ranged slot of 7th level or higher, the amount of healing increases
spell attack against the target. On a hit, it takes 3d8 Water by 10 for each slot level above 6th.
damage, and its speed is reduced by 10 feet until the start of
your next turn.
Cure
2nd-level
At Higher Levels: When you cast this spell using a spell slot • Cost: 3 Spell Points
of 2nd level or higher, the damage increases by 1d8 for each • Casting Time: 1 action
slot level above 1st. • Range: Touch
• Components: V, S
Coluceo Heal
• Duration: Instantaneous
9th level You touch a creature and can end either one disease or one
• Cost: 13 Spell Points condition afflicting it. The condition can be blinded,
• Casting Time: 1 action deafened, paralyzed, or poisoned.
• Range: 60 feet
• Components: V, S Decrease Agility
• Duration: Instantaneous
1st-level
• Cost: 2 Spell Points
A flood of healing energy flows from you into injured • Casting Time: 1 action
creatures around you. You restore up to 700 hit points, divided • Range: 60 feet
as you choose among any number of creatures that you can see • Components: V, S
within range. Creatures healed by this spell are also cured of • Duration: Concentration, up to 1 minute
all diseases and any effect making them blinded or deafened.
This spell has no effect on undead or constructs. You alter time around up to one creature of your choice.
The target must succeed on a Wisdom saving throw or be
affected by this spell for the duration.
Defender
Earth Spike
• Duration: Instantaneous
Until the spell ends, any ranged weapon attacks have Choose a point you can see on the ground within range. A
disadvantage against you. fountain of churned earth and stone erupts in a 20-foot cube
centered on that point. Each creature in that area must make a
Duple Light
Dexterity saving throw. A creature takes 3d12 Earth damage
on a failed save, or half as much damage on a successful one.
7th level
Additionally, the ground in that area becomes difficult terrain
• Cost: 10 Spell Points
until cleared. Each 5-foot-square portion of the area requires at
• Casting Time: 1 action
least 1 minute to clear by hand.
• Range: Self
• Components: V, S
At Higher Levels. When you cast this spell using a spell slot
• Duration: 1 hour
When you do so, make a ranged spell attack. On a hit, the 8th level
target takes 4d12 Holy damage. Whether you hit or miss, the • Cost: 11 Spell Points
mote is expended. The spell ends early if you expend the last • Casting Time: 1 action
mote.
If you have one to three motes remaining, they shed dim light
in a 30-foot radius.
save, the target takes 4d8 Shadow damage, and the spell ends.
Fissures. Fissures open throughout the spell's area at the start
On a failed save, the target takes 6d8 Shadow damage, and
of your next turn after you cast the spell. A total of 1d6 such
until the spell ends, you can use your action on each of your
fissures open in locations chosen by the DM. Each is 1d10 ×
turns to automatically deal 6d8 Shadow damage to the target.
10 feet deep, 10 feet wide, and extends from one edge of the
The spell ends if you use your action to do anything else, if the
spell's area to the opposite side. A creature standing on a spot
target is ever outside the spell's range, or if the target has total
where a fissure opens must succeed on a Dexterity saving
cover from you.
At Higher Levels. When you cast this spell using a spell slot
of 8th level or higher, the damage increases by 1d8 for each
slot level above 7th.
66
SPELLS
cast the spell and at the start of each of your turns until the 2nd level
spell ends. If a structure drops to 0 hit points, it collapses • Cost: 3 Spell Points
and potentially damages nearby creatures. A creature within • Casting Time: 1 action
half the distance of a structure's height must make a • Range: 60 feet
Dexterity saving throw. On a failed save, the creature takes • Components: V, S, M (a bit of fleece)
5d6 bludgeoning damage, is knocked prone, and is buried • Duration: Concentration, up to 1 minute
Energy Coat
1st level The phantasm includes sound, temperature, and other stimuli,
• Cost: 2 Spell Points also evident only to the creature.
• Range: Touch The target can use its action to examine the phantasm with an
• Components: V, S, M (a piece of cured leather) Intelligence (Investigation) check against your spell save DC.
• Duration: 8 hours
protective magical force surrounds it until the spell ends. The While a target is affected by the spell, the target treats the
target's base AC becomes 13 + its Dexterity modifier. The phantasm as if it were real. The target rationalizes any illogical
spell ends if the target dons armor or if you dismiss the spell outcomes from interacting with the phantasm. For example, a
as an action. target attempting to walk across a phantasmal bridge that
spans a chasm falls once it steps onto the bridge. If the target
Epiclesis
survives the fall, it still believes that the bridge exists and
7th level comes up with some other explanation for its fall—it was
pushed, it slipped, or a strong wind might have knocked it off.
burn the target. Each round on your turn, the phantasm can
remove magical diseases, curses, and the like; if such effects 8th level
aren't removed prior to casting the spell, they afflict the target • Cost: 11 Spell Points
on its return to life.
Every time the target finishes a long rest, the penalty is Divine light washes out from you and coalesces in a soft
reduced by 1 until it disappears.
67
SPELLS
Faith
Fire Pillar
• Duration: 1 minute
A willing creature you touch is imbued with a strong faith. When you cast this spell, you inscribe a glyph that later
Until the spell ends, the creature is immune to being unleashes a magical effect. You inscribe it on a section of floor
frightened and gains temporary hit points equal to your The glyph can cover an area no larger than 10 feet in diameter.
spellcasting ability modifier at the start of each of its turns. The glyph is nearly invisible and requires a successful
When the spell ends, the target loses any remaining temporary Intelligence (Investigation) check against your spell save DC
hit points from this spell.
to be found.
When a creature steps in the area marked by the glyph, the
At Higher Levels. When you cast this spell using a spell slot glyph erupts with magical energy in a 20-foot-radius sphere
of 2nd level or higher, you can target one additional creature centered on the glyph. The sphere spreads around corners.
for each slot level above 1st. Each creature in the area must make a Dexterity saving throw.
A creature takes 5d8 Fire damage on a failed saving throw
Fire Ball
(your choice when you create the glyph), or half as much
1st level damage on a successful one.
At Higher Levels. the damage of an explosive runes glyph
• Cost: 2 Spell Points
increases by 1d8 for each slot level above 3rd
• Casting Time: 1 action
• Range: 120 feet
• Components: V S Fire Wall
• Duration: Instantaneous
2nd level
• Cost: 3 Spell Points
As you hold your hands with thumbs touching and fingers • Casting Time: 1 action
spread, a thin sheet of flames shoots forth from your • Range: 60 feet
outstretched fingertips. Each creature in a 15-foot cone must • Components: V, S, M (A bit of tallow, a pinch of brimstone,
make a Dexterity saving throw. A creature takes 3d6 Fire and a dusting of powdered iron)
damage on a failed save, or half as much damage on a • Duration: Concentration, up to 1 minute
successful one.
and lasts for the duration. When the wall appears, each
creature within its area must make a Dexterity saving throw,
At Higher Levels: When you cast this spell using a spell taking 3d6 Fire damage on a failed save, or half as much
slot of 2nd level or higher, the damage increases by 1d6 for damage on a successful one. The wall deals 3d6 Fire damage
each slot level above 1st. to each creature that ends its turn within 5 feet of it or when it
enters the wall for the first time on a turn or ends its turn there.
Fire Bolt
1st level At Higher Levels: When you cast this spell using a spell slot
• Cost: 2 Spell Points of 3rd level or higher, the damage increases by 1d6 for each
• Casting Time: 1 action slot level above 2nd.
• Range: 120 feet
• Components: V S Frost Diver
• Duration: Instantaneous
2nd level
• Duration: Instantaneous
At Higher Levels: When you cast this spell using a spell slot
A line of ice spikes with 30 feet long and 5 feet wide emanates
of 2nd level or higher, the damage increases by 1d8 for each
from you in a direction you choose. Each creature in the line
slot level above 1st.
must make a Dexterity saving throw. A creature takes 3d8
Water damage and its speed is reduced by 10 feet until the
start of your next turn. on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, the damage increases by 1d8 for each
slot level above 2nd.
68
SPELLS
Frost Joker
Frost Nova
A hail of rock-hard ice pounds to the ground in a 20-foot-
When you cast this spell, you tell a terrible and completely radius, 40-foot-high cylinder centered on a point within range.
boring joke. You you project your voice that weaves through Each creature in the cylinder must make a Dexterity saving
the air inside a 30-foot cube within range. Each creature in the throw. A creature takes 2d8 Neutral damage and 4d6 Water
area who hear your joke must make a Wisdom saving throw. damage on a failed save, or half as much damage on a
On a failed save, the creature becomes Charmed for the successful one.
or if someone else uses an action to shake the creature out of At Higher Levels. When you cast this spell using a spell slot
its stupor. of 5th level or higher, the bludgeoning damage increases by
1d8 for each slot level above 4th.
Frost Misty
• Components: V
• Duration: Concentration, up to 10 minutes
centered on a point you can see within range. For the spell's Purifying energy radiates from you in an aura with a 30-foot
duration, the sphere and any space within 100 feet of it are radius. Until the spell ends, the aura moves with you, centered
difficult terrain, and nonmagical objects fully inside the sphere on you. Each nonhostile creature in the aura (including you)
are frozen if they aren't being worn or carried.
longer in the sphere. If the sphere is in the air, the restrained 4rd-level
creature hovers inside the sphere. A creature can use its action
• Cost: 6 Spell Points
to make a Constituition check against your spell save DC,
• Casting Time: 1 action
ending this restrained condition on itself or another creature in
• Range: 30 feet
the sphere that it can reach. A creature killed by this spell
• Components: V, S
becomes a frozen statue until it thaws.
• Duration: Instantaneous
A giant cross over a creature of your choice that you can see
within range, draining moisture and vitality from it. The target
must make a Dexterity saving throw. The target takes 8d8
Holy damage on a failed save, or half as much damage on a
successful one.
At Higher Levels: When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each
slot level above 4th.
69
SPELLS
Grand Cross
Heaven's Drive
• Duration: Instantaneous
fall upward and reach the top of the area when you cast this 8th level
spell. A creature can make a Dexterity saving throw to grab • Cost: 11 Spell Points
onto a fixed object it can reach, thus avoiding the fall.
reaches the top of the area without striking anything, it A swirling cloud of smoke shot through with white-hot embers
remains there, oscillating slightly, for the duration.
Heal
When the cloud appears, each creature in it must make a
1st-level Dexterity saving throw. A creature takes 10d8 fire damage on
a failed save, or half as much damage on a successful one. A
• Cost: 2 Spell Points
creature must also make this saving throw when it enters the
• Casting Time: 1 action
spell's area for the first time on a turn or ends its turn there.
• Range: 60 feet
• Components: V
The cloud moves 10 feet directly away from you in a direction
• Duration: Instantaneous
At Higher Levels: When you cast this spell using a spell slot Radiance light descends on a creature that you can see within
of 2nd Level or higher, the Healing and the Damage increases range. The target must succeed on a Dexterity saving throw or
by 1d6 for each slot level above 1st. take 1d8 Holy damage. The target gains no benefit from cover
for this saving throw.
The spell's damage increases by 1d8
when you reach 5th Level (2d8), 11th level (3d8), and 17th
level (4d8).
70
SPELLS
Ice Wall
Judex
A nonmagical wall of solid ice springs into existence at a point A beam of brilliant light flashes out from your hand in a 5-
you choose within range. The wall is 6 inches thick and is foot-wide, 60-foot-long line. Each creature in the line must
composed of ten 10-foot-by-10-foot panels. Each panel must make a Constitution saving throw. On a failed save, a creature
be contiguous with at least one other panel. Alternatively, you takes 6d8 radiant damage and is blinded until your next turn.
can create 10-foot-by-20-foot panels that are only 3 inches On a successful save, it takes half as much damage and isn't
thick.
creature is pushed to one side of the wall (your choice). If a You can create a new line of radiance as your action on any
creature would be surrounded on all sides by the wall (or the turn until the spell ends.
Dexterity saving throw. On a success, it can use its reaction to For the duration, a mote of brilliant radiance shines in your
move up to its speed so that it is no longer enclosed by the hand. It sheds bright light in a 30-foot radius and dim light for
wall.
The wall can have any shape you desire, though it can't Jupitel Thunder
occupy the same space as a creature or object. The wall 3rd level
doesn't need to be vertical or rest on any firm foundation. It
• Cost: 5 Spell Points
must, however, merge with and be solidly supported by
• Casting Time: 1 action
existing stone. Thus, you can use this spell to bridge a chasm
• Range: Self
or create a ramp.
or glass)
If you create a span greater than 20 feet in length, you must
• Duration: Concentration, up to 1 minute
Increase Agility
Kyrie Eleison
3rd-level
3th-level
• Cost: 5 Spell Points
• Cost: 6 Spell Points
• Casting Time: 1 action
• Casting Time: 1 action
• Range: 30 feet
• Range: Touch
• Components: V S M (A shaving of licorice root)
• Components: V, S
• Duration: Concentration, Up to 1 minute
• Duration: 8 hours
Choose a willing creature that you can see within range. Until
You touch a creature and grant it a measure of protection from
the spell ends, the target’s speed is doubled, it gains a +2
death.
When the spell ends, the target can’t move or take actions until
71
SPELLS
Lauda Agnus
Longing for Freedom
a similar appendage)
• Duration: 1 hour
creatures within range. For the duration, each target has You touch a willing creature. For the duration, the target's
advantage on Wisdom saving throws and death saving throws, movement is unaffected by difficult terrain, and spells and
and regains the maximum number of hit points possible from other magical effects can neither reduce the target's speed nor
any healing. cause the target to be paralyzed or restrained.
Lex Divina
The target can also spend 5 feet of movement to automatically
2th-level escape from nonmagical restraints, such as manacles or a
creature that has it grappled. Finally, being underwater
• Cost: 3 Spell Points
imposes no penalties on the target's movement or attacks.
• Casting Time: 1 action
• Range: 120 feet
• Components: S Lord of Vermillion
4th level
• Cost: 6 Spell Points
Choose a creature within the range of the spell, the creature • Casting Time: 1 action
must succeed in a Wisdom Saving Throw or its mouth will be • Range: 150 feet
silenced for the duration of the spell. On failure, the creature • Components: V, S
will be unable to speak and cast any spell that requires vocal • Duration: Concentration, up to 1 minute
components to cast.
A 20-foot-radius sphere of whirling air springs into existence,
At the end of the affected creature's turn, it can repeat the centered on a point you choose within range. The sphere
Wisdom Saving Throw, ending the spell's effect on a success. remains for the spell's duration. Each creature in the sphere
when it appears or that ends its turn there must succeed on a
Lighitning Bolt
Strength saving throw or take 2d6 Wind damage. The sphere's
1st level space is difficult terrain.
the attack roll if the target is in the sphere. On a hit, the target
At Higher Levels.
When you cast this spell using a spell slot
At Higher Levels: When you cast this spell using a spell slot
of 5th level or higher, the damage for each of its effects
of 2nd level or higher, the damage increases by 1d8 for each
increases by 1d6 for each slot level above 4th.
slot level above 1st.
Loki's Veil
2nd-level
• Cost: 3 Spell Points
• Casting Time: 1 action
• Range: 120 feet
• Components: V, S
• Duration: Concentration, Up to 10 minute
72
SPELLS
Lullaby
Magnificat
• Duration: 1 minute
Healing energy radiates from you in an aura with a 30-foot
This spell sends creatures into a magical slumber. Roll 5d8; radius. Until the spell ends, the aura moves with you, centered
the total is how many hit points of creatures this spell can on you. You can use a bonus action to cause one creature in
affect. Creatures within 20 feet of a point you choose within the aura (including you) to regain 2d6 hit points.
range are affected in ascending order of their current hit points
(ignoring unconscious creatures).
Magnus Exorcismus
4th-level
Starting with the creature that has the lowest current hit points,
each creature affected by this spell falls unconscious until the • Cost: 6 Spell Points
spell ends, the sleeper takes damage, or someone uses an • Casting Time: 1 action
action to shake or slap the sleeper awake. Subtract each • Range: 30 feet
creature's hit points from the total before moving on to the • Components: V
creature with the next lowest hit points. A creature's hit points • Duration: 8 hours
creature to be affected.
seconds.
At Higher Levels. When you cast this spell using a spell slot Any creature hostile to you that moves to a space within 10
of 2nd level or higher, roll an additional 2d8 for each slot level feet of the cross for the first time on a turn must succeed on a
above 1st. Dexterity saving throw. The creature takes 20 Holy damage on
a failed save, or half as much damage on a successful one. The
cross vanishes when it has dealt a total of 60 damage.
Magic Crasher
6th level
• Cost: 9 Spell Points
March of Abyss
by wall of force.
73
SPELLS
Marionette Control
Meteor Storm
• Duration: Instantaneous
Creatures of your choice that you can see within range and Four fire meteors fall in a from a point of your choice within
that can hear you must make a Wisdom saving throw. A target range. Each creature in a 20-foot-radius sphere centered on
automatically succeeds on this saving throw if it can't be that point must make a Dexterity saving throw. A target takes
charmed. On a failed save, a target is affected by this spell. 8d6 Fire damage on a failed save, or half as much damage on
Until the spell ends, you can use a bonus action on each of a successful one.
Each affected target must use as much of its movement as The fire spreads around corners. It ignites flammable objects
possible to move in that direction on its next turn. It can take in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d6 for each
A target isn't compelled to move into an obviously deadly slot level above 3rd.
hazard, such as a fire or pit, but it will provoke opportunity
attacks to move in the designated direction. Moonlit Serenade
5th level
Martyr's Reckoning
• Cost: 7 Spell Points
3rd-level • Casting Time: 1 action
• Cost: 5 Spell Points • Range: Touch
• Casting Time: 1 bonus action • Components: V, S
• Range: Self • Duration: Concentration, up to 1 hour
• Components: V
• Duration: Concentration, up to 1 minute Your magic deepens a creature's understanding of its own
talent. You touch one willing creature and give it expertise in
During the duration of this spell, your Melee Weapon Attacks one skill of your choice; until the spell ends, the creature
cause an additional 2d6 Holy damage on the hit. The effort to doubles its proficiency bonus for ability checks it makes that
perform this attack is so much, you receives 1d6 Holy damage use the chosen skill.
every time you hit an attack, the damage you receive cannot
be reduced in any way. The damage you receive from this You must choose a skill in which the target is proficient and
spell does not affect your concentration on spells. that isn't already benefiting from an effect, such as Expertise,
that doubles its proficiency bonus.
Metallic Sound
5th level
• Cost: 7 Spell Points
• Casting Time: 1 action
• Range: 120 feet
• Components: V, S
• Duration: Instantaneous
74
SPELLS
• Duration: 24 hours
Three illusory duplicates of yourself appear in your space.
You make an area within range magically secure. The area is a Until the spell ends, the duplicates move with you and mimic
cube that can be as small as 5 feet to as large as 100 feet on your actions, shifting position so it's impossible to track which
each side. The spell lasts for the duration or until you use an image is real. You can use your action to dismiss the illusory
action to dismiss it.
duplicates.
When you cast the spell, you decide what sort of security the Each time a creature targets you with an attack during the
spell provides, choosing any or all of the following properties: spell's duration, roll a d20 to determine whether the attack
instead targets one of your duplicates.
Sound can't pass through the barrier at the edge of the warded
A creature is unaffected by this spell if it can't see, if it relies
At Higher Levels. When you cast this spell using a spell on senses other than sight, such as blindsight, or if it can
slot of 5th level or higher, you can increase the size of the perceive illusions as false, as with truesight.
cube by 100 feet for each slot level beyond 4th. Thus you
could protect a cube that can be up to 200 feet on one side Napalm Beat
The spell creates more than one beam when you reach higher
levels: two beams at 5th level, three beams at 11th level, and
four beams at 17th level. You can direct the beams at the same
target or at different ones. Make a separate attack roll for each
beam.
75
SPELLS
• Duration: Instantaneous
The target assumes the Hit Points of its new form. When it
A sphere of negative energy ripples out in a 60-foot-radius
reverts to its normal form, the creature returns to the
sphere from a point within range. Each creature in that area
must make a Constitution saving throw. A target takes 12d6
number of Hit Points it had before it transformed. If it
Ghost damage on a failed save, or half as much damage on a
reverts as a result of Dropping to 0 Hit Points, any excess
successful one.
slot level above 6th. The creature is limited in the Actions it can perform by the
Nature of its new form, and it can't speak, cast Spells, or
Offertorium
take any other action that requires hands or Speech.
7th level
• Cost: 10 Spell Points The target's gear melds into the new form. The creature
• Casting Time: 1 minute can't activate, use, wield, or otherwise benefit from any of
• Range: Touch its Equipment.
• Components: V, S, M (a prayer wheel and holy water)
• Duration: 1 hour
Providence
1st-level
You touch a creature and stimulate its natural healing ability. • Cost: 2 Spell Points
The target regains 4d8 + 15 hit points. For the duration of the • Casting Time: 1 action
spell, the target regains 1 hit point at the start of each of its • Range: Touch
turns (10 hit points each minute).
severed part and hold it to the stump, the spell instantaneously Until the spell ends, one willing creature you touch is
causes the limb to knit to the stump. protected against certain types of creatures: aberrations,
celestials, elementals, fey, fiends, and undead.
The protection
Pneuma
grants several benefits. Creatures of those types have
disadvantage on attack rolls against the target. The target also
2nd-level
can’t be charmed, frightened, or possessed by them. If the
• Cost: 3 Spell Points
target is already charmed, frightened, or possessed by such a
• Casting Time: 1 action
creature, the target has advantage on any new saving throw
• Range: 120 feet
against the relevant effect.
• Components: V S M (A tiny fan and a feather of exotic origin)
• Duration: Concentration, Up to 1 minute
Quagmire
A wall of strong light rises from the ground at a point you 4th level
choose within range. You can make the wall up to 20 feet long, • Cost: 6 Spell Points
10 feet high, and 1 foot thick. The wall lasts for the duration.
• Casting Time: 1 action
• Range: 90 feet
Any ranged weapon attack that enters the wall’s space has • Components: V, S, M (a small bone)
disadvantage on the attack roll. • Duration: Concentration, up to 1 minute
Polymorph
A gross swamp appears at 20-foot square on ground that you
can see within range. For the duration, these swamp turn the
Abracadabra Spell
ground in the area into difficult terrain.
• Range: 60 feet
When a creature enters the affected area for the first time on a
• Components: V S
turn or starts its turn there, the creature must succeed on a
• Duration: Concentration, Up to 1 hour
Effect.
A creature restrained by the swamp can use its action to make
a Strength or Dexterity check (its choice) against your spell
save DC. On a success, it frees itself.
76
SPELLS
Rage Burst
Reflect Shield
5rd-level 1st-level
• Cost: 7 Spell Points • Cost: 2 Spell Points
• Casting Time: 1 bonus action • Casting Time: 1 action
• Range: Touch • Range: Self
• Components: V • Components: V S M (a shield that is equipped in your hand)
• Duration: Concentration, up to 1 minute
• Duration: 1 hour
You imbue a weapon you touch with holy power. Until the A protective magical force surrounds you, manifesting as a
spell ends, the weapon emits bright light in a 30—foot radius spectral light that covers you and your gear. You gain 5
and dim light for an additional 30 feet. In addition, weapon temporary hit points for the duration. If a creature hits you
attacks made with it deal an extra 2d8 Holy damage on a hit. If with a melee attack while you have these hit points, the
the weapon isn’t already a magic weapon, it becomes one for creature takes 5 Holy damage.
this spell and cause the weapon to emit a burst of radiance. At Higher Levels. When you cast this spell using a spell slot
Each creature of your choice that you can see within 30 feet of 2nd level or higher, both the temporary hit points and the
ofyou must make a Constitution saving throw. On a failed Holy damage increase by 5 for each slot.
save, a creature takes 4d8 Holy damage, and it is blinded for 1
minute. On a successful save, a creature takes half as much Resurrection
damage and isn’t blinded. At the end of each Ofits turns, a 3rd-level
blinded creature can make a Constitution saving throw, ending
• Cost: 5 Spell Points
the effect on itselfon a success.
• Casting Time: 1 action
• Range: Touch
Recovery
• Components: V, S, M (gem worth 300 gp, which the spell
5th level consumes)
• Cost: 7 Spell Points • Duration: Instantaneous
• Range: Touch You touch a creature that has died within the last minute. That
• Components: V, S, M (blue gem worth at least 100 gp, which creature returns to life with 1 hit point. This spell can't return
the spell consumes) to life a creature that has died of old age, nor can it restore any
• Duration: Instantaneous
You imbue a creature you touch with positive energy to undo a Ruwach
debilitating effect. You can reduce the target's exhaustion level 2nd-level
by one, or end one of the following effects on the target:
• Range: Self
One curse, including the target's attunement to a cursed magic
• Components: V, S
item
• Range: 30 feet
Sanctuary
Severe Rainstorm
choice that you can see within range, emiting a green light You transmute your quiver so it produces an endless supply of
aura a 30-foot radius. Each nonhostile creature in the aura
nonmagical ammunition, which seems to leap into your hand
(including you) has resistance to Shadow damage, and its when you reach for it.
nonhostile, living creature regains 1d6 hit point when it On each of your turns until the spell ends, you can use a bonus
starts its turn in the aura, undeads and demon creatures action to make two attacks with a weapon that uses
takes 1d6 Holy Damage if they enter in this area, or starts ammunition from the quiver. Each time you make such a
its turn here. ranged attack, your quiver magically replaces the piece of
ammunition you used with a similar piece of nonmagical
Scream
ammunition. Any pieces of ammunition created by this spell
3rd level disintegrate when the spell ends. If the quiver leaves your
• Cost: 5 Spell Points possession, the spell ends
• Casting Time: 1 action
• Range: Self (30-foot cone) Sienna Execrate
You attempt to turn one creature that you can see within range
While frightened by this spell, a creature must take the Dash
into stone. If the target's body is made of flesh, the creature
action and move away from you by the safest available route
must make a Constitution saving throw. On a failed save, it is
on each of its turns, unless there is nowhere to move. If the
restrained as its flesh begins to harden. On a successful save,
creature ends its turn in a location where it doesn't have line of
the creature isn't affected.
• Components: V, S
• Duration: 1 hour
must make a Wisdom saving throw, and does so with If you maintain your concentration on this spell for the entire
advantage if you or your companions are fighting it. If it fails possible duration, the creature is turned to stone until the
the saving throw, it is charmed by you until the spell ends or effect is removed.
until you or your companions do anything harmful to it. The
charmed creature regards you as a friendly acquaintance. Sight
When the spell ends, the creature knows it was charmed by 2nd-level
you.
78
SPELLS
Sight Blaster
Shield Boomerang
• Duration: Instantaneous
You create a floating, spectral shield within range that lasts for
You point your finger, and the creature that damaged you is the Duration or until you cast this spell again. When you cast
momentarily surrounded by hellish flames. The creature must the spell, you can make a melee spell Attack against a creature
make a Dexterity saving throw. It takes 2d10 Fire damage on a within 5 feet of the shield. On a hit, the target takes Holy
failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot As a Bonus Action on Your Turn, you can move this shield up
of 2nd level or higher, the damage increases by 1d10 for each to 20 feet and repeat the Attack against a creature within 5 feet
slot level above 1st. of it.
Sightrasher
At Higher Levels: When you cast this spell using a spell slot
2nd level 3rd Level of or higher, the damage increases by 1d8 for every
two slot levels above the 2nd.
• Cost: 3 Spell Points
• Casting Time: 1 action
• Range: 120 feet Shield Chain
• Components: V, S 4rd-level
• Duration: Instantaneous
Make a ranged spell attack for each ray. On a hit, the target
The next time you hit a creature with a melee weapon attack
during this spell’s duration, your shield hits both body and
At Higher Levels. When you cast this spell using a spell slot mind, and the attack deals an extra 4d6 Holy damage to the
of 3rd level or higher, you create one additional ray for each target. The target must make a Wisdom saving throw. On a
slot level above 2nd. failed save, it has disadvantage on attack rolls and ability
checks, and can’t take reactions, until the end of its next turn.
Signum Crucis
green, or violet light (your choice). Any creature in the area The first time you hit with a melee weapon attack during this
when the spell is cast is also outlined in light if it fails a spell’s duration, you can hits it with your shield, and the attack
Dexterity saving throw. For the Duration, Objects and affected deals an extra 3d6 Neutral damage to the target. Additionally,
creatures shed dim light in a 10-foot radius.
79
SPELLS
• Duration: Instantaneous
• Dura
Soul Strike
1st level A blast of cold air erupts from your hands. Each creature in a Eig
• Cost: 2 Spell Points 60-foot cone must make a Constitution saving throw. A ray
• Casting Time: 1 action creature takes 8d8 Water damage on a failed save, or half as Eac
• Range: 120 feet much damage on a successful one.
thro
• Components: V S
affe
• Duration: Instantaneous
thaws.
1-R
You create three glowing darts of magical force. Each dart hits
hal
a creature of your choice that you can see within range. A dart At Higher Levels. When you cast this spell using a spell slot 2-O
deals 1d4 + 1 force damage to its target. The darts all strike of 6th level or higher, the damage increases by 1d8 for each sav
simultaneously, and you can direct them to hit one creature or slot level above 5th. 3-Y
several.
sav
Teleportation
4-G
At Higher Levels: When you cast this spell using a spell slot 2nd-level sav
of 2nd level or higher, the spell creates one more dart for each 5-B
• Cost: 3 Spell Points
slot level above 1st. or h
• Casting Time: 1 bonus action
6-I
• Range: Self
Spear Quicken
then
• Components: V
turn
1st-level • Duration: Instantaneous
fail
• Cost: 2 Spell Points
sub
• Casting Time: 1 bonus action Briefly surrounded by a pale blue shimmer, you teleport up to
don
• Range: Self 30 feet to an unoccupied space that you can see.
col
• Components: V
7-V
• Duration: Concentration, up to 1 minute
mak
Tetra Vortex
suc
You attack like the wind. Until the spell ends, your movement 7th level cre
doesn't provoke opportunity attacks.
Stone Curse
2nd level
• Cost: 3 Spell Points
• Casting Time: 1 action
• Range: 60 feet
• Components: V, S, M (a red gem)
• Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target
must succeed on a Wisdom saving throw or be paralyzed for
the duration. At the end of each of its turns, the target can
make another Wisdom saving throw. On a success, the spell
ends on the target.
At Higher Levels. When you cast this spell using a spell slot
of 3rd level or higher, you can target one additional humanoid
for each slot level above 2nd. The humanoids must be within
30 feet of each other when you target them.
Storm Gust
5th level
• Cost: 7 Spell Points
• Casting Time: 1 action
• Range: Self (60-foot cone)
• Components: V, S, M (a small crystal or glass cone)
80
SPELLS
this way.
Water Ball
4th level
At Higher Levels. When you cast this spell using a spell slot • Cost: 6 Spell Points
of 3rd level or higher, the damage increases by 1d8 for each • Casting Time: 1 action
slot level above 2nd.
• Range: 90 feet
• Components: V, S, M (a droplet of water)
• Duration: Concentration, up to 1 minute
Wand of Hermode
1st level You conjure spheres of water that attacks one creature you can
see within range. The target must make a Dexterity saving
• Cost: 2 Spell Points
throw. It takes 8d6 water damage on a failed save, or half as
• Casting Time: 1 action
much damage on a successful one. On a failed save, the target
• Range: 30 feet
is marked by the water spheres. For the spell’s duration, the
• Components: V, S
wather continues to attack the target. At the end of each of its
• Duration: 1 hour
turns, the target repeats the saving throw. It takes 4d6 water
At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional creature
for each slot level above 1st. The creatures must be within 30
feet of each other when you target them.
Warp Portal
5th level
• Cost: 7 Spell Points
• Casting Time: 1 action
• Range: 10 ft
• Components: V, S, M (A Blue Gem with 50 gp, witch the spell
consumes)
• Duration: Instantaneous
81
SPELLS