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Chapter 1: Races

Common Races
deku scrub usually only does so when it feels
Deku Scrub threatened. When a scrub does spit one of its seeds,
that seed rarely finds soil and nutrients enough to
grow. When it does, the seed gradually grows into a
Physiology deku scrub in its own right, usually with no
dependency on parents. Indeed, the concept of a
An adult deku scrub stands at a height ranging special parent-child relationship is foreign to all but
between roughly 2 and 4 feet, and weighs somewhere the most cultured of deku scrub tribes.
between 25 and 50 pounds. Scrubs have skin After conception, a deku scrub is effectively immobile,
composed of tree-like bark, and they feature dependent on the environment—or friendly
outgrowths of leaves used to absorb sunlight and caregivers—to receive sunlight, water, and other
perform a process similar to photosynthesis. Nearly nutrients. During this period, lasting a few years, the
all deku scrubs have some form of leaves or immobile deku scrub may be affected by the pollen of
shrubbery growing from atop their heads, though other deku scrubs in the area, and consequently, be
many of them style it in ways other than the typical influenced by their genes. Once the period ends, the
wild look. Most also grow leaves below their neck and deku scrub grows legs, and its mobile body is able to
across their torsos, which other races might mistake separate from a rooted part of the plant—a "deku
for clothing. Though rare, deku scrubs can also grow flower"—that is left behind where the scrub was
flower petals alongside or in place of leaves—and this planted. By this point, the deku scrub gains something
is usually considered a feminine quality. resembling sentience. Curiously, deku scrubs at this
Deku scrubs have yellow, orange, or red eyes which stage inherently know some basic words and phrases
glow dimly and allow many of them to see in in the Deku language. Indeed, it is believed the entire
darkness. Rather than a nose or a mouth, their face Deku language is based on the basic words all scrubs
features a short tubular 'snout' which can both smell seem to know.
and taste that which enters it. Most deku scrubs are The body of a young deku scrub only has legs, an
able to move their snout from its default circular abdomen, and a head. It doesn't gain arms until it
shape, especially with practice—and those who live reaches a certain age—anywhere from 5 to 15 years.
among other races often do so to more easily convey Some never grow any arms at all, though this is
emotions to races prone to smiling and frowning. usually an inherited deficiency.
These snouts are frequently used to spit nuts at high Deku scrubs are most at home while nesting in their
speed, used as both a means of warding off predators deku flowers, as the flowers are both physically
and as a means of reproduction. comfortable and provide additional nutrients that are
otherwise difficult to obtain. Many a scrub spends its

Gender and Life Cycle entire life comfortably resting inside its own flower.
Some scrubs instead move from one flower to the
next, renting and trading prime locations, in the same
Like most plants, deku scrubs are effectively
way other races trade in real estate. A deku scrub can
hermaphrodites, as there are no physiological
generally gain the same nutritional and nesting
differences to differentiate gender. Scrubs who are
benefits from any deku flower. Although it is
influenced by gendered races usually adopt a gender
unpleasant, a rare few deku scrubs give up reliance
for themselves, but this usually depends only on
on deku flowers entirely for the sake of independence.
whether the deku scrub feels like a more masculine or
feminine individual. Male is chosen more often than
not. Society
To a deku scrub, the seeds its body produces are
more of a means of weaponry than of reproduction. Due to their means of reproduction, many deku
Creating a seed requires very little resources on scrubs don't think of themselves as part of a "society,"
behalf of the scrub, but it is draining enough that a and are inherently very individualistic. They usually
only find family in other deku scrubs that were planted Hybrid Nature. You have two creature types:
near them by happenstance, and have no traditional humanoid and plant. You are affected by a game
roles such as parent, child, or sibling. They are effect if it works on either of your creature types.
inherently distrustful of any creatures not of this Darkvision. You can see in dim light within 60 feet
family, even other deku scrubs. Such scrubs of you as if it were bright light, and in darkness as if it
instinctively spit nuts at strangers to ward them off, were dim light. You can't discern color in darkness,
which a habit many of them have difficulty breaking. only shades of gray.
Although this simple life is tradition, in the past few Barkskin. Your skin is literally bark. Your AC can't
centuries some deku scrubs have learned to organize be lower than 15, regardless of what kind of armor
and culture themselves more like other races. A few you are wearing. Also, if your AC is lower than 15
families have even formed their own small kingdoms without this trait, you are vulnerable to fire damage.
in swamps, forests, or other places of abundant flora. Seed Shot. Your funnel-like snout can shoot seeds
These kingdoms have adopted many cultural habits that are naturally produced by your body, and you can
from other races, most notably Hylians, such as shoot a seed as a ranged weapon attack without
building wooden structures or forming small but using your hands. If you hit with it, you deal
organized armies. bludgeoning damage equal to 1d4 + your Dexterity
There are a few rare scrubs who intermingle with modifier. This attack has a range increment of 20/60
Hylians, Gorons, and other more hospitable races. ft. You are proficient with this weapon.
These deku scrubs tend to fancy themselves as Deku Flight. You know the petal glide spell, and
businessmen and traders, or occasionally can cast at its lowest level. Once you cast this spell
adventurers. Even these civilized scrubs have a with this trait, you cannot do so again until you finish a
tendency towards erratic behavior, paranoia, and long rest.
other unusual habits compared to the likes of Hylians. Water Hop. If you use your action to Dash, you can
traverse over the surface of water or similar liquids
Deku Names until the end of your turn. If your turn ends while you
are over a liquid, you will submerge into it as normal.
Names are less important to deku scrubs than to most Languages. You can read, write, and speak both
other races. They are often born without a name, and Common and Deku .
usually only give themselves a name when interacting Subrace. Choose one from business scrub, mad
with Hylians or other races with which names are scrub, or royal scrub.
important. Even then, it is usually some variation on
"Deku," such as Dekki or Deppi. Business Scrub
Within the most organized of deku scrub societies,
Business scrubs are those who live among or near
different scrubs are usually referred to by their
societies of other races. Although they don't
occupation or another title, such as "Deku King" or
necessarily conduct business, most of them make a
"Deku Butler." As their tribes are isolated and rarely
habit of basic trade—offering a small selection of
exceed a hundred, this remains effective for them. wares that only deku scrubs could obtain easily.

Deku Traits Ability Score Increase. +1 Cha


Manipulative. You gain proficiency in one of the
Small, wooden, and sharing many characteristics with following skills of your choice: Deception, Insight,
plants—most other races find deku scrubs a bit odd. Sleight of Hand, Persuasion, or Stealth.
Ability Score Increase. +2 Dex Tough Negotiator. You have advantage on saving
Age. Deku scrubs do not become mobile for 2 or 3 throws against being charmed.
years after being planted, and do not reach adulthood Extra Language. You can speak, read, and write
until the mid-teens. Most can live to an age of 70. one extra language of your choice.
Alignment. Deku scrubs are often paranoid,
irrational, and tend to live selfishly. They tend towards Mad Scrub
chaos.
The wildest of scrubs are often called mad, but they
Size. Deku scrubs range in height from 2 to 4 feet. may just be misunderstood. Most of these deku
Your size is Small. scrubs are exposed to poisons and venoms in
Speed. Your base walking speed is 25 feet. swamps and forests so frequently that they build up a
potent tolerance.
Ability Score Increase. +1 Con Regardless of the circumstances, the entire race does
Deku Resilience. You have advantage on saving not depend on these few sparse males for
throws against poison, and you have resistance to reproduction. Rather, the Gerudo race as a whole has
poison damage. become dependent on the males of the Hylian race,
as the two are capable of interbreeding. In these
Forest Camouflage. You have advantage on
instances, little if any of the male's genetic material is
Dexterity (Stealth) checks made to hide in forests,
incorporated into the child the Gerudo herself births.
woodlands, or other terrain of abundant foliage.
The exact circumstances of the father vary widely. It is
Royal Scrub often the result of unwilling copulation, but other times
the result of a more traditional union and partnership.
So-called because they often form kingdoms, royal In any case, the child is considered Gerudo herself by
scrubs are relatively organized, but don't necessarily wider society, and usually raised as such. The tan
have any greater tolerance for other races than mad skin, red hair, and golden eyes make it difficult for a
scrubs do. Gerudo child to fit in as if she were a Hylian.
Ability Score Increase. +1 Wis
Paranoia. Your natural paranoia has been honed History and Society
into a defensive asset. You have a +2 bonus to
It is widely believed that Gerudo were once a race as
Wisdom saving throws, but you have disadvantage on
widespread and prosperous as Hylians, if not more
saving throws against being frightened.
so. Ruins of their kingdom are spread widely
Learned Trade. You gain proficiency in any one throughout the Gerudo Desert, named after them.
artisan's tool, any one musical instrument, the Although the Gerudo persevere, their numbers have
herbalism kit, or in the Nature skill. been gradually declining for millennia. This is believed
to be the result of the race's odd gender imbalance,

Gerudo which makes procreation for them even more difficult.


All that remains today are a few small outposts of
Gerudo, most of whom live traditional Gerudo lives in
Physical Description the shadows of their ancestors. Many of these
outposts survive as organized thieves or pirates. A
The Gerudo bare a strong resemblance to the more sparse few have interwoven themselves in the
abundant Hylian race. Gerudo however are of a societies of other races. The eponymous Gerudo
uniformly darker skin tone, and always have red hair. Town, a village built on an oasis in the depths of the
Their eyes are usually golden, but are occasionally Gerudo Province in Hyrule, is perhaps the last
more exotic colors such as blue-green or violet. A upstanding bastion of traditional Gerudo culture.
typical female Gerudo stands over 6 feet tall. They The proudest of Gerudo believe that an unjust curse
are particularly muscular, but this may be more of a befell their race in an age long past—that this curse is
cultural difference than a physiological one, as the reason their race is so imbalanced, and the cause
Gerudo prize athletes and warrior elites. behind their dwindling numbers. The purported
Perhaps the most characteristic aspect of Gerudo, reasoning, cause, effects, and origin of this supposed
however, is that they are almost universally female. curse vary. Belief in this curse is somewhat
controversial, as even though there are historical
references to it, there is little solid evidence to support
Gender and Reproduction it.
Ganon, in his humanoid form, was said to take the
The basic physiology, lifespan, and reproduction of
form of a male Gerudo. Whereas most moblins praise
Gerudo is almost identical to that of Hylians, with one
what little connection to Ganon they have, this attitude
major exception. A Gerudo is almost never born male.
is rare among Gerudo. For them, the creature's
Such a child is said to be less than one in a thousand,
wanton evil and spreading of chaos is usually seen as
at most. When a male is born, reactions to him vary
shameful. Most Gerudo, but not all, prefer to distance
wildly from one town of Gerudo to the next. In some
themselves from such a beast.
places, he is heralded as a god-king that is destined
to rule. In others, he is treated as a woman, and
dresses in traditional female garb. In a few, a male
Gerudo is seen as a curse—and in these instances,
the child is seldom allowed to live.
Gerudo Names They have a reputation as being the most
well-organized and prosperous culture of Gerudo.

Female Names: Ardin, Aveil, Barta, Dalia, Danda, Ability Score Increase. +1 Con
Deltan, Dorrah, Essa, Fegran, Frelly, Furosa, Isha, Desert Dweller. You can endure unusually dry or
Kalani, Lashley, Lorn, Malena, Maku, Merina, hot climates without difficulty, and have advantage on
Nabooru, Nali, Olu, Pearle, Pokki, Risa, Riju, Ripp, Survival checks made in desert terrain.
Rotana, Saula, Spera, Urbosa Naturally Nimble. You are proficient in the
Acrobatics skill.
Gerudo Traits Ancestral Arms. You are proficient with the
scimitar, the spear, and the shortbow. If you would
Tall, beautiful, powerful, and brutal, the race of almost otherwise gain proficiency with one of these weapons,
nothing but women is both coveted and feared. you instead gain a +1 bonus on damage rolls with that
weapon.
Ability Score Increase. +2 Str or Dex, or +1 to
both
Dark Gerudo
Age. Gerudo reach adulthood in their mid-teens,
This subrace assumes use of the magic points and
and rarely can live over a century.
stamina points rules of the Hyrule campaign setting.
Alignment. Gerudo obey their chieftains or leaders
without question, and have strong ties to their Although they are a small minority of a small race, a
traditions and to their kin group. They are often handful of Gerudo belong to cults who praise Ganon
comfortable alienating, manipulating, robbing, as their god. From one generation to the next, they
ravishing, and even murdering strangers. Gerudo as a pass along ancient secrets of magic and villainy.
whole have a tendency towards lawful evil. Compared to other Gerudo, they have a particularly
Size. The average height of a Gerudo is about 6' strong tendency towards evil.
6". Your size is Medium.
Ability Score Increase. +1 Int or Cha
Speed. Your base walking speed is 35 feet.
Magic Adept. Your people are uncannily skilled
Ganon's Blessing. You have advantage on all
with magic. Your magic point maximum increases by
Strength, Dexterity, and Constitution saving throws
2.
against magic.
Cantrip. You know one cantrip of your choice from
Languages. You can speak, read, and write both
fire bolt, ray of frost, shocking grasp, or true strike.
Common and Gerudo .
Intelligence is your casting ability for this spell.
Subrace. Gerudo have three aesthetically similar
Dark Art. You know one spell from the following
but culturally different subraces. Choose one from
options: charm person, dark dive, or Ganon's fist. You
coastal, desert, or Dark.
can cast your chosen spell at its lowest level by
expending 2 magic points. Intelligence is your casting
Coastal Gerudo ability for this spell.
Coastal Gerudo are those who have historically Extra Language. You can speak, read, and write
settled along oceans. They are most often seafaring the Blin language.
pirates, thieves, and other such ne'er do wells.

Ability Score Increase. +1 Cha Goron


Swim Speed. You have a swim speed of 30 feet.
Tool Proficiency. You are proficient with one of
the following tools: navigator's tools, thieves' tools, Physiology
fishing tackle, or a musical instrument of your choice.
Gorons stand taller and wider than Hylians, and
Savage Piracy. You are proficient in your choice of
universally have skin of an orange-brown hue. What
Acrobatics, Athletics, or Intimidation skills.
little "hair" they possess is so stiff and thick it
resembles solid rock, and usually grows only high on
Desert Gerudo a goron's scalp and across its upper back. A few
The most populous variety of Gerudo, these Gorons are also able to grow beards or other facial
traditional warriors are well-adapted to desert life. hair, especially if they are of advanced age. A pair of
Goron eyes are wide set, perfectly circular, and structures are constructed almost entirely of metal.
completely dark—possessing no whites like those of They're also one of few races that have widely
Hylian or Gerudo eyes. Goron noses are flat. Jaws adopted the use of explosive powder, and when in
are very wide, powerful, and composed entirely of battle they often make use of bombs or other
molars—used to crush and pulverize the rocks which explosives. Their resistance to heat gives them an
famously make up Goron diets. edge over most foes when using such powerful, but
Although they are physiologically more similar to earth esoteric weapons.
elementals than mammals, Gorons nonetheless take Gorons almost always place a high degree of value
a humanoid shape. They are required to eat and on physical strength and stamina, pride, honesty, and
sleep to live. Drinking serves no purpose for them. A trustworthiness. Gorons most readily get along with
rare few can even persist indefinitely without races which share these values, usually including the
breathing. likes of Subrosians, Rito, and most Hylians. A friend is
Mysteriously, Gorons dine on rocks and other solid rarely lost on a Goron unless that friend is caught in a
minerals. Tastes vary between tribes, as some prefer lie. Unsurprisingly, Gorons often have a difficult time
coarse ores, others savor gemstones, but as a whole with people from less prideful cultures.
they generally dislike sand, dirt, or other earth that
isn't solid. A few dine on more traditional foods such Goron Names
as meat or mushrooms, but this seems to be for
pleasure rather than sustenance. Although Gorons only have one gender, all Goron
Because they are literally made of rock,Gorons have names are all considered male. These names more
an inherent durability to their bodies, but are also often than not consist of at least one "go" or "da"
particularly dense and heavy. This makes traditional syllable. Deep vowel sounds such as "ah," "oh," and
movement difficult for them over anything but short "oo" are prominent. "R" consonants are also very
common, especially in the center of the name.
distances. When traveling more than a few feet, a
Goron will usually tuck itself into a ball and roll, which
Male Names: Biggoron, Darbus, Daruk, Darmani,
allows it to traverse ground at much greater speed. Darunia, Gongoron, Gorko, Gortram, Kabetta,
The speed of this "Goron roll" combined with a Kagoron, Lyndae, Medigoron, Reagah, Rohan,
goron's weight makes it a powerful charging attack for Strade, Tanko, Volcon, Yunobo
chasing down foes. Aside from this, Gorons battle
with powerful punches—punches so powerful that
fighting unarmed is the norm in their race. Goron Traits
Gorons only possess one apparent sex, which they
Built like mountains, eating rocks, and wading through
universally refer to as male. "Brother" is a very
lava — Gorons are nothing if not hardy and
common term of endearment among them, and
impregnable
friends of a Goron tribe are often referred to as
brothers—regardless of whether or not they are male. Ability Score Increase. +1 Str and +1 Con
Age. Gorons reach adulthood in 9 to 12 years but
Society can live to be over 100.
Alignment. Although Gorons can alienate those
Goron cities and villages are almost universally built outside their kin group, they form strong bonds with
into caves or the sides of mountains, where the those they trust. They have a tendency towards lawful
tastiest and most nutritious rocks are abundant. Their good.
reliance on eating rocks makes their cultures
Size. Gorons are usually between 6 and 8 feet in
particularly dependent on mining to survive, to the
height, and quite stocky. Your size is Medium.
extent that the majority of Gorons have experience in
this profession. Many anthropologists believe Gorons Speed. Your base walking speed is 20 feet.
evolved to be as physically powerful and enduring as Stone Armor. When you aren’t wearing armor, your
they are due to their race's inherent dependence on AC is 13 + your Dexterity modifier. You can use this
mining. Stronger Gorons with greater strength made natural armor to determine your AC if the armor you
better miners, which enabled them to better survive wear would leave you with a lower AC. A shield’s
and provide for their kin. benefits apply as normal while you use your natural
Due to their mining dependency, Goron culture armor.
heavily involves stonework and the working of metals.
Blacksmiths are abundant among them, and their
Hylian
Stone Fists. Your unarmed strike inflicts
bludgeoning damage equal to 1d4 + your Strength
modifier.
Fire Resistance. You have resistance to fire
damage, and do not catch flame. Physical Description
Goron Roll. When you use your action to Dash,
A typical Hylian stands between 5 and 6 feet, and
you can increase your speed by an extra 20 feet. If
weighs from 125 to 250 pounds. Hylian skin shades
you take the Dash action and move at least 20 feet
range from nearly black to very pale. Hair grows from
straight towards a creature, you can make an
the scalp in one color from black, blonde, various
unarmed strike against that creature as a bonus
shades of red and brown, navy blue, and sparsely
action.
more exotic hues—but in most cases, hair gradually
Weighted. You sink to the bottom of any body of fades into gray and white starting from about middle
water you enter. You have disadvantage on ability age. Males often but don't always grow hair from the
checks and saving throws made to keep your balance lower part of their face. Hylians bear small ears that
or avoid being knocked prone. extend from either side of their head, like Gerudo.
Languages. You can speak, read, and write These ears often end in upwardly-protruding points.
Common and Goro. Almost all Hylian features are inherited from parents
Subrace. Choose one subrace from cave Goron or grandparents, with few if any random mutations
and mountain Goron. seen in offspring.
Hylians reach adulthood in their late teens and rarely
Cave Goron live beyond a century.
Living underground and inside of cavernous hills, your
people are well adapted to subterranean life. Cave
Gorons are generally more sociable with other races,
Society
and are significantly more populous than their Compared to other races, Hylians are very organized.
mountainous counterparts. It is normal and even expected for every adult within
their population to have a profession or other
Ability Score Increase. +1 Con occupation that contributes to their society as a
Darkvision. You can see in dim light within 60 feet whole. Their economies are very robust, their military
of you as if it were bright light, and in darkness as if it forces are often well-trained, and their libraries of
were dim light. You can't discern color in darkness, knowledge tend to be relatively deep and broad.
only shades of gray. Unlike most races, Hylians tend to be very
Goron Toughness. Your hit point maximum sympathetic towards creatures outside their own race,
increases by 1, and it increases by 1 every time you often even when the sentiment is not mutual. It is this
gain a level. compassion that earns them the respect of most other
races, particularly Gorons and sea Zora, who are
Mountain Goron traditionally the closest allies of Hylians.
Living atop mountains and hills, your people are taller Hylians are largely urban, with few of them not living
and more athletic than other Gorons. These tribes in well-constructed homes on village streets. Hyrule
tend to live in relative isolation. Castle Town is the most populous gathering of
Hylians, and home to the Hyrulean Royal
Ability Score Increase. +1 Str Family—who many Hylians believe to be the rightful
Natural Athlete. You are proficient in the Athletics rulers of not only their race but all of the Continent of
skill. Hyrule.
Goron Fortitude. When you make a Constitution
saving throw, you can do so with advantage. Once Hylian Names
you use this feature, you must finish a short or long
rest before you use it again. Hylian names encompass many styles and originate
from diverse cultures, but each is most likely
composed of two syllables. Surnames are rarely used
except for nobles or royalty.
Male Names: Beedle, Dampé, Daphnes, Error, Religion, or Survival. Alternatively, you are proficient
Gaepora, Groose, Gulley, Gustaf, Ingo, Jovani, in farmer's tools or any one artisan tool.
Kafei, Link, Mutoh, Sakon, Talon
Female Names: Agitha, Amei, Anju, Aryll, Cremia, Variant Traits: Royal Bloodline
Karane, Linkle, Irene, Marcy, Mallara, Malon, Your ancestry leads right back to the incarnation of
Peatrice, Romani, Telma, Tetra, Zelda the goddess Hylia herself, whether you realize it or
not. Depending how pure your lineage is, your ears
Hylian Traits may be particularly long and pointed. Your hair and
skin are fairer than most.
The most widespread and influential people of Hyrule
proper, the familiar Hylian race is composed of social The following traits replace the Ability Score Increase
creatures relatively advanced in the ways of magic and Chosen by the Gods traits.
and technology.
Ability Score Increase. +2 Cha and +1 Wis
Ability Score Increase. All of your ability scores Cantrip. You know one cantrip of your choice from
increase by 1. the sage spell list (or the cleric spell list). Charisma is
Age. Hylians reach adulthood in their late teens your spellcasting ability for it.
and live less than a century. Hylia's Protection. You have resistance to radiant
Alignment. Hylians vary wildly in alignment, but as damage.
a whole have a slight tendency towards lawful good. Courage. You have advantage on saving throws
Size. Adult Hylians are usually between 5' 0" and 6' against being charmed or frightened.
2" tall. Your size is Medium. Keen Senses. You are proficient in the Perception
Speed. Your base walking speed is 30 feet. skill.

Chosen by the Gods. When you roll a 1 on an


attack roll, ability check, or saving throw, you can
Variant Traits: Sheikah
reroll the die and must use the new roll. You must You are part of an ancient race that was once
complete a short rest or long rest before you can use separate from hylians—a race whose existence has
this trait again. been forgotten by many, perhaps including you. You
are one of the few Sheikah whose genes have not yet
Languages. You can read, write, and speak
been completely diluted among Hylians. Your tan skin,
Common.
white hair, and stark red eyes are proof of this.

Variant Traits: Fringe-Dweller The following traits replace the Ability Score Increase
Your ancestors have spent their lives in distant and Chosen by the Gods traits.
villages, working farms, or even living out of dimly lit
caves—on the fringe of what most Hylians would call Ability Score Increase. Choose between
society. Unlike most members of your race, your ears Intelligence and Wisdom. Your chosen score
might be rounded instead of having points. You likely increases by 2, while the other score increases by 1.
have brown, red, or black hair. Divinely Guided. Whenever you make an attack
roll, an ability check, or a saving throw and you don't
The following traits replace the Ability Score Increase have disadvantage, you can choose to gain
and Chosen by the Gods traits. advantage on the roll. You can use this trait after you
roll the first die, but before the outcome is determined.
Ability Score Increase. +2 Con and +1 Cha Once you use this trait, you must complete a long rest
Improvised Skills. When you make an ability before you can do so again.
check using a skill in which you lack proficiency, you Fleet of Foot. Your base walking speed increases
may add a +1 bonus to the roll. by 5 feet.
Endurance. When you are reduced to 0 hit points Seeker of Truth. You are proficient in either the
but not killed outright, you can drop to 1 hit point Arcana skill or the Insight skill.
instead. You can't use this trait again until you finish a
long rest. Extra Learning. You can read, write, and speak
Old Common . Alternatively, you gain proficiency in
Profession. You are proficient in one of the any one musical instrument of your choice.
following skills: Animal Handling, Sleight of Hand,
Variant Traits: Wind Tribe Sea Zora are the taller and thinner subrace of the two,
as they mostly stand just above 6' 0". This sea variety
This variant assumes use of the magic points and has a pale white chest and face, with a backside of a
stamina points rules of the Hyrule campaign setting. darker color—usually blue, but occasionally red, gray,
brown, or other colors. The shape of a sea Zora's
You are part of a tribe that separated from most
head varies, but usually has a backside resembling
Hylians generations ago. Your people ancestrally live
some variety of fish's tail, with fins that further aid its
in a magically enchanted region of the sky, known as
ability to swim.
Cloud Tops. Unlike most Hylians, your hair is
assuredly of a stark pinkish-red hue, and you have River Zora are squatter and wider, though still slightly
inherent mastery over some wind-based magic. taller than Hylians on average. Their scales are a
blush-green color that blends well into seaweed and
The following traits replace the Ability Score Increase shallow rivers, but their heads feature orange fins and
and Chosen by the Gods traits. lips.
Bay Zora greatly resemble Sea Zora, but have
Ability Score Increase. Your Intelligence, Wisdom, distinctive fin blades used to propel themselves
and Charisma scores all increase by 1. through the water that can be used as a means of
Magic Adept. Your people are unusually talented defense as well.
with spellcasting. Your magic point maximum
increases by 2.
Society
Wind Magic. You know the touch wind cantrip. You
can cast feather fall by expending 2 magic points. Due to their amphibious nature, Zora villages are
Starting at 3rd level, you can cast skywrite by most often built along coastlines, rivers, lakes, and
expending 3 magic points. Starting at 5th level, you other areas that blend shallow water with nearby land.
can cast fly by expending 5 magic points. Charisma is This enables them to effectively evade threats that are
your casting ability for these spells. exclusive to land or sea, and hunt more effectively
Canny Wisdom. You are proficient in the Insight from both sources. Zora usually wear a small amount
skill. of jewelry or armor, but less clothing than races such
as Hylians or Rito, as excess clothing hampers their
Extra Language. You can read, write, and speak
ability to swim.
Ritan .
A given Zora tribe is usually ruled by a royal family of
Zora, to which the tribe is loyal for generations. The
Zora current monarch of a tribe is typically referred to with
a title such as "King Zora" or "Queen Zora" rather
than his or her actual name.
Physiology River Zora are hostile to outside races, including sea
Zora. They have an instinctive desire to aggressively
Amphibious, fish-like humanoids, Zora have sleek and defend what waters they call their own, and will attack
glistening bodies. Zora rarely breed, but when they any foreign entities with blasts of fire without
do, they have offspring in batches of eggs ranging hesitation. The rare outsider who can gain the trust of
from 1 to 8, which grow into tadpoles, and eventually a river Zora tribe will find they are not murderers nor
amphibious humanoids. Zora reach adulthood around thieves, but are in fact quite friendly to their allies.
the age of 20, but after this point age slowly
Sea Zora are comparatively more accepting of
compared to Hylians. One reaches middle age at
outsiders, and their royal families are usually allies
about 100 years, and a particularly fortunate Zora can
with the royal families of Hylians. They frequently
live to be more than 200.
intermingle with other races who live on coastlines,
The exact shape and demeanor of any Zora is heavily and are renowned for their unique style of music.
dependent on its subrace. Sea Zora and river Zora

Zora Names
are quite distinct from each other. "Sea Zora" have
evolved to live in deeper saltwater, and "river Zora"
have evolved to live in shallow freshwater. The
subraces' names have become somewhat inaccurate, Male Names: Bazz, Cleff, Dento, Dorephan, Gruve,
as either subrace is equally tolerant of both Japas, Jiahto, Kayden, Keye, Laflat, Ledo, Mikau,
freshwater and saltwater. Ralis, Rivan, Sidon, Tijo, Toto, Tottika, Tumbo
Female Names: Dunma, Finley, Kodah, Laflat, Lightning Field. You can cast the lightning field
Laruta, Laruto, Lulu, Marot, Mipha, Oren, Rutela, cantrip. Wisdom is your casting ability for this spell.
Ruto, Tona, Torfeau, Tula Ancestral Arms. You have proficiency with the
pike, net, spear, and trident. If you are otherwise
Zora Traits proficient with both the spear and the trident, you gain
a +1 bonus on damage rolls with both weapons.
Although sea Zora and river Zora are quite distinct,
together they claim the title of the only truly Bay Zora
amphibious race in Hyrule — and are the second Ability Score Increase. +1 Dex
most populous, exceeded only by Hylians.
Swift Swimmer. Your swim speed increases to 60
Ability Score Increase. +2 Wis feet.
Age. Zora reach adulthood by the age of 20 at the Lightning Field. You can cast the lightning field
earliest, and can live to an age of 200 or more. cantrip. Wisdom is your casting ability for this spell.
Alignment. Sea Zora tend towards lawful good, Fin Blades. Your unarmed strike now deals 1d4
while river Zora tend towards lawful neutral. bludgeoning, slashing or piercing damage (Your
choice whenever you roll damage) and may be used
Size. Zora can vary greatly in size, but on average
as a melee or ranged attack at a short range of up to
one is about 6 feet tall. Rarely, a Zora can grow to a
30 feet and a long range of up to 120 feet. These
height of 8 feet or more. Your size is Medium.
attacks always return the fin blades to the user. You
Speed. Your base walking speed is 25 feet, and also gain 1 bonus damage with unarmed strikes.
you have a swim speed of 40 feet.
Amphibious. You can breathe both air and water.
Scale Armor. When you aren't wearing armor, your
Uncommon Races
AC is 13 + your Dexterity modifier. You can use this

Anouki
natural armor to determine your AC if the armor you
wear would leave you with a lower AC. A shield’s
benefits apply as normal while you use your natural
armor. While you use your natural armor, you are
vulnerable to lightning damage, and you are Physiology
considered to be wearing metal armor for any effect
that would deal lightning damage. An average Anouki stands at a height of only 5' 5",
Natural Fisher. You have advantage on any ability but has a bulbous body much wider than that of a
check made to locate or capture aquatic animals. Hylian or Gerudo. A typical anouki's face is
particularly round, almost spherical. Facial features
Languages. You can speak, read, and write
include flat noses, pink cheeks, and beady eyes that
Common and Zoran .
altogether make them seem doll-like.
Subrace. River Zora and sea Zora are quite distinct
Small deer-like antlers sprout from their heads, but
from one another. Choose one of these subraces.
these horns are mostly vestigial. Although few Anouki
take to the life of adventuring or fighting, those that do
River Zora make use of these antlers as surprisingly effective
Ability Score Increase. +1 Con weapons.
Fleet of Foot. Your base walking speed increases The bodies of Anouki are well-adapted to the frigid
to 30 feet. environments in which they live. Compared to most
Fire Bolt. You can cast the fire bolt cantrip. Wisdom races, a typical Anouki has a large amount of dense
is your casting ability for this spell. fat in its body to provide warmth. Consequently, an
Anouki has a wide and squat form, with short legs that
Ambush. Once per turn, when you hit with a
appear to waddle whenever it walks. Despite their
ranged attack while you have advantage on the attack
bulbous size, Anouki are excellent swimmers, and
roll, the attack deals an extra 1d4 damage.
their short legs end in webbed feet that are useful for
both pushing water and gripping tightly to ice or other
Sea Zora terrains.
Ability Score Increase. +1 Int or Cha
Males of adult age frequently grow white-colored
Swift Swimmer. Your swim speed increases to 60 facial hair, but there are otherwise minimal differences
feet.
between male and female Anouki. The race Alignment. Anouki arrange themselves in an
reproduces sexually in a manner similar to Hylians. organized society, and can barely imagine any among
them breaking convention— but are quick to ridicule
Society those who do. Most Anouki are lawful neutral.
Size. An Anouki is squat and usually stands
It is said Anouki never lie, which in many cases might between 5 and 6 feet. Your size is Medium.
be true. That isn't to say they are kind— indeed, Speed. You have a base walking speed of 25 feet
Anouki don't sugarcoat the truth, and their honesty and a swim speed of 25 feet.
can come off as rude to those unaccustomed to their
Cold Resistance. You have resistance to cold
norms. As they are not accustomed to deception,
damage, allowing you to survive naturally cold
Anouki are often easily deceived.
climates with ease.
Anouki are very prone to acting like other Anouki to fit
Horn Attack. Your horned head is a natural
in. They are quick to alienate outsiders even from
weapon, which you can use to make melee weapon
their own race. Despite their cliquish nature, Anouki
attacks. You are proficient with your horns. On a hit,
are not inherently cruel and are particularly averse to
this weapon inflicts piercing damage equal to 1d4 +
violence.
your Strength modifier. Your horns are considered a
These Arctic-dwellers usually have an easy time light weapon for the purpose of two-weapon fighting.
surviving in their habitats. Few monsters are native to
Traction. You can move across ice or other
the frigid islands on which they prefer to live, yet
slippery terrains as if it were normal ground. You have
fishing yields plentiful food for their lazy lifestyles. As
advantage on any Strength checks or saving throws
such, Anouki rarely actively engage in hunting or
to avoid being knocked prone or avoid being
sport and instead occupy themselves with intellectual
physically forced from your position.
pursuits. Their cultured villages usually have a
significant emphasis on trends, fashion, and Erudition. You gain proficiency in tool of your
education— including the practice of minor magical choice from: apothecary's kit, fishing tackle,
spells learned through study and practice. navigator's tools, water vehicles, or one artisan's tool
of your choice. Alternatively, you can learn any one
Anouki almost universally wear thick coats woven
language of your choice.
from wool or animal hide. This practice is so frequent
and the coats are so uniform that outsiders often Cantrip. You know one cantrip of your choice from
believe this garb is part of an Anouki's body. cryonis, elemental aegis, frostbite, prestidigitation, ray
of frost, resistance, and step up. Intelligence is your
casting ability for this spell.
Anouki Names Languages. You can speak, read, and write
Common and Anook .
Anouki names are usually not specific to males or
females. A typical Anouki name is two syllables, and
one almost always ends in either an "oo" or "oh"
vowel sound.
Kokiri
Example Names: Aroo, Bulu, Dobo, Fofo, Gumo,
Honcho, Kofu, Kumu, Mazo, Nobodo, Noko, Yefu, Physiology
Yeko
From a glance, any Kokiri is indiscernible from a
Hylian between the ages of 8 and 12. Any one of
Anouki Traits them stands at a height of about 4 feet, with child-like
features, pointed ears, blue eyes, and pale skin. Their
Waddling like penguins, but with antlers like moose hair color is usually a bright brown or a dirty blonde,
and faces resembling Hylians, Anouki are quite a but occasionally can be green or another exotic color.
sight. Their blubber-filled bodies are most at home in
Kokiri are magically created at the age they appear to
cold climates.
be, and never age or mature. Despite their longevity,
most retain immature personalities and child-like
Ability Score Increase. +2 Con and +1 Int, Wis, or
intelligence forever.
Cha
Because they can only be created by magic known to
Age. Anouki reach adulthood by the age of 20. One
few if any aside from the Great Deku Tree, Kokiri are
can live to an age of 120.
very few in number.
Society Ability Score Increase. +2 Dex and +1 Cha
Age. Kokiri are magically created at an age that
Kokiri only inhabit deep woodlands forests, and resembles a Hylian at about age 10. You do not age,
almost universally respect the Great Deku Tree as a and probably do not know your own age—but may
father-like figure. Indeed, it seems this tree could be define yourself by how many years have passed since
the one who created the entire Kokiri race. At the very you first left your forest. A Kokiri rarely if ever lives
least, the Deku Tree protects them as though they beyond 750 years.
were his children, and even assigns tiny fairies to Alignment. Despite living for centuries, Kokiri
guide and protect Kokiri. usually retain a childlike innocence and freedom.
Thanks in large part to the guidance of their fairies, They tend towards chaotic good.
Kokiri maintain simple but effective villages deep in Size. A typical Kokiri is about 4 feet tall. Your size is
the woods. Foraging, fishing, and occasional hunting Small.
provide their tiny population with more than enough Speed. Your base walking speed is 25 feet.
nutrition to thrive. The abundance of free time Kokiri
Forest Dweller. You have advantage on all
experience causes many of them to pass the time by
Dexterity (Stealth) and Wisdom (Survival) checks
playing games, or enjoying hobbies like word carving.
made in natural forest terrain.
Few Kokiri know much, if anything about the world
beyond their forest, and most of what they learn is Eternal Youth. You do not age, and are immune to
taught through the ancient and wise Deku Tree. To any magical effect that would cause you to age.
most Kokiri, even a simple well-forged shortsword can Deku Tree’s Protection. You have advantage on
be a remarkable treasure. all Intelligence, Wisdom, and Charisma saving throws
Kokiri rarely leave their forest, as the Deku Tree against magic.
dissuades them from leaving his protection. Those Languages. You can speak, read, and write
who do almost universally do so to become Common.
adventurers or explorers, if they survive long enough Subrace. Kokiri can be Fairy-Blessed,
on their own to do so. Kokiri are frequently mistaken Independent, or Urban. Choose one of these
for Hylians outside their woods, but cultured or subraces.
knowledgeable people can often recognize Kokiri for
what they are.
Fairy-Blessed Kokiri
Few if any Kokiri remember their creation, which may
Most Kokiri are granted a tiny fairy companion by their
be a byproduct of the magic that created them. Kokiri
father-figure, the Great Deku Tree. This fairy
almost universally wear green outfits, boots made
companion is created by the tree’s magic in a manner
from animal hide, and either pointy hats for males or
seemingly similar to that of the Kokiri, and as such a
hair bands for females.
fairy and Kokiri can have a sibling-like relationship. As
It is often believed that skull kids and Koroks were it lacks the Kokiri’s childlike demeanor, the fairy is
once Kokiri themselves, or are otherwise somehow often more knowledgeable and responsible than the
related to Kokiri. These races often live in the same Kokiri itself, and acts as something of a guide or elder
sprawling forests, and occasionally intermixed sibling.
villages.
Fairy Guide. You have a fairy of navigation as a
Kokiri Names loyal friend who is eager to follow and aid you. This
fairy’s maximum hit points are equal to half your
Kokiri names tend to be composed of two or three maximum hit points, if they would otherwise be lower.
short syllables. One typically begins with a consonant Its hit points are fully replenished whenever it
and ends with a vowel. completes a short rest. Your fairy acts independently
of you, but it generally obeys your wishes. In combat,
Male Names: Fado, Kasuto, Mido, Midoro it rolls its own initiative and acts on its own turn. It
can't attack, but it can take other actions as normal.
Female Names: Fado, Sachi, Saria, Tantari
This fairy counts as your familiar, and it cannot be
changed or transformed by find familiar or a similar
Kokiri Traits spell. If you lose your fairy, you can resurrect it with a
1 hour ritual that requires destroying material
From a glance, Kokiri are indistinguishable from components that cost 100 rupees.
Hylian children. Protected by the Great Deku Tree,
these innocent kids never truly age.
Korok
Fairy Protection. Your fairy can hide on your
person and move with you while it does so. While
hiding in this manner, it has total cover.

Independent Kokiri History


Although it’s rare, a Kokiri may not have been blessed
According to legend, Koroks had evolved from the
with a fairy. This may occur if the Kokiri abandons the
race known as Kokiri after the great flood. This
protection of the Great Deku Tree, or abuses a fairy
happened so they could more easily travel across the
companion it previously had. It may also occur if the
great sea. This legend portends that every tree which
power of the tree itself weakens to the extent that he
still grows can trace its ancestry back to a seed
cannot grant fairies, among other possibilities.
planted by a Korok. Regardless of whether or not this
Regardless of the reason, this Kokiri loses some of its
is true, modern Koroks are clearly magical creatures
childlike innocence, and gains the skills and instincts
not directly related to any other races, and they retain
that an independent life requires.
an unusually profound understanding of the natural
Fleet of Foot. Your base walking speed increases world.
by 5 feet. Despite the innate curiosity of Koroks, they are
Astute Skills. You gain proficiency in one of the dissuaded by the Deku Tree from leaving the forest
following skills: Acrobatics, Animal Handling, Nature, unless they have an important reason to do so.
or Survival. You also gain proficiency in either Indeed, the world outside the woods is dangerous to a
woodcarver’s tools, or a musical instrument of your typical Korok. In the modern world, few people who
choice. dwell outside of forests know much of this race. They
are so rare, so bizarre, and so elusive that they are
Woodland Weapons. You are proficient with
frequently delegated to myth.
blowguns, clubs, and slingshots. If you would
otherwise become proficient with any of these
weapons you instead gain a +1 bonus on damage Physiology
rolls with them.
A typical Korok stands between 2 and 3 feet, with an
Extra Language. You can speak, read, and write
oblong body composed of hollow wood, and
the Deku language.
particularly short limbs. Indeed, Koroks are extremely
lightweight and buoyant.
Urban Kokiri
A Korok's face is most unusual. If left unadorned, a
Even more esoteric than an independent Kokiri is one
Korok face consists only of a nose-like stick
who has long left its forest, and now masquerades as
protruding outward. Almost every Korok will instead
a Hylian child in a sizable village or city of Hylians. It
construct a mask to serve as its apparent face. This
may have lost its fairy friend before leaving the forest,
mask almost always is comprised of a large leaf with
or the unaging Kokiri may have outlived its friend.
holes cut into it—one hole to anchor the mask on its
Either way, this Kokiri has lost not only its fairy
"nose," two holes to serve as "eyes," and finally one
companion, but likely most of its innocence and
to serve as a "mouth." Koroks seemingly have no
wonder, and now bears an outlook and demeanor that
physical need to construct these masks, but it is done
may be more akin to a Hylian adult.
in part so they can express their personality and in
part so Koroks can better recognize each other.
Ability Score Increase. You've seen and
Koroks tend to be very fascinated by creatures who
experienced more than most Kokiri, and have grown
are naturally more expressive than themselves, and it
as an individual. Choose one of your ability scores
seems these masks are modeled after such
other than Dexterity. The chosen score increases by
creatures.
1.
Although Koroks can be created by the Deku Tree's
Fleet of Foot. Your base walking speed increases
magic, they can also reproduce on their own, unlike
by 5 feet.
Kokiri. A Korok can produce more Koroks simply by
Natural Deceiver. You have spent many days planting seeds and caring for them until they grow to
pretending to be someone you're not, and following maturity, although this is a relatively rare practice
others' assumptions about you. It has become second performed only a few times in a Korok's long lifespan.
nature. You are proficient in the Deception skill. Despite technically being parent and child, these two
Extra Language. You can speak, read, and write Koroks would consider themselves more akin to an
any one language of your choice. older sibling and a younger one.
A Korok reaches its full size less than two years after
being planted, and usually gains mobility a long time Korok Traits
before that. The earliest a Korok can produce a seed
Small, peaceful, immortal, and child-like plant
of its own seems to be about 2 or 3 years, but it will
creatures. They aren't much for combat or stealth, but
often live for decades before it decides to do so.
it's hard not to smile around them.
As they don't produce sexually, Koroks don't have
traditional genders. They don't truly consider Ability Score Increase. +1 Cha
themselves male, unlike the all-male Goron race, but Age. A Korok reaches physical maturity after less
usually default to male pronouns anyway. than 2 years but can live to be up to 200 years. It
retains a childlike innocence throughout its entire life.
Society Alignment. Koroks strive to populate the world with
trees, preserve life, and are eager to help anyone who
Koroks tend to be very optimistic, curious, altruistic, needs it. They have an extreme tendency towards all
excitable, energetic, and playful. forms of good.
They predominantly live in forests protected by the Size. A typical korok's height averages about 3 feet,
Great Deku Tree, often among Kokiri, and usually although the rare giant Korok has a height of about 7
only leave these woodlands temporarily. Much like feet. If you are of the giant Korok subrace, your size is
Kokiri, they are considered the "children" of the Deku Medium. Otherwise, your size is Small.
Tree. They are much more widespread than Kokiri,
Speed. Your base walking speed is 25 feet.
however, likely due to the fact they can reproduce on
their own. Hybrid Nature. You have two creature types:
humanoid and plant. You are affected by a game
A Korok's needs and therefore its responsibilities are
effect if it works on either of your creature types.
simple. It doesn't require food, can fly or hide from
most herbivores, can sleep almost anywhere, and Wooden Armor. When you aren't wearing armor,
doesn't need to care for its young nor bother much your AC is 13 + your Dexterity modifier. You can use
with reproduction. A Korok is nonetheless restless this natural armor to determine your AC if the armor
and eager to do something—anything. Thus, a typical you wear would leave you with a lower AC. A shield's
Korok often occupies much of its time playing benefits apply as normal while you use your natural
elaborate games, or exploring the vast wilderness of armor. While you use your natural armor, you are
Hyrule. Many pursue a self-learned art, profession, or vulnerable to fire damage.
expertise—something it can master over the many Naturalist. You are proficient in the Nature skill.
years it lives. When the Deku Tree has a job that You can survive without food so long as you have
needs doing, there's always at least one Korok eager water, sunlight, and air.
to do it. Jingle. Your body produces an unusual jingling
Perhaps because of this energetic nature, the noise whenever you move, which grows louder the
surprisingly few times Koroks interact with races more violently you move. You have disadvantage on
outside the forest, they are nothing but helpful. Many Dexterity (Stealth) checks to move quietly.
legends have been told of these altruistic but Korok Magic. You know the druidcraft cantrip.
secretive creatures—completing chores while Hylians Once you reach 3rd level, you can cast invisibility on
sleep, saving children from wells, and so on. yourself once with this trait, and regain the ability to
cast it when you complete a long rest.
Korok Names Languages. You can read, write, and speak both
Common and Deku.
Korok names tend to be rather short, rarely consisting
Subrace. Korok subraces include flying, giant, and
of more than two brief syllables.
savant. Choose one.
Example Names: Aldo, Chio, Daz, Drona, Elma,
Hestu, Hollo, Irch, Kula, Linder, Maca, Makar, Flying Korok
Oakin, Olivio, Pepp, Peeks, Natie, Rown, Walton Most Koroks are able to fly with a unique and magical
method, and they are largely defined by this
capability.

Ability Score Increase. +2 Dex


Korok Copter. As an action, you can grow from
your wrist a magical plant that is as tall as your body
Rito
and adorned with a pair of spinning wings. You can
control the wings of this plant in such a way that you
effectively gain a flying speed of 25 feet. Maintaining
flight requires dedication from this hand, preventing
that hand from being used for anything else, but Physiology
otherwise maintaining flight or hovering in place is
effortless for you. You can detach the magical plant as Avian humanoids covered in feathers, Rito are
an action or bonus action, which causes it to wither particularly tall and thin compared to Hylians. Their
away into ash almost instantly. Until you dismiss the narrow bodies and hollow bones make them very
plant, it is considered part of your body, and any lightweight for their height and arm span, which eases
damage dealt to it is dealt to you. flight. Indeed, Rito have arms that double as wings,
and are able to fly as a bird does. Coastal Rito have
Giant Korok hylian-like arms that slide into "sleeves" they use as
wings, whereas highland Rito simply have functional
Rarely, a mutant Korok is produced that is several
hands on the tips of their wings.
times the size of a normal Korok. It is of comparatively
greater strength and speed, but its bulk greatly Rito form families and raise their hatched young one
weakens its ability to fly. at a time over many years, in a manner very similar to
Hylians. A Rito usually doesn't gain flight until an age
Ability Score Increase. +1 Str and +1 Con of about 10 years, although the means of gaining
Fleet of Foot. Your base walking speed increases flight varies between different Rito tribes. An adult
by 5 feet. Rito that is unable to fly, a Fokka, is usually banished
from its tribe and alienated by most Rito.
Petal Glide. You can cast petal glide once with this
trait, and regain the ability to cast it when you
complete a long rest. Society
Wooden Endurance. You can focus yourself to
Due to their ability to fly, Rito villages are built on
occasionally shrug off injury. When you take damage,
mountains, islands, or other locations where most
you can use your reaction to roll a d12. Add your
predators have difficulty reaching. Such villages are
Constitution modifier to the number rolled, and reduce
usually situated near oceans, rivers, or other fish-filled
the damage by that total. After you use this trait, you
reservoirs. Although Rito are omnivorous, their tribes
can't use it again until you finish a short or long rest.
survive primarily from hunting and fishing, and usually
only partake in farmed food when it is produced by
Korok Savant other races.
Unlike many Koroks, savants take to a particular area
Rito culture places a relatively high value on honor
of expertise—whether it be playing an instrument,
and order. Postmen in Hyrule are almost universally
brewing potions, running a shop, or something else
Rito, and their villages rapidly and efficiently sort
entirely. It is unknown if these Koroks are intentionally
parcels for all the land.
designed this way by the Deku Tree, or if they take to
it of their own free will. Regardless, a Korok savant
has comparatively limited flight capabilities. Rito Names
Ability Score Increase. +2 Int A Rito's name often ends in "-li," and is frequently
Tool Proficiency. Most savant Koroks adapt to a composed of three syllables.
particular profession. You gain proficiency in one
Male Names: Gesane, Guy, Harth, Huck, Illari,
artisan's tool or one musical instrument of your
Kaneli, Kass, Kogoli, Koboli, Komali, Mazli, Nekk,
choice.
Quill, Revali, Teba, Verla, Kanoli
Knowledge. You gain proficiency in one of the
Female Names: Amali, Bedoli, Cecili, Cree, Frita,
following skills: Arcana, History, Medicine,
Genli, Kaneli, Kheeel, Kotts, Laissa, Medli, Misa,
Performance, or Religion. Alternatively, you can gain
Molli, Namali, Notts, Saki
proficiency in any one tool.
Petal Glide. You can cast petal glide once with this
trait, and regain the ability to cast it when you Rito Traits
complete a long rest.
This avian race comes in diverse varieties, and most
are capable of winged flight.
Ability Score Increase. +2 Dex Ability Score Increase. +1 Wis
Age. A Rito reaches adulthood in its teens, and Labored Flight. As an action, you gain a flying
rarely lives to see a century. speed of 50 feet until the start of your next turn. You
Alignment. Rito are inherently dutiful, loyal, and can maintain uninterrupted flight by using this action
stick to their convictions. They tend towards law. on consecutive turns. While flying, you cannot attack
or cast spells with somatic components.
Size. An adult Rito has a height of about 5 to 7 feet.
Your size is Medium. Navigation. Coastal Rito are unusually skilled at
maintaining direction and creating mental maps. You
Speed. You have a base walking speed of 30 feet.
have advantage on Wisdom (Survival) checks to
Languages. You can speak, read, and write navigate or avoid becoming lost.
Common.
Keen Senses. You are proficient in the Perception
Subrace. Choose one subrace from coastal Rito, skill.
highland Rito, or Fokka.
Extra Language. You can speak, read, and write
either Deku or Ritan .
Highland Rito
Unlike coastal Rito, highland Rito are completely Fokka
covered in feathers of a uniform color. The colors of
Flightless Rito, or "Fokka," usually result from coastal
these feathers vary greatly from one highland Rito to
Rito who do not complete their coming-of-age ritual,
another, and can include colors as diverse as blue,
but still age into adulthood. In some coastal Rito
green, pink, brown, white, and more, but these colors
tribes, refusing to complete this ritual is seen as
tend to become more saturated as the Rito ages. A
sacrilegious. Regardless of why they are flightless,
highland Rito is born with wings that naturally form,
Fokka are seen as inferior among other Rito, and their
and do not receive them from an external source. This
inability to fly is considered shameful. Due to this
variety of Rito usually can only become a flightless
disgrace, Fokka have a tendency towards hate or
Fokka either by a birth defect, or a debilitating injury.
other negative emotions, and are more prone towards
evil than most Rito. Despite their inability to fly, Fokka
Ability Score Increase. +1 Con
retain the lightweight bodies of creatures adapted for
Labored Flight. As an action, you gain a flying flight. This, combined with increased leg strength,
speed of 50 feet until the start of your next turn. You enables Fokka to perform incredibly high jumps
can maintain uninterrupted flight by using this action compared to most terrestrial humanoids. They are
on consecutive turns. While flying, you cannot attack naturally faster on their feet, and have a particularly
or cast spells with somatic components. easy time adapting to lighter forms of armor.
Ancestral Arms. You have proficiency with
shortbows. Ability Score Increase. +1 Str
Natural Acrobat. You are proficient in the Fleet of Foot. Your base walking speed increases
Acrobatics skill. by 5 feet.
Mountain Born. You’re acclimated to high altitude, Ancestral Arms. You have proficiency with light
including elevations above 20,000 feet. You’re also and medium armor, and with shortswords.
naturally acclimated to extreme cold, as described in Cantrip. You know one cantrip from power beam,
chapter 5 of the Dungeon Master’s Guide. produce flame, and resistance. Charisma is your
Extra Language. You can speak, read, and write casting ability for this spell.
one language from Anook , Goro , or Ritan . High Leap. Both your long jump and your high
jump cover a number of feet equal to your Strength
Coastal Rito score if you move at least 10 feet immediately before
Coastal Rito are visually distinguished by the color of the jump. As normal, a standing jump covers only half
their feathers, which is usually a pale brown, but can this distance.
be a pure white in females. Unlike highland Rito, they Honed Skills. You are proficient in your choice of
have separate "hair" on their scalps, which is usually one of the following skills: Acrobatics, Athletics,
of a brown or white color. A coastal Rito is born with Perception, or Survival.
feathers and beak, but does not inherently grow Extra Language. You can speak, read, and write
wings. This variety of Rito gains wings as a one language from Blin , Gerudo , and Ritan .
coming-of-age ritual performed in its early teens,
which requires the direct magical blessing of either
Valoo or another powerful supernatural being.
Skull Kid Skull Kid Traits
These cursed, magical children wander through

Physiology forests for centuries, playing songs and tricks alike.

Ability Score Increase. +1 Dex and Con


The creation of a skull kid is shrouded in myth and
mystery. As they dwell almost exclusively in forest Age. Created from cursed children, skull kids are
depths, however, most myths revolve around this in "created" at the apparent age at which they will die.
some way. The most prevailing belief is that when Although a skull kid doesn't age, one will rarely live
Hylian children or Kokiri become lost in woodlands beyond 200 years.
and consequently perish within them, they are reborn Alignment. Skull kids follow no rules and no laws,
or transformed into skull kids. Others believe skull and steal from others for fun. They have a strong
kids are magically created by the Great Deku Tree, tendency towards chaos, and a very minor tendency
much like Kokiri and Koroks. Even skull kids towards evil.
themselves are unsure; the earliest memory any one Size. A typical skull kid is just under 4 feet tall. Your
of them has is wandering the forest alone, inborn with size is Small.
knowledge and instincts comparable to any humanoid
Speed. Your base walking speed is 25 feet.
adolescent.
Eternal Youth. You do not age, and are immune to
Once created, a skull kid does not physically or
any magical effect that would cause you to age.
mentally age. In body and mind, it is an early
adolescent—comparable to a Hylian around age 10 or Musical Savant. You are proficient with one
11—for its entire life. There are no physical musical instrument of your choice from fiddle, flute,
differences between males and females, but horn, ocarina, maracas, or recorder.
nonetheless, most of them have a gender they Immutable. Your twisted mind and body help you to
identify with. resist subtle magic. When you make a saving throw
In appearance, a skull kid resembles a thin scarecrow against a spell or magic effect that doesn't inflict
that stands a little under 4 feet tall. Indeed, its limbs, damage, you make the saving throw with advantage.
body, and even head appear to be made of animate Languages. You can speak, read, and write both
straw, clay, or other common materials. Just like any Common and Deku .
living creature, removing or damaging these materials Subrace. A skull kid can be either Free or Lost.
would cause the kid pain and injury. A skull kid's face Choose one of these subraces.
features beady eyes that glow a color between yellow
and red. Free Skull Kid
It is commonly believed that skull kids are undead, but A free skull kid may have wandered the forest for
they react to magic and other phenomena as living
years, but managed to escape before the curse could
creatures do.
take its full toll. Although this skull kid has been
irrevocably changed, and retains few memories of its
Society former life, it can still function in society as a sane
individual.
Most skull kids live in small groups of other skull kids, A free skull kid's face no longer resembles what it
deep within dark woodlands and far away from most might have been in a former life, but hasn't been fully
other cultures. These ones usually live playful lives reshaped either. Instead, it usually appears to be a
among themselves, spending most of their time pitch-black void save for its eyes and lips, or
playing songs on instruments they have crafted, or
occasionally something resembling a scarecrow.
playing tricks and games with one another.
Ability Score Increase. Your choice of either your
A minority of these skull kids manage to leave these Wisdom score or Charisma score increases by 1.
forests to dwell among civilization. They are generally
Navigator. You are proficient in the Survival skill.
seen as aberrant by most other humanoids, but not
You have advantage on Wisdom (Survival) checks to
subject to outright persecution like moblins or other
navigate or avoid becoming lost.
monsters. These "civilized" skull kids are often
beggars, entertainers, or seekers of odd jobs, as their Woodland Weapons. You are proficient with
chaotic and childish nature makes traditional blowguns, clubs, and slingshots. If you would
employment nigh impossible. otherwise become proficient with one of these
weapons you instead gain a +1 bonus on damage touch, and of a lighter color than the rest of its scaled
rolls with it. body.
Fleet of Foot. Your base walking speed increases Any given Tokay has clawed limbs, a short tail that
to 30 feet. helps it balance, hard ridges that trail from its tail to
the back of its long neck, a slight pot belly, a wide
Lost Skull Kid fanged mouth, and wide-set circular eyes. They
seldom wear clothes and usually find other races'
This subrace assumes use of the magic points and
garments uncomfortable.
stamina points rules of the Hyrule campaign setting.
A lost skull kid is one who has accepted the forest's Omnivorous Tokay are remarkably well-adapted to
curse, and likely has spent over a century in the forest their habitats of jungles and beaches and can
that cursed it—if it ever even escaped. One such as maneuver through water or up trees with an ease that
this has become at least partially insane, but adapted perplexes most other races.
to living alone among woodlands. There are minimal differences between male and
A lost skull kid's face no longer resembles what it female Tokay, but the race reproduces sexually.
might have been in a former life, instead being fully Offspring are produced in batches of several eggs,
recreated into something bizarre and twisted. Some but usually, only a minority of these eggs survive to
have fangs, others have duck-like bills, and more still adulthood.
resemble scarecrows, but none seem to resemble
any known living creature. Society
Ability Score Increase. Your choice of either your
Dexterity score or your Constitution score increases Tokay society is loose and isolated. They traditionally
by an additional 1. live in small jungle islands deep in the ocean,
Insanity. Your state of mind is fragile, but erratic. completely separate from the rest of the world. Most
You have a -2 penalty on all Wisdom saving throws, Tokay are unaware there even is a world beyond the
but you can't be charmed or frightened. scope of their dainty islands. Only a minority of tribes
are able to speak a limited and heavily accented form
Magic Adept. Mysteries of the forest give you of Common, usually as a result of contact with
supernatural energy. Your magic point maximum explorers from other races.
increases by 2.
They are often apex predators in their habitats, and
Skull Magic. You know the druidcraft cantrip. You rarely have to worry about threats other than disease.
can cast conjure marionettes at its lowest level by Their lifestyle is laid back, and their villages only have
expending 2 magic points. Starting from 3rd level, you the loosest of structure—often they don't even have a
can cast either conjure marionettes or misty step as a real concept of "owning" objects as opposed to just
2nd-level spell by expending 3 magic points. Starting sharing them among their tribe. Most Tokay tribes
from 5th level, you can cast conjure marionettes as a enjoy particularly athletic sports and pastimes and are
3rd-level spell by expending 5 magic points. known to hunt and fish for enjoyment as much as for
Forest Survivor. You have advantage on Wisdom nourishment.
(Survival) checks to find food or hunt animals in Although there is much a Tokay might not understand,
forests, jungles, swamps, or other areas of abundant one is generally open-minded and accepting of new
flora. ideas. Almost any Tokay is naturally curious, brave,
and adventurous. The relatively few Tokay who
Tokay escape their isolated islands and jungles adapt readily
to the life of explorers and adventurers.

Physical Description Tokay Names


An average adult Tokay stands between 5'6" and 6'. Tokay who have only lived among their own kind in
Its body is entirely covered in sleek scales of a solid small tribes usually don't have names—or at least not
hue. These scales are most often green, but can also how most other races would imagine names.
be of other colors including orange, red, or blue. The Makeshift titles are more commonly used to
scales are tough enough to act as a form of natural distinguish a Tokay among others in its village. A
armor and are known to repel corrosive acids. A Tokay that intermingles with other races may instead
Tokay's belly and the front of its neck are softer to the adopt a name for itself based on the naming
conventions of the race or races that most influence it.
Example Names: Blue, Fang, Fire-Scale, Fish, modifier. This kind of unarmed strike is considered a
Hunter, Mauve, Mountain, Red-One, Red-Son, light weapon for the purpose of two-weapon fighting.
Scar, Sharp, Shorty, Squat, Swift, Tall-Tokay, Climber. You have a climb speed of 25 feet.
Water-Scale
Sea Tokay
Tokay Traits As an aquatic Tokay, your family and ancestors are
more accustomed to living on the water's edge. Your
Primitive and esoteric, these reptilians are known to scales are more likely to be blue, and your facial
inhabit tropical islands. Generally, their knowledge of features are slightly more angular.
the outside world is quite limited.
Ability Score Increase. +2 Dex
Ability Score Increase. +1 Con
Island Native. You have advantage on Wisdom
Age. Tokay reach adulthood in their early teens. (Survival) checks made on beaches, coastlines, or
One rarely lives beyond the age of 60. small isles.
Alignment. Tokay live in societies without complex Swimmer. You have a swim speed of 25 feet.
laws, economy, or structure. They enjoy lives filled
with relative independence. Most Tokay tend towards
chaotic good. Rare Races
Size. A typical Tokay stands at a height of just
under six feet—and is quite slender, save for its pot
belly. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Cobble
Alkaline Scales. You have resistance to acid A large and intimidating race with knowledge and
damage. techniques only known by them.
Natural Armor. When you are not wearing armor,
your AC equals 12 + your Dexterity modifier. You can Cobble Traits
use this natural armor to determine your AC if the
armor you wear would leave you with a lower AC. A Ability Score Increase. +2 Con
shield’s benefits apply as normal while you use your Age. Cobble reach adulthood at 16 years old, and
natural armor. on average live into their 70s.
Hunting and Gathering. You are proficient in your Alignment. Cobble are well adjusted to their
choice of either the Perception or Survival skill. society so they tend to lean towards Lawful. Most also
Hold Breath. You can hold your breath for 30 tend to be either Neutral or Good.
minutes. Size. The average height of a cobble is about 6' 9".
Languages. You can understand and speak both Your size is Medium.
Common and Tokay, but cannot read or write either Speed. Your base walking speed is 30 feet.
language. Few creatures outside of your race can
understand Tokay. Swordsmith's Blood. Your ancestors were known
for their sword forging. You have proficiency with
Subrace. A Tokay is usually adapted to the longswords and shortswords.
environment in which its ancestors dwelt. Choose
your subrace from either jungle or sea. Languages. You can speak, read, and write both
Common and Zoran .
Jungle Tokay Subrace. Cobble have two possible professions
that are innate to their species through generational
As a jungle Tokay, your family and ancestors have
experience. Choose either architect or prophetic.
lived relatively inland, and are more accustomed to
hunting terrestrial game. Your scales are more likely
to be red, and your facial features tend to be a bit
Architect Cobble
broader. Ability Score Increase. +1 Int
Innate Craftsman. Your nature makes tool use
Ability Score Increase. +2 Str come easily to you. You have proficiency in your
Claws. You can choose for your unarmed strike to choice between tinker's tools, mason's tools, and
inflict slashing damage equal to 1d4 + your Strength carpenter's tools
Stonecunning. Whenever you make an into items that also manipulate time, from anything
Intelligence (History) check related to the origin of like a large temporal gate to an hourglass or a small
stonework, you are considered proficient in the musical instrument. These orbs allow you to
History skill and add double your proficiency bonus to manipulate certain things in the past that will affect
the check, instead of your normal proficiency bonus. certain things in the present. With a little effort, you
Architect Magic. You can cast the protective can go to the unset future and use that to gain any
barrier spell at 1st level once per long rest. resources or knowledge that will help you in the
Intelligence is your spell casting ability for it. present. You are also immune to any spatial-temporal
shenanigans that would bring about your
Prophetic Cobble non-existence.
Ability Score Increase. +1 Wis Ability Score Increase. +2 Int and +1 to your
Prophetic Vision. Your nature makes you better choice of Str, Dex, Con, Wis, or Cha
able to discover the intent and outcome of other's Size. A robot typically varies in size, but the most
actions. You have proficiency in the Insight skill. common model stands at around 3 feet. Your size is
Prevent Outcome. Before you roll an ability check Small or Medium.
or saving throw you can choose to roll a d4 along with Speed. You have a base walking speed of 25 feet.
it and add the result onto the d20 used for that roll, as
you have seen the possible negative outcome from Alignment. Lanayru Desert Robots follow their
failure. You can use this feature a number of times leaders without question. They will not do anything
equal to your proficiency bonus, and you regain all without their superior's permission, and will only act
expended uses when you finish a long rest. out of line to the benefit of that superior. Lanayru
Desert Robots have a strong tendency towards law
and a slight tendency towards good.
Hylian Robots Artificial Enhancements. Your artificial nature
allows you to attach any nature of melee artificial
Hyrule has had many forms of artificial life, and weapons, which then becomes your natural weapon.
curiously, they all go back to the Sheikah Tribe. The Usually, it's a gauntlet-type weapon, like a pair of
Sheikah Tribe was known for many advancements in artificial claws or hooks, but those are not readily
Hyrule but were forced to hide those talents away, lest available all the time. At the 11th level, you can attach
they disturbed the natural order and invoked the wrath a propeller to your head granting you flight, with a
of the gods or the Hylian Royal Family, their closest speed akin to your walking speed.
allies. Familiar Maintenance. You gain proficiency with
one tool of choice familiar to an artificer (Thieves'
Hylian Robots Traits Tools, Tinker's Tools, Alchemist's Supplies, Smith's
Tools, Woodcarver's Tools), and have advantage on
All Hylian robots share these basic traits. all checks that require tools familiar to an artificer.
Constructed Resilience. You were created to have
Creature Type. You are one creature type: remarkable fortitude, represented by the following
construct. benefits: You have advantage on saving throws
Age. As an artificial life form, you are against being poisoned, and you have resistance to
nigh-immortal. They are created (i.e born) born with poison damage. You don’t need to eat, drink, or
the life-long intelligence of dragons, or even gods, breathe. You are immune to disease. You don't need
without the risk of forgetting anything. to sleep, and magic can't put you to sleep.
Languages. You can read, write, and speak both
Common and Old Common. Sheikah Guardian Robots
Model. Hylian robots can be one of two models, You are a robot built to destroy everything you see,
Choose your model from the Lanayru Desert Robots given the order. You were created for a simple
or Sheikah Guardian Robots. purpose: the purging of evil from the land. However,
your programming was not perfected, and thus you
Lanayru Desert Robots can act of your own free will, or even be manipulated
to turn to the other side.
You are an artificial life that is powered by
spatial-temporal manipulating stones called Timeshift Ability Score Increase. +2 Con and +1 to your
Stones. These stones are often refined into Timeshift choice of Str, Dex, Con, Wis, or Cha
Orbs to be a power source, but can even be turned
Size. A robot typically varies in size, but the most Naturally Stealthy. Your herbivore ancestors
common model stands at around 5 feet. Your size is survived primarily by hiding from predators. You are
Medium or Large. naturally proficient in the Stealth skill. When you make
Speed. You have a base walking speed of 30 feet. an ability check to Hide, you can choose to make a
Wisdom (Stealth) check in place of a Dexterity
Alignment. Guardians would usually walk
(Stealth) check.
hand-in-hand with other humanoid races, especially
Sheikah and Hylians. Sheikah Guardian Robots roam Forest Dweller. You have advantage on all Stealth
freely around the world, apprehending any potential and Survival checks made in natural forest terrain.
target that is perceived as a threat, especially evil Languages. You can read, write, and speak both
individuals. They are Neutral, leaning towards Lawful Common and Deku.
Good, but that is not something set in stone.
Specialized Assault. You gain proficiency with
your choice of three martial weapons of your choice Minish
or two martial weapons and a shield.
Beam Weapon. You can use your action to fire a
beam of energy from your eye. This beam fires
Minish Traits
normally with a maximum range of 80 feet, but can Ability Score Increase. +2 Str and +1 to Dex, Int,
fire up to a maximum of 320 feet granting the target Wis, and Cha
advantage on their dexterity save. The target must
make a Dexterity saving throw, with a DC equal to 8 + Age. Despite their size, Minish live comparably to
the greater of your Intelligence or Dexterity modifier + humanoids. One reaches adulthood in its late teens,
your proficiency bonus. A creature takes 2d6 force and at most lives just shy of a century.
damage on a failed save, and no damage on a Alignment. Minish are inherently benevolent, and
success. The damage increases to 3d6 at 6th level, most of them are happy to aid creatures who don't
4d6 at 11th level, 5d6 at 16th level and 6d6 at 18th even know they exist. They are almost universally
level. good, and have a smaller tendency towards law.
Size. A typical Minish is 3 inches tall at most, and

Kikwi weighs about 1 pound. Your size is, for most


purposes, Tiny. You are however so diminutive that
you can ride in the pocket of a Small or Medium
humanoid. You can occupy and move through the
Kikwi Traits space of any creature (excluding a creature that fills
the entirety of its space, such as certain oozes). You
Ability Score Increase. +2 Con and +2 Wis can survive on what other creatures would consider
Age. A Kikwi reaches adulthood in less than 10 crumbs; a mere drop of water is enough to quench
years. They often succumb to diseases and other your thirst for hours. Your carrying capacity or
perils earlier than most races, but those who thrive encumbrance is 1% what it would be for a Medium
can live to be as old as 200. creature. If you were to ride a mount, the mount itself
Alignment. Kikwi follow their elders and leaders would likely need to be a Tiny creature, such as a
without question. Although they fear most outsiders, squirrel or a frog.
they are altruistic to those they befriend. Kikwi have a Speed. Your size prevents very swift movement,
slight tendency towards law and a stronger tendency but like an insect your weight is easy to carry even in
towards good. hazardous terrain. Your base walking speed, climb
Size. A Kikwi typically stands at a height of about 3 speed, and swim speed are all 15 feet. You can move
feet, but has a stout pear-shaped body. Your size is through land-based difficult terrain without reduced
Small. movement.
Speed. You have a base walking speed of 25 feet. Minish Gear. You can only wield weapons and
armor specifically designed for a Minish-sized
Naturalist. You are proficient in the Nature skill.
humanoid. Even Tiny equipment is too big for you. If it
You can survive without food so long as you have
is readily available, Minish-sized equipment costs half
water, sunlight, and air.
as much as normal, and weighs about 1% as much as
Hybrid Nature. You have two creature types: normal, but it may need to be specially crafted.
humanoid and plant. You are affected by a game
Minish in Combat. Any non magical weapon you
effect if it works on either of your creature types.
wield deals 1 damage if its damage die would
normally be 1d6 or lower, 2 damage if it would
normally be 1d8, and 3 damage if it would be 1d10 or remains in one spot above ground for more than a
higher. You still add the appropriate ability modifier to few moments.
attack and damage rolls with weapons. Your reach is As mammals, Mogma are a sexed race, but females
0 feet (even if you wield a weapon that has the reach make up a minority. A Mogma can give birth in small
property), meaning you must occupy the same space litters under a dozen, and only a handful of those born
as any creature to touch it or make a melee attack live to be adults. Any Mogma reaches adulthood in its
against it. (You still only provoke an opportunity attack early or mid teens, and rarely lives more than a
when you leave a creature's reach.) The range of any century.
ranged weapon you wield or spell you cast is halved.
Despite the lack of power or reach behind your
attacks, you strike swiftly. If you use your action to Society
make at least one weapon attack, you can use your
bonus action to make another attack with that same Mogma are most often found in areas of prime
weapon. You lose the effect of this feature if your size burrowing earth: dirt thicker than soil, but softer than
increases to Small. solid rock. They are known to have only small
populations, and gatherings of Mogma are quite
Tiny Agility. You have disadvantage on any ability sparse.
check or saving throw that relies on Strength. You
have advantage on any saving throw that relies on As a whole, Mogma have a notorious tendency
Dexterity. You lose the effect of this feature if your size towards curiosity and greed. They have a compulsory
increases to Small. nature to hunt for treasure, which usually takes the
form of rupees, gemstones, or magic items.
Minish Veil. Minish are supernaturally difficult to Good-natured Mogma take the initiative of hunting for
perceive and track by larger creatures. Any creature such valuables buried underground or in ruins, which
of Medium size or larger that attacks you from a range is usually aided by their tremorsense capability.
of 10 feet or more has disadvantage on the attack roll. Evil-natured Mogma steal their treasures from others,
When you Hide from creatures that are Medium or and may even kill innocents for particularly enticing
larger, you have advantage on the Dexterity (Stealth) valuables. In either case, a Mogma has little need for
check. You lose the effect of this feature if your size what it acquires—instead choosing to hoard most if
increases to Small. not all the treasure it comes across. A Mogma often
Keen Senses. You are proficient in the Perception sacrifices its own safety and well-being in pursuit of
skill. such treasures.
Languages. You can read, write, and speak both As many Mogma spend most of their lives wandering
Common and Minish . in search of treasure, they are often highly
individualistic. Each tends to only have loose ties to

Mogma friends and family, but relatively strong bonds to


coworkers or business partners.

Physiology Mogma Names


As mole-like humanoids, Mogma spend much of their Most Mogma names are gender-neutral. Almost every
time burrowing underground, and the white fur that Mogma name is a variation on a mineral, gemstone,
covers their bodies is frequently covered in dirt. Most or metal.
Mogma have very broad shoulders and powerful
Example Names: Bronzi, Cobal, Guld, Kortz, Ledd,
chests, but a narrow waist and dainty legs. A typical
Merco, Tubert, Nackle, Plats, Silva, Tyto, Zanc
Mogma uses its legs so infrequently that they are
nearly vestigial.
Because a Mogma's arms are so long and powerful in Mogma Traits
proportion to the rest of its body, it is able to walk
These mole men, with their powerful upper bodies,
upon them entirely—heaving its legs and rear end off
burrow through dirt and sand at incredible speed.
the ground to "stand" on its palms. Rarely does a
Mogma stand, however, as it spends almost all its
Ability Score Increase. +2 Str and +1 Wis
time sitting, burrowing with its powerful arms, or with
its body half-submerged underground. Every Mogma Age. Mogma reach adulthood in their mid teens,
has a thick cylindrical tail it can sit on like a stool, and and usually live to an age between 60 and 100.
a Mogma will almost always sit in this manner when it
Alignment. Mogma are somewhat greedy, and have "tattoos" of these runes on its body. A weapon
don't meld well into overly structured society. They that can come apart will likely result in a weapon spirit
tend towards chaotic neutral. with an invisible joint. A weapon with a bluish hilt will
Size. Unless it stands upright on its feet, a Mogma likely result in a blue or purple weapon spirit, while a
has a height of about 5 feet. Your size is Medium. blade made from pure emerald would result in a
crystalline green spirit. If a weapon has an accessory
Speed. You have a base walking speed of 25 feet
or a unique design, this will also affect what the
and a climb speed of 25 feet.
weapon spirit will look like.
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, History and Society
only shades of gray.
Weapon spirits don't have a history in the sense that
Claws. Your unarmed strike inflicts slashing the other races do. They have no unique civilization,
damage equal to 1d4 + your Strength modifier. cities, kings, gods, nor advanced culture. As such,
Tremorsense. You have tremorsense out to a they usually share the culture of their creator or the
range of 10 feet. Your tremorsense can detect and culture of the people where they currently reside.
pinpoint the origin of vibrations within this radius, Despite this, one thing that weapon spirits do have is
provided that you and the source of the vibrations are a deep storytelling tradition, telling the tales and
in contact with the same ground or substance. legends of heroes and their weapon spirits of ages
Tremorsense can't be used to detect flying or past. If their purpose doesn't prevent them from doing
incorporeal creatures so, it is possible for weapon spirits to come together
Dig. As an action, you can gain a burrow speed and form a group, though these are rarely large
equal to your base walking speed until the start of enough to form any sort of society larger than a small
your next turn. While burrowing, you can move hamlet. The largest recorded weapon spirit village
through sand, earth, mud, or ice, but not solid rock. counted only 25 weapon Spirits, most of which were
When you use this action, you cannot attack or cast a tasked to remain in the area. Groups are commonly
spell until the start of your next turn. closer to 3-6 individual weapon Spirits.
Nose for Treasure. You are always considered
proficient in any ability check made to estimate the Weapon Spirit Names
value of gemstones or treasure, or to identify the
properties of magic items. Weapon spirits are named by their creators and rarely
Languages. You can speak, read, and write both have more than one name, usually tending towards
Common and Goro . less than 3 syllables. This name usually comes to the
creator in a vision near the time of the weapon spirit's
creation. Masculine names tend to end in a
Weapon Spirit consonant, while feminine names tend to end in a
vowel. It isn't uncommon for a weapon spirit to have a
“The one is chosen by my creator. I have been waiting name from the culture of their creator as well.
for you. You will play a role in a great destiny. However, on occasion, a weapon spirit will choose a
According to your social customs, I should provide personal name, usually an attribute they value, a
you with my personal designation. Fi is the name I self-description, something relating to their purpose,
was given. I was created for a single purpose, long or the name of a previous legendary weapon spirit.
before the recorded memory of your people. I must
Male Names: Ghirahim, Astral, Calamity, Branam,
aid you in fulfilling the great destiny that is your
Gan
burden to carry.”
Female Names: Fi, La, Kana, Ko, Losora
—Fi
Personal Names: Vigor, Sly, Charm, Bright, Blue,
Red, Tall, Wise, Sage, Temple, Guard, Destiny
Physical Description
Weapon spirits share their appearance with that of Weapon Spirit Traits
humans and elves. Their design, clothes, and colors
reflect their weapon. Colors can range from vibrant to Weapon spirits are created to serve a purpose,
dull, from natural to metallic, and anywhere in whether it be guiding a hero through their prophecy,
between. For example, if a weapon has runes protecting their weapon, or aiding their creator.
engraved into its blade, its weapon spirit will likely
Ability Score Increase. +2 Con and +1 to any respond but can't initiate or terminate a telepathic
other ability score of your choice conversation. You must be conscious to use this trait
Age. Weapon spirits live as long as they are not and cannot telepathically communicate with multiple
killed, and do not die from natural causes. A Weapon creatures at once.
spirit has a physical appearance of an age Languages. You can speak, read and write
determined by its creator for its entire existence. Common, Gold Divinity , and one other language of
Alignment. Weapon spirits are rarely chaotic, your choice.
tending to remain loyal to their creator and their
purpose.
Size. Weapon spirits share the same height and
Exotic Races
build as humans and elves. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Hybrid Nature. You have two creature types:
Cukeman
construct and humanoid. You are affected by an effect
if it works on either of your creature types. However,
you cannot be mended to heal hit points.
Cukeman Traits
Linked Weapon. You were magically linked with a Ability Score Increase. +2 Con and Wis
weapon at your creation. This can be any weapon you Age. It is unknown how long the lifespan of a
are proficient in. When not being held or sheathed the Cukeman is, but most are only granted temporary
weapon hovers within 30 feet of you and you can sentience up to a maximum of 10 years per level of
recall it into your hand or move it to any space within the spell that turned them from a Buzz Blob to
30 feet of you as a bonus action. You can link to a Cukeman, but many enjoy sentience for a much
new weapon you are proficient with over the course of shorter time. A Player Character's Cukeman is
a short rest, this weapon must remain within 5 feet of assumed to be bestowed with long-term sentience
your linked weapon. If you are killed your body that will give the Cukeman a lifespan appropriate for
disappears and your linked weapon is considered the the campaign.
dead creature for spells that would return you to life.
Alignment. A Cukeman is usually not burdened
Legendary Smithwork. Your consciousness with strong moral inclinations and tend to be at least
assists you in helping your allies even when you are partially neutral.
within your weapon. If an ally uses you to attack, they
Size. A Cukeman can squeeze into tight places
can use your modifier for attack and damage rolls.
with its amorphous body, but a Cukeman has a body
This cannot be done while your physical body is
around four to five feet tall. Your size is medium.
outside of your linked weapon.
Speed. A Cukeman has a base walking speed of
Spirit's Rest. You do not need to sleep nor eat, but
20 feet.
you must spend at least six hours of your long rest
inside of your weapon. While in this state, you have Amorphous. You can squeeze through a space as
the traits you would normally have while within your narrow as 1 inch wide, provided you are wearing and
weapon. carrying nothing. You also have advantage on ability
checks you make to initiate or escape a grapple.
Body Projection. You project your physical body
from your linked weapon and as such you cannot Shocking Cloak. You learn the Shocking Grasp
move more than 30 feet away from your linked cantrip. Constitution is your spell casting ability. You
weapon. If you or your weapon is moved more than may cast Shocking Grasp as a reaction to being
30 feet away from each other your body disappears touched directly (such as being grappled or hit with an
inside of your weapon. While inside of your weapon, unarmed strike) or with an electricity-conducting
you can't act, but you have hearing and blindsight with weapon. Shocking Grasp has advantage against foes
a 30 foot radius as well as resistance to non-magical that strike you with a metal weapon. You may take
bludgeoning, piercing and slashing damage. You can this reaction a number of times equal to your
leave your weapon as a bonus action and enter it as proficiency modifier. You regain all uses of Shocking
an action. Cloak after a long rest.
Telepathy. You can communicate mentally with Shape Self. If you are not incapacitated, you can
another creature that knows at least one language reshape your body to give yourself a head, one or two
within a 30-foot radius. This creature doesn't need to arms, and makeshift hands, or you can revert to a
share a language with you but unless they have limbless blob (no action required). As a bonus action,
telepathy themselves they can only receive and you can extrude a pseudopod that is up to 6 inches
wide and 10 feet long or reabsorb it into your body. Illumination. Your body visibly glows. You shed
You can use this pseudopod to manipulate an object, bright light out to a radius of 5 feet, and dim light for
open an unlocked door or container, stow or retrieve an additional 5 feet. You can suppress this light if you
an item from an open container, or pour out the are not incapacitated.
contents of a container. The pseudopod can’t attack, Languages. Languages. You can read, write, and
activate magic items, or carry more than 10 pounds. speak both Common and Deku .
Unbreathing. You do not require air. Subrace. Choose either fairy of life, or fairy of
Otherworldly Wisdom. You may remove navigation.
disadvantage from an intelligence or wisdom check
once per long rest. Fairy of Life
Languages. You may speak, read, and write Short Description
Common.
Ability Score Increase. +1 Int and Wis
Life Giver. You have mysterious knowledge of how
Fairy to heal injuries and alleviate suffering. You are
considered proficient in Medicine for any check made
to provide care for another creature.
Fairy Traits Revive. As an action, you can touch a creature to
cause it to regain 3d6 hit points. The amount of hit
Ability Score Increase. +2 Dex and -2 Str points regained increases by 1d6 at 3rd level (4d6),
Age. Unless a fairy is magically created (which is and at 5th level (5d6). Also at 5th level, if the creature
common for them), one reaches adulthood after about is dead but died less than 1 minute ago, and for
10 years. A fairy rarely lives beyond 100 years, but reasons other than old age, the creature returns to life
retains its young adult appearance and demeanor for before regaining these hit points. This action has no
its entire life. effect on constructs or undead. Once you use this
action, you must finish a long rest before you use it
Alignment. Fairies have an extreme tendency
again.
towards good, and as a whole are among the most
altruistic beings in Hyrule.
Fairy of Navigation
Size. A fairy usually stands around 6 inches, with a
wingspan of as much as 8 inches. One typically Ability Score Increase. +1 Wis and Cha
weighs about 2 pounds. Your size is Tiny. As such Keen Senses. You are proficient in the Perception
compared to a Medium creature you require a quarter skill.
as much food and water, have half the normal Tattle. For reasons that are mysterious even to
carrying capacity or encumbrance for your Strength you, you have an unusual skill in analyzing other
score, may require special equipment, and can only creature's physiological capabilities, and recall such
ride mounts of Small size. knowledge easily. You have advantage on all
Speed. You have a base walking speed of 15 feet, Intelligence checks made to identify a creature's
but a flying speed of 60 feet. You can hover in place capabilities.
effortlessly.
Hybrid Nature. You have two creature types: fey
and humanoid. You are affected by a game effect if it
Goriya
works on either of your creature types.
Tiny Equipment. As a Tiny fey, you have difficulty
wielding normal-sized weapons, and are better off
Goriya Traits
wielding weapons sized for you; see Weapons of Ability Score Increase. +2 Dex and Con
Unusual Size. You can't wear normal armor or
Age. A Goriya reaches adulthood in about 10
clothes, but instead must wear armor sized for a Tiny
years. Rarely does one live beyond the age of 50.
creature; such gear costs half as much and weighs
⅛th as much as normal. Alignment. Goriya have a strong tendency towards
evil. They are unusually loyal and orderly for evil
Darting Reach. Unlike most Tiny creatures, your
creatures, with a slight tendency towards law.
swift and agile movements facilitate your reach in
combat. Unless you cannot use your fly speed, you Size. A Goriya is usually just under 6 feet tall, and
have a reach of no less than 5 feet. on average weighs between 180 and 200 pounds.
Speed. You have a base walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet Ambusher. You have advantage on attack rolls
of you as if it were bright light, and in darkness as if it against any creature you have surprised.
were dim light. You can't discern color in darkness, Chameleon Cunning. You have advantage on
only shades of gray. saving throws against being charmed, and magic
Ancestral Arms. Goriya have been wielding can't put you to sleep. You have no need to sleep, but
boomerangs for countless generations, and are said you still must relax for the entirety of a long rest to
to be the progenitors of their use in combat. You are gain the benefits of finishing one.
proficient in boomerangs. When you make a ranged Chameleon Skin. You have advantage on any
attack with a weapon that has the returning property, Dexterity (Stealth) check made to hide, but only if you
you add a +1 bonus to the damage roll. remain motionless in the same spot for 12 seconds
Keen Senses. You are proficient in the Perception (two consecutive turns). You forfeit this advantage if
skill. you move.
Languages. You can read, write, and speak both
Common and Blin. Daira
Ability Score Increase. +2 Str

Lizalfos Blood Frenzy. As a bonus action, you can detect


without error whether one living creature you can see
has half its hit points or fewer. After you use this

Lizalfos Traits bonus action on a creature with half its hit points or
less, you have advantage on all melee weapon attack
rolls made against that creature. This benefit lasts
Age. A Lizalfos reaches adulthood in at most 10
until the creature restores any hit points, drops to 0 hit
years. Rarely does one live beyond the age of 50.
points, or you use your Blood Frenzy on another
Alignment. Lizalfos as a whole have a strong creature.
tendency towards evil. Daira are inherently chaotic,
Daira Scales. When you are hit by a non magical
while geru are relatively orderly, and most other
melee weapon, you can use your reaction to halve the
Lizalfos fall somewhere between.
damage you take from that attack. You must finish a
Size. Your size is Medium. short rest before you use this feature again.
Speed. You have a base walking speed of 30 feet.
Alkaline Scales. You have resistance to acid Dinolfos
damage. Ability Score Increase. +1 Str and Con
Standing Leap. If it would otherwise be lesser, Fire Resistance. You have resistance to fire
your long jump is up to 20 feet and your high jump is damage.
up to 10 feet, with or without a running start.
Fire Breath. You can use your action to exhale a
Ancestral Arms. You are proficient in Boomerangs, gout of flame in a 15-foot cone or stream. Each
scimitars, shields and shortswords. creature in this area must make a Dexterity saving
Languages. All Lizalfos speak Lizal . A minority, throw, with a DC equal to 8 + your Constitution
including all Lizalfos player-characters, speak modifier + your proficiency bonus. A creature takes
Common as a second language. 2d6 fire damage on a failed save, and half as much
Subrace. Lizalfos come in numerous subraces. on a success. The damage increases to 3d6 at 6th
Choose one from Aeralfos, chameleon, Daira, level, 4d6 at 11th level, 5d6 at 16th level and 6d6 at
Dinolfos, Geru, and Dark Lizalfos. 18th level. After you use this feature, you can't use it
again until you finish a short or long rest.
Aeralfos
Geru
Ability Score Increase. +1 Dex and Con
Ability Score Increase. +1 Str, Dex, and one other
Fly Speed. You have a fly speed of 40 feet. This ability score of your choice
speed increases to 50 feet at 3rd level, and 60 feet at
5th level. Swim Speed. You have a swim speed of 30 feet.
Hold Breath. You can hold your breath for 30
Chameleon minutes, regardless of your Constitution score.
Ability Score Increase. +1 Dex and Wis Keen Senses. You have proficiency in the
Perception skill.
Lynel
Swamp Camouflage. You have advantage on
Dexterity (Stealth) checks made to hide in terrain
reminiscent of swamps, marshes, and wetlands.

Dark Lizalfos Lynel Traits


Some Lizalfos have been so exposed to dark magic
that it literally infests their being. You gain the
following attributes:
Ability Score Increase. +2 Str and Con
Ability Score Increase. Your ability score comes
Age. Lynels reach maturity quickly, and are
from your base Lizalfos subrace.
considered adults by 10 years at the latest, though
Base subrace. Choose one of the Lizalfos they may continue physically growing for decades
subraces and gain their abilities. after this. Although it is very common for Lynels to live
Inner Malevolence. The dark magic inside you short and violent lives, the oldest among them can
cannot infest a pure heart. You cannot use this variant live to an age of up to 300.
if your character alignment is good. Alignment. Lynels are murderously aggressive
Shadow Scales. You trade your damage towards almost everything, and are ferociously
resistance from acid to necrotic. independent of anything that would restrict their will or
Burning malevolence. Any damage you would do their freedom. As a whole, they have a strong
as a Lizalfos (Such as Dinolfos' fire breath) you tendency towards chaotic evil.
instead deal necrotic damage. Size. A typical Lynel is about 10 feet tall and weighs
Light Sensitivity. Your inner dark magic makes in the neighborhood of 1800 pounds. Your size is
you more accustomed to darkness. You gain Large. Due to your unusual centaur-like shape, you
darkvision for 120 ft., and can see in magical may be unable to benefit from gear designed for feet
darkness for 60 ft. In addition, when in bright light (Not or humanoid legs. Compared to a Medium creature
necessarily sunlight), you have disadvantage on you require four times as much food and water, have
attack rolls and Wisdom (Perception) checks that rely double carrying capacity or encumbrance for your
on sight when you, the target of the attack, or Strength score, may require special equipment, and
whatever you are trying to perceive is in bright light. can't ride mounts of Large size or smaller. In combat,
However, when in dim light or darkness, you have you occupy a 10-foot square instead of a 5-foot
advantage on such checks. square, but you have the same reach as a Medium
creature.

Racial Feat: Swampfighter Speed. You gallop like a horse and pounce like a
jaguar. Your base walking speed is 50 feet.
You have trained to be an elite warrior among Large Equipment. As a Large humanoid, you can
Lizalfos, embodying traditional combat styles and wield normal-sized weapons, but are better off
tactics of your people. You gain the following benefits: wielding weapons sized for you; see Weapons of
Unusual Size. You can't wear normal armor or
Martial Advantage. When you take the Attack
clothes, but instead must wear armor sized for a
action and hit a creature with a melee attack, if that
Large creature; such gear costs twice as much and
creature is within 5 feet of your ally and that ally isn't
weighs eight times as much.
incapacitated, you can use your bonus action to
flourish the strike and deal an extra 1d6 damage to Hybrid Nature. You have two creature types: giant
the hit creature. and humanoid. You are affected by a game effect if it
works on either of your creature types.
Shield Breaker. If you score a critical hit with a
melee attack against a creature, any non magical Menacing. You are proficient in the Intimidation
shield the target is wielding becomes damaged skill.
beyond use. Cantrip. You know one cantrip of your choice from
Skill Proficiency. You gain proficiency in your fire bolt, power beam, resistance, and step up.
choice of either Athletics or Stealth. Charisma is your casting ability for this spell.
Languages. All Lynels speak Blin . A minority,
including all Lynel player-characters, speak Common
as a second language.
Racial Feat: Flame Evoker proficient with clubs, crushers, and greatclubs. If you
become proficient with any martial weapon, you also
become proficient with Moblin spears.
Many Lynels are capable of conjuring supernatural
fire, but doing so takes immense training. You are one Languages. All moblins speak Blin . A minority,
such Lynel who has trained to this extent. As an including all Moblin player-characters, speak
action, you can do either of the following. Once you Common as a second language.
do so, you must complete a short or long rest before Subrace. Moblins come in extremely diverse
you benefit from this feat again. subraces. It is most common for a moblin's parents to
■ Fire Breath. You exhale fire in a 30-foot cone. be of the same subrace, but in cases of mixed lineage
Each creature in that area must make a Dexterity the offspring takes after the mother almost entirely.
saving throw. A target takes 2d6 fire damage on Choose one from big Moblin, Bokoblin, Bulblin, and
a failed save, or half as much on a success. Miniblin.
■ Flame Burst. Thrusting its weapon into the
ground, you detonate a wave of flame that Big Moblin
sweeps out from it. Each creature in a 10-foot Ability Score Increase. +2 Str
circle originating from you must make a Dexterity Size. As its name implies, a big Moblin has an
saving throw. On a failed save, a creature takes imposing figure usually between 8 and 12 feet in
2d4 fire damage, is pushed 10 feet away from height, and usually weighs between 800 and 1600
you, and is knocked prone. On a successful pounds. Your size is Large. As such compared to a
save, the creature takes half as much damage Medium creature you require four times as much food
and isn’t pushed or knocked prone. and water, have double carrying capacity or
The DC for either action equals 8 + your proficiency encumbrance for your Strength score, may require
bonus + your Constitution modifier. The damage special equipment, and can't ride mounts of Large
increases by one damage die at 6th level (3d4 or size or smaller. In combat you occupy a 10-foot
3d6), 11th level (4d4 or 4d6), and 16th level (5d4 or square instead of a 5-foot square, but you have the
5d6). same reach as a Medium creature.
Speed. You have a base walking speed of 30 feet.

Racial Feat: Resilient Lynel Large Equipment. As a Large humanoid, you can
wield normal-sized weapons, but are better off
It is common for Lynels to push their already wielding weapons sized for you; see Weapons of
formidable bodies to the limits of mortal endurance Unusual Size. You can't wear normal armor or
and strength. You, in particular, have adapted to the clothes, but instead must wear armor sized for a
harshest heat, the most brutal cold, and you are Large creature; such gear costs twice as much and
weighs eight times as much.
resolute in virtually any climate. You gain resistance to
cold, fire, and lightning damage. Climate Endurance. You can endure any
naturally-occurring hot, cold, dry, or humid climate
without hardship, Constitution checks, or Constitution
Moblin saving throws.

Bokoblin
Moblin Traits Ability Score Increase. +1 Str, Dex, and Con
Size. Your size is Medium.
Age. A Moblin swiftly reaches adulthood in about 7
years. Bokoblins in particular can reach adulthood in Speed. You have a base walking speed of 30 feet.
as little as 2. Rarely does a Moblin live beyond the Enduring. You have advantage on saving throws
age of 30. made to resist exhaustion, and can thrive on
Alignment. Moblins have a strong tendency one-quarter of the food and water you would
towards evil. Though a few among them may be otherwise need.
good, even these pretend to be evil among their peers Reckless. At the start of your turn, you can gain
just to fit in. advantage on all melee weapon attack rolls you make
Keen Smell. You have advantage on Wisdom this turn, but attack rolls against you have advantage
(Perception) checks that rely on smell. until the start of your next turn.
Ancestral Arms. Moblins are instinctively skilled at
smashing things with blunt objects. You are always
Forage. Bokoblins are infamous for doing anything Pack Tactic. On your turn if a creature is within 5
to survive. You have advantage on any Wisdom feet of your ally (excluding any animal or mount), you
(Survival) check to find food or water in the wild. can choose to gain advantage on attack rolls you
Dubious Diet. You may consume food regardless make against that creature until it or your ally moves
of its age or exposure to the elements. You never more than 5 feet away from each other. Once you use
suffer any penalty for eating food that has not been this feature, you cannot use it again until you next roll
cooked. You may consume the meat of any beast or initiative.
monstrosity that is not otherwise poisonous. Spider Climb. Miniblins possess an uncanny,
Climate Endurance. You can endure any supernatural ability to climb. You have a climb speed
naturally-occurring hot, cold, dry, or humid climate of 20 feet, which you can use even if both your hands
without hardship, Constitution checks, or Constitution are occupied. You can climb difficult surfaces,
saving throws. including upside down on ceilings, without needing to
make an ability check.
Bulblin
Ability Score Increase. +1 Str, Dex, and Int Parella
Size. Your size is Medium.
Speed. You have a base walking speed of 20 feet.
Pack Tactic. On your turn if a creature is within 5 Parella Traits
feet of your ally (excluding any animal or mount), you
Ability Score Increase. +1 to all ability scores
can choose to gain advantage on attack rolls you
make against that creature until it or your ally moves Age. Parella reach adulthood at 20 at the latest,
more than 5 feet away from each other. Once you use and can live to an age of 200 or more.
this feature, you cannot use it again until you next roll Alignment. Although their ways seem foreign to
initiative. many, parella tend to be good natured. They tend
Beast Tamer. Bulblins are instinctively skilled with towards good.
manipulating animals to their needs. You are Size. While underwater, a parella's jellyfish-like
proficient in the Animal Handling skill. body extends to a height of about 6 feet, but on land it
Armor Training. Unlike most moblins, bulblins are is squished to a height of about 4 feet. Your size is
trained for armor usage from a young age. You are Medium.
always proficient with light armor. If you would Speed. You have a base walking speed of 5 feet,
otherwise become proficient in light armor, you also and a swim speed of 60 feet.
become proficient in medium armor and shields (but Amphibious. You can breathe both air and water.
not heavy shields). If you would otherwise become
Invertebrate. You are a mucus-covered
proficient in medium armor, you also become
invertebrate, and your body is highly amorphous
proficient in heavy armor and heavy shields. If you
compared to most creatures. You can fit through a
would otherwise become proficient in heavy armor,
space as narrow as 1 foot without squeezing. You
while wearing any heavy armor you can add your
have advantage on any ability check or saving throw
Dexterity modifier (max 1) to your AC.
to escape being grappled or restrained.

Miniblin Languages. You can read, write, and speak both


Common and Zoran.
Ability Score Increase. +2 Dex

Poe
Size. A typical miniblin stands just over 2 feet tall.
Your size is Small.
Speed. You have a base walking speed of 20 feet.
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it Poe Traits
were dim light. You can't discern color in darkness,
Ability Score Increase. +1 Dex and Cha
only shades of gray.
Age. As poes are not alive, they don't age. They
Da-Neh. You are proficient with spears and tridents.
are "born into undeath" with the same form and level
When wielding these weapons, you can choose to
of development they will always have. Although poes
use your Dexterity modifier in place of your Strength
are eventually destroyed, they only "age" when they
modifier on attack and damage rolls with them.
are not in a dormant state. An actual numerical age is object, you can ignite or extinguish it as a bonus
almost meaningless to them. action. If you are ever not within the light provided by
Alignment. Poes are believed to be animated a lantern you have ignited with this feature, you are
spirits formed through unanswered malevolence and afflicted as if you were in sunlight. You can use a
hatred, and they feel no need to conform to the norms lantern you have ignited as if it was a club, and on a
of any society. They have a strong tendency towards hit it deals an extra 1 fire damage. If you are proficient
chaotic evil. Even in undeath, however, a rare few with shields, you can gain a +2 bonus to your AC from
souls can overcome these urges. this lantern while you hold it as if it was a shield.
Size. Although your body sometimes flickers Languages. All Poes speak Stal . Some are also
mysteriously from view, and can appear gaseous, it is capable of speaking a language they knew in life. A
solid. You have no visible legs, and instead you seem minority of poes, including all poe player-characters,
to float above ground; the remainder of your body speak Common as a second language.
comprises a torso, arms, and head. Poes are
anywhere between 3 feet and 7 feet, though on
average they float at a height of just over 5 feet. You
Racial Feat: Daybreaker
can choose to be either Small or Medium. After brutal and arduous training, your undead
Speed. You have no legs, and you won't walk in the physiology has become capable of enduring sunlight
traditional sense. You can float in place effortlessly, with negligible discomfort. You gain the following
and do so even if you are unconscious. You have a benefits:
base walking speed and a flying speed of 30 feet, but ■ Your Constitution or Wisdom score increases by
you cannot use this speed to ascend more than 2 feet 1, but does not exceed your maximum score for
above ground. You can, however, maintain the same that ability.
altitude if the ground beneath you falls away. If you ■ While in sunlight or without the light of your Poe's
cannot use your flying speed, due to a spell or other Lantern, you still suffer disadvantage on
effect, you are prone. Constitution and Wisdom saving throws, but may
Poison Immunity. Poison rots flesh and steals life, otherwise ignore the Sunlight Weakness feature.
neither of which are things you have. You are immune ■ If a spell or other magic would affect an undead
to poison damage, cannot be poisoned, and are but not a humanoid, you have advantage on any
immune to any disease which doesn't specifically saving throw imposed by that effect.
affect undead.
Otherworldly Perception. You can sense any
creature that is invisible or in the Silent Realm. You
Racial Feat: Incorporeal
can pinpoint such a creature if it is moving.
Darkvision. You can see in the dark within a 60 ft.
Specter
radius. You can see in dim light within the radius as if You have learned to use your spectral capabilities to
it were bright light, and in darkness as if it were dim fly to greater heights, and even pass through walls.
light. You gain the following benefits:
Ghost Magic. You know your choice of one cantrip ■ You can move through other creatures and
from either prestidigitation or produce flame. If you objects as if they were difficult terrain. You take 5
otherwise gain the Spellcasting feature, you can gain (1d10) force damage if you end your turn inside
one of these cantrips in place of one you would an object.
otherwise be able to gain. Beginning at 3rd level you ■ You gain a fly speed of 50 feet, and can hover in
can cast the invisibility spell on yourself by expending place effortlessly. There is no limit to the distance
3 magic points. Charisma is your casting ability for you can ascend.
these spells.

Stalfos
Undead. You are treated as an undead instead of a
humanoid. You are not "alive," so effects which bring
creatures back to life will not affect you, nor will most
effects that restore hit points.
Sunlight Weakness. While in sunlight, you have Stalfos Traits
disadvantage on all attack rolls, ability checks, and
saving throws. Ability Score Increase. +1 Con
Poe's Lantern. Your starting equipment includes a Age. Age. Stalfos do not age and can live as long
hooded lantern. While holding a lantern or similar as the magic that holds them together is present.
Alignment. Stalfos have a high tendency towards Improved Unarmed Strike. Due to your lack of
Evil, however, they can be organized or travel alone, need for weapons and inability to hold heavier
but they tend towards Chaotic. weapons, you have a +2 bonus to attack and damage
Darkvision. Thanks to the fact that you have no rolls made for unarmed strikes.
eyes, magic was necessary to give you sight. In
addition to being able to see in normal light, you can Stalmaster
see in dim light within 60 feet of you as if it were bright Stalmasters are considered abominations, even by
light, and in darkness as if it were dim light. You can other Stal, Stal who have enough magic within
discern color in darkness. themselves or retrieve it from an outside source are
Unseverable. You can reattach any limb after it is able to take bones from other creatures and merge it
detached or destroyed by simply finding a suitable with their own being, most Stals use this to gain 4
replacement, then using your action to attach it. arms.
Undead Nature. You are immune to disease, being
Ability Score Increase. +1 Str and Dex
poisoned and poison damage. You do not need to eat
or breathe. Instead of sleeping, you enter an inactive Size. Stalmasters are usually between 7 and 9 feet
state for 4 hours each day. You do not dream in this tall, your size is Medium. However, some Stalmasters
state; you are fully aware of your surroundings and have obtained the bones of larger creatures and
notice approaching enemies and other events as integrated them into their bodies, becoming on
normal. average 10 to 11 feet tall. If you choose, your size can
be Large.
Sunlight Sensitivity. While in sunlight, you have
disadvantage on all attack rolls, ability checks, and Alignment. Unlike other Stal, Stalmasters have a
saving throws. stronger urge towards Lawful rather than Chaotic.
Bone. As an action you can take a bone from your Extra Limbs. Stalmasters can have up to two extra
own body and use it as a melee weapon, the bone limbs, this can either be two extra arms or two extra
has the same statistics of a club of which you are legs, if you choose to have two extra arms you cannot
proficient. The bone also has the thrown property wield more than one shield at a time.
(range 20/60 ft) You cannot use this feature again Speed. With two legs your base speed is 25 feet, if
until you finish a short or long rest. you have 4 legs your base speed becomes 50 feet.
Languages. You can speak, read and write both Multiattack. Stal's that have 4 arms can naturally
Stal and one language you knew in life make two extra melee weapon attacks as part of your
Subrace. Choose one of the below subraces of bonus action. Any attack after the first is treated as
Stalfos', either Stalchild, Stalmaster or Stal knights. dual-wielding, and can be made without penalty to
attack rolls even if the wielded weapons aren't light.
Stalchild Any third and fourth attacks made also have
disadvantage, if the attacks would have disadvantage
Stalchildren are smaller, more agile Stalfos, they are anyways then a third and fourth attack cannot be
often unarmed and usually attack anything they see made. If you take the dual-wielding feat you can also
without question. add your proficiency bonus to these attacks. In
addition, if wielding 4 weapons and if you have the
Ability Score Increase. +Dex and -1 Int
dual wielding ace feat, you gain an additional +1 to
Size. Stalchildren are the size of children, being your AC.
around 3 to 4 feet tall, however, they are much lighter.
Ancestral Arms. You gain proficiency with
Speed. Your base walking speed is 25 feet. shortswords, longswords and battleaxes. If you
Pack Tactics. On your turn if a creature is within 5 already have proficiency in these weapons, you gain
feet of your ally (excluding any animal or mount), you double proficiency.
can choose to gain advantage on attack rolls you Undying Fearful presence. Even other undead
make against that creature until it or your ally moves creatures find you horrifying, you have disadvantage
more than 5 feet away from each other. Once you use on all Charisma checks against all undead. However,
this feature, you cannot use it again until you next roll you also gain advantage on Intimidation checks
initiative. against undead. Neither of these effects affect other
Naturally Stealthy. Your small size makes it harder Stalmasters however.
for you to be found, you are naturally proficient in the
Stealth skill.
Stal Knight Secretive. You gain proficiency in your choice of
one of the following skills: Deception, Insight, Sleight
The most Common of Stalfos, Stal Knights are far of Hand, or Stealth.
more intelligent and loyal than Stalchildren but not as
Subterranean. You have advantage on any
organized as Stalmasters, they organize themselves
Wisdom (Survival) check made in a completely
into small groups, often serving a higher cause. They
underground environment.
love to battle against Hylians and other would-be
heroes. Languages. You can read, write, and speak both
Common and Subrosian .
Ability Score Increase. +2 Str and +1 Con
Size. Stal knights are often the size of regular
Hylians and Sheikah, being between 5 and 8 feet tall.
Twili
Your size is medium.
Speed. Your base walking speed is 30 feet.
Twili Traits
Ancestral Arms. You gain proficiency with simple
weapons, shortswords, longswords and shields. If you Lorem ipsum dolor sit amet, consetetur sadipscing
already have proficiency in these weapons, you gain elitr, sed diam nonumy.
expertise.
Undead Knowledge. You gain advantage on all Ability Score Increase. +1 Int and one other ability
Intelligence, Wisdom and Charisma checks about or score of your choice.
involving undead creatures. Age. Twili age slowly. They may not reach full
Temple Guards. You gain advantage on all adulthood until 20 years or more, but can live to be
intelligence, wisdom and charisma checks about or nearly 200.
involving all temples or dungeons. Alignment. Twili hail from usurpers and renegades
Blin Allies. You know how to speak, read and write who threatened to overthrow a kingdom and seize a
Blin. dark, magical power. Like Hylians, their alignments
vary widely from one to another, but as a whole they
Natural Duelists. While wielding one melee have a slight tendency towards chaotic evil.
weapon in one hand you gain +2 on damage rolls with
that weapon. Size. Twili are tall and thin. One typically stands
between 6 and 7 feet, yet only weighs between 150
and 220 pounds. Your size is Medium.
Subrosian Speed. You have a base walking speed of 30 feet.
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if it
Subrosian Traits were dim light. You can't discern color in darkness,
only shades of gray.
Ability Score Increase. +2 Con and +1 Int, Wis, or
Sunlight Sensitivity. Your people evolved to
Cha
eternal twilight and darkness, and the bright light of
Age. Subrosians reach adulthood in their late the sun is extremely unpleasant to your senses. While
teens. They show practically no signs of aging, but in sunlight, you have disadvantage on attack rolls, as
live at most a century. well as on Wisdom (Perception) checks that rely on
Alignment. Subrosians are reclusive and secretive, sight.
but trust those who break through their shell. They Arcane Heritage. Your people are masters of what
have a slight tendency towards good. most Hyruleans call ancient magic, and what they
Size. A typical Subrosian is a little over 3 feet tall. consider arcane secrets is common knowledge in
Your size is Small. your homeland. You are proficient in the Arcana skill.
Speed. You have a base walking speed of 25 feet. Languages. All Twili read, write, and speak Twilit .
Darkvision. You can see in dim light within 60 feet A minority of Twili, including all Twili
of you as if it were bright light, and in darkness as if it player-characters, are just as fluent in Common.
were dim light. You can't discern color in darkness, Subrace. Choose either elegant Twili, Twilight
only shades of gray. Guard, Usurper Twili or Mystic/Cursed Twili.
Heatproof. You are immune to fire damage, and do
not catch flame.
Elegant Twili and the magic that resides within you can be
channeled to unleash a beast of the twilight.
Compared to most Twili, your facial features take a
shape closest to Hylians. If it wasn't for your smooth Ability Score Increase. +1 Str. Additionally, you
gray skin and abnormally colored eyes, someone may forgo the +1 to Intelligence to add the point to
could even mistake you for an unusually tall and another stat of your choice.
slender Hylian. In the Twilight Realm, your kind has
Shadow Warrior. You have proficiency in martial
traditionally comprised the ruling upper class. The few
melee weapons.
who have ventured into the Light World have had a
relatively easier time adapting to the alien world and Menacing Visage. Your mask and unnatural
foreign cultures. markings unnerve those not of your species. You gain
proficiency in the Intimidation skill.
Ability Score Increase. +1 Int, Wis, or Cha Shadow Beast. As a bonus action, you may give in
Magic Adept. Your people are unusually talented to your inner darkness and transform into a shadow
with spellcasting. Your magic point maximum beast (transformation). At 1st level, you may choose
increases by 2. between a shadow keese, shadow vermin or shadow
wolfos. You may choose another at 3rd level and 5th
Cantrip. You know one cantrip of your choice from
level. At 6th level, you may choose to transform into a
mage hand, minor illusion, message, and tear.
shadow beast or a shadow kargarok. You may choose
Intelligence is your casting ability for this spell.
the other at 8th level.
Twilit Magic. You know one spell of your choice
from conjure spirit wolf, disguise self, and feather fall .
Mystic/Cursed Twili
At 3rd level you learn one spell from misty step,
levitate, and split. You cast these spells by expending Twili that have taken on a curse or fused with magical
the normal amount of magic points, and Intelligence is energy, which has caused them to undergo a
your casting ability for these spells. metamorphosis.

Ability Score Increase. +1 Con, Int, Wis, or Cha


Usurper Twili
Mystic Arms. You have one or two extra arms
Compared to most Twili, your facial features are
made of hair, shadow, or energy that can be used as
abnormally flat and plain in appearance, to the extent
you would your normal arms. These arms have a
even other Twili may find them eerie. Your lineage
reach of 10 feet and deal 1d4 bludgeoning damage
links strongly to those who have attempted, and
instead of the normal unarmed strike damage. This
failed, to overthrow the norm. Although all Twili hail
does not let you take more action than you normally
from the ancient race that was banished to the
could.
Twilight Realm, your kind is often attributed as the
renegades responsible. Cantrip. You know one cantrip of your choice from
mage hand, minor illusion, blade ward, death bolt,
Ability Score Increase. +1 Str, Dex, or Con mage hand, true strike message, and tear.
Intelligence is your casting ability for this spell.
Superior Darkvision. The range of your darkvision
increases to 120 feet. Shadow Meld. At 1st level, you gain a +5 bonus to
stealth checks made while in dim light or darkness. At
Twilit Resilience. Even more so than other Twili,
3rd level, you gain the ability to step from one shadow
your people have adapted and evolved to the
into another. When you are in dim light or darkness,
hardships of the Twilight Realm. You have advantage
as a bonus action you can teleport up to 50 feet to an
on ability checks or saving throws to avoid exhaustion
unoccupied space you can see that is also in dim light
or being frightened.
or darkness. You then have advantage on the first
Cantrip. You know one cantrip of your choice from melee attack you make before the end of the turn. By
blade ward, death bolt, mage hand, and true strike. 7th level, you have learned to become one with the
Intelligence is your casting ability for this spell. shadows. When you are in an area of dim light or
darkness, you can use your action to become
Twilight Guard invisible. You remain invisible until you make an
Warriors sworn to serve the Twili royal family, you are attack, cast a spell, or are in an area of bright light.
or were a warrior of the dark. The mask you wear is a Small Body. Your size is small and your speed is
symbol of your duty, whether you continue to uphold 25 feet. With your new body you have a hover speed
this duty or not, and the glowing, magic symbols equal to 25 feet and can hover 5 feet above any
covering your chest are a reminder of this. You have surface.
been trained to use both weapons and your own body,
Racial Feat: Daybreaker Shadow Beast
After arduous training, your sight and other senses Transformations
have become capable of enduring sunlight with
negligible discomfort. You gain the following benefits: One of the unique abilities of the Twilight Guard is the
● You may ignore your Sunlight Sensitivity feature. ability to transform into a creature of shadow. This
● You have advantage on any saving throw against transformation lasts up to 10 minutes, and all
being blinded. statistics not directly changed remain the same. You
● You gain proficiency in your choice of either the may not use weapons, cast spells that require
Perception skill or the Investigation skill. material components or benefit armor, however any
armor or gear you're wearing or carrying is absorbed
Racial Feat: Trained Twili into your new form. You are proficient in any attacks
made in your new form. While transformed, you gain
You have trained under the tutelage of another Twili the following features regardless of the
whose subrace is opposite from yours, and have transformation:
learned to emulate their capabilities. You gain the ■ Natural Armor. Your AC becomes 10 + your
features of a Twili subrace that is not your own. Dexterity modifier + your Constitution modifier.
■ Type Change. You are counted as both a
Racial Feat: Sorcerous Twili construct and a beast.
■ Bestial Endurance. You gain temporary hit points
Prerequisite: Spellcasting feature equal to your Constitution modifier.
■ Dark Flesh. You have resistance to necrotic
You have studied the depths of twilit magic, and
empower your spellcasting capabilities. At appropriate damage and bludgeoning, piercing and slashing
points determined by your Spellcasting feature, you damage from non magical attacks. You are also
can learn the following spells in place of spells vulnerable to radiant damage.
otherwise available to your class at the same spell ■ Steadfast Beast. You cannot be charmed or
level. When you cast any of these spells, you gain an frightened while transformed.
additional benefit as noted in the following list. ■ Language Change. You can understand any
2nd: misty step. If there is a willing creature of language you already know, but cannot speak.
Medium or smaller size in your space or adjacent, you
can teleport that creature with you. Its movement Shadow Wolfos
mirrors yours; if you teleport 20 feet north for
instance, so does that creature. ■ Beastial Abilities. As long as you are
3rd: fly. If you cast this spell on yourself, the transformed, your Dexterity score increases by 2,
duration increases to, "concentration, up to 1 hour." your Strength score increases by 1, but your
4th: dimension door. If there is a willing creature of Intelligence score decreases by 1.
Medium or smaller in your space or adjacent, you can ■ Black Beast. Your walking speed is increased by
teleport that creature with you, in addition to any 20 feet, and your long and high jump is increased
objects or creatures otherwise allowed by dimension by 10 feet.
door.
5th: arcane hand. You conjure two hands instead of Actions
one, both of which can appear anywhere in range.
■ Bite. Melee Weapon Attack: +your Strength or
When you cast the spell and use a bonus action on
your subsequent turns, you can still control only one Dexterity modifier to hit, reach 5 ft., one target.
hand at a time. Hit: 1d6 + your Strength or Dexterity modifier
necrotic damage.
Your Intelligence score increases by 1, but cannot
■ Lupine Dash. You can put the swiftness of your
increase above your maximum for that score.
form to good use. When you take the Dash
action, you can use a bonus action to attempt to
grapple a creature within 5 feet of you as you
move. If you succeed, you may make one bite
attack against the grappled creature and it moves
with you until the end of your Dash.
Shadow Vermin used as a mount by a Medium or smaller
creature.
■ Ability Score Increase. As long as you are
■ Small Shade. Your size is Small when
transformed, your Dexterity and Strength scores
transformed.
increase by 2, but your Intelligence and Wisdom
■ Tentacles. Your swimming speed is increased by
scores decrease by 2.
10 feet, but your walking speed is reduced by 10
feet.
■ Sightless Senses. You gain blindsight out to a Actions
range of 15 feet.
■ Void Peck. Melee Weapon Attack: +your Strength
■ Gift of Shade: Your small size, odd shape and
or Dexterity modifier to hit, reach 5 ft., one target.
affinity for darkness allows you to pass unnoticed.
Hit: 1d8 + Strength or Dexterity modifier necrotic
You become proficient in the Stealth skill. If you
damage.
were already proficient, you add your proficiency
■ Void Claw. Melee Weapon Attack: +your Strength
bonus twice. While you are in dim light or
or Dexterity modifier to hit, reach 5 ft., one target.
darkness, you can take the Hide action as a
Hit: 1d4 + Strength or Dexterity modifier necrotic
bonus action.
damage. If the target is a Medium or smaller
■ Ability Score Increase. As long as you are
creature, it is grappled (escape DC 10 + your
transformed, your Dexterity score increases by 2,
Strength modifier). You have two claws, each of
your Intelligence score increases by 1, but your
which can grapple only one creature.
Dexterity score decreases by 1.

Actions Shadow Beast


■ Lunge. Melee Weapon Attack: +your Strength or ■ Big Beast. Your size is Large while transformed.
Dexterity modifier to hit, reach 5 ft., one target. ■ Ability Score Increase. As long as you are
Hit: 1d4 + your Strength or Dexterity modifier transformed, your Strength score increases by 2,
necrotic damage. your Constitution score increases by 1, but your
Intelligence score decreases by 1.

Shadow Keese ■ Nimble. Your walking speed is increased by 15


feet.
■ Tiny Terror. Your size is Tiny while transformed.
■ Wings. You gain a flying speed of 30 feet. This Actions
replaces any flying speed you had previously.
■ Shadow Strike. Melee Weapon Attack: +your
However, your walking speed is reduced to 0
Strength modifier to hit, reach 5 ft., one target.
feet.
Hit: 1d10 + your Strength modifier necrotic
■ Ability Score Increase. As long as you are
damage.
transformed, your Dexterity score increases by 3,
■ Grim Scream. You let loose a screech that
but your Constitution score decreases by 1 and
terrifies all those around you. By spending 6
your Strength score decreases by 2.
stamina or magic points, you can emit a piercing
scream audible out to a range of 30 feet. Each
Actions creature in that area that can hear the scream
must make a Wisdom saving throw with a DC of
■ Bat Bite. Melee Weapon Attack: +your Strength
8 + your Constitution modifier + your proficiency
or Dexterity modifier to hit, reach 5 ft., one target.
bonus. On a failed save, a creature takes 2d4
Hit: 1d4 + your Strength or Dexterity modifier
necrotic damage and is frightened for 1 minute. A
necrotic damage.
creature that fails its save by 5 or more is also
paralyzed for the same duration. An affected
Shadow Kargarok creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on
■ Big Beast. Your size is Large while transformed.
a success. On a successful save, a creature
■ Great Wings. You gain a flying speed of 60 feet. takes no damage and isn't frightened.
However, your walking speed becomes 10 feet.
■ Twilit Rider. Your new form allows for some
unorthodox forms of combat. You are able to be
Yeti
Long Strides. Your base walking speed increases
by 5 feet.

Yook
Yeti Traits Ability Score Increase. +1 Str, Con, or Wis

Ability Score Increase. +1 Str and Con Cold Resistance. You have resistance to cold
damage.
Age. A yeti is considered an adult around age 10,
though many continue to grow into their late thirties. Ice Breath. You can use your action to exhale a
At best, one will live just under a century. snowstorm of bitter cold in a 15-foot cone. Each
creature in this area must make a Constitution saving
Alignment. Yeti organize themselves in loose and
throw, with a DC equal to 8 + your Constitution
often tribes which have little desire for order and few
modifier + your proficiency bonus. A creature takes
strong loyalties. They have a tendency towards
2d6 cold damage on a failed save, and half as much
chaos.
on a success. The damage increases to 3d6 at 6th
Size. Your size depends on your subrace. If you are level, 4d6 at 11th level, and 5d6 at 16th level. After
a Yook, your size is Medium. If you are a white Yeti, you use this feature, you can't use it again until you
your size is Large. finish a short or long rest.
Speed. Your base walking speed is 30 feet. Ancestral Arms. You are proficient with clubs and
Languages. You can speak both Anook and greatclubs, and have +1 bonus on damage rolls made
Common, but cannot read or write. with these weapons.
Subrace. Choose either White Yeti, or Yook.

White Yeti
Size. A yeti is of great size, usually 10 to 12 feet in
height, and weighs in the neighborhood of 1600 lbs.
Your size is Large. As such compared to a Medium
creature you require four times as much food and
water, have double carrying capacity or encumbrance
for your Strength score, may require special
equipment, and can't ride mounts of Large size or
smaller. In combat you occupy a 10-foot square
instead of a 5-foot square, but you have the same
reach as a Medium creature.
Large Equipment. As a Large humanoid, you can
wield normal-sized weapons, but are better off
wielding weapons sized for you; see Weapons of
Unusual Size. You can't wear normal armor or
clothes, but instead must wear armor sized for a
Large creature; such gear costs twice as much and
weighs eight times as much.
Cold Endurance. You are comfortable even in the
coldest of climates, and do not need to make saving
throws or ability checks for enduring non magical cold
weather.
Chapter 2: Classes
Hylian Fighter
A Hylian fighter, or simply a “fighter,” excels at traditional martial combat. Fighters include the likes of knights, the
most skilled of soldiers, darknuts, iron knuckles, Gerudo warriors, Goron champions, Rito archers, and numerous
legendary heroes.

Hyurlean Fighter
Proficiency Stamina
Level Bonus Features Points
1st +2 Fighting Style, Stamina Meter Constitution mod
2nd +2 Fighter Subclass +2
3rd +2 Fighter Subclass Feature +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack +8
6th +3 Ability Score Improvement +10
7th +3 Fighter Subclass Feature +12
8th +3 Ability Score Improvement +14
9th +4 Indomitable +16
10th +4 Fighting Expertise +18
11th +4 Fighter Subclass Feature +20
12th +4 Ability Score Improvement +22
13th +5 Indomitable (2) +24
14th +5 Fighter Subclass Feature +26
15th +5 Relentless +28
16th +5 Ability Score Improvement +30
17th +6 Fighter Subclass Feature, Indomitable (3) +32
18th +6 Champion +34
19th +6 Ability Score Improvement +36
20th +6 Fighter Subclass Feature +38

Hylian Fighter Class Features


As a Hylian Fighter you gain the following class features.
Quick Build
You can make a fighter quickly by following these Hit Points
suggestions.
Hit Dice: 1d10 per Hylian Fighter level
1. Strength or dexterity should be your highest ability
Hit Points at 1st Level: 10 + your Con mod
score; favor Strength if you intend to take the
darknut subclass. Your second highest ability Hit Points at Higher Levels: 1d10 + your Con mod per
score should be Constitution; or Intelligence if you Hylian Fighter level after 1st
intend to take the spellsword subclass.
2. For your background, choose soldier. Proficiencies
3. For your Fighting Style, choose Defense. Armor: All armor and shields (including heavy shields)
Weapons: Simple weapons, martial weapons Dual-Wielding: You can engage in two weapon
Tools: None fighting without penalty to your attack rolls, even when
the one handed weapons you are wielding aren’t light.
Saving Throws: Strength, Constitution
Dueling: When you are wielding a melee weapon in
Skills: You are proficient in your choice of one skill in the
one hand and no other weapons, you gain a +2 bonus
following list: Acrobatics, Animal Handling, Athletics,
to damage rolls with that weapon.
History, Insight, Intimidation, Perception, and Survival.
Endurance: You can use a bonus action to regain
hit points equal to your fighter level plus your
If your Intelligence score is or becomes at least 11, you
Constitution modifier. Once you use this feature, you
gain proficiency in one more of the listed skills, for a total
must complete a long rest before you can use it again.
of two.
If your Intelligence score is or becomes at least 15, you
Exploration: You gain a climb speed and a swim
gain proficiency in one more of the listed skills, for a total speed equal to your base walking speed. You gain
of three. proficiency in one skill of your choice from
Investigation, Nature, Perception, Stealth, and
If your Intelligence score is or becomes at least 19, you
Survival.
gain proficiency in one more of the listed skills, for a total
of four. Heavy Strikes: After you roll damage with a
In place of gaining proficiency in a skill, you can instead weapon you are wielding in two hands, you can
gain proficiency in any one tool or vehicle of your choice. choose to roll one of the damage dice again, but if you
do so you must accept the second roll even if it is
Equipment lower. You can only gain this benefit with a melee
weapon you are wielding in two hands, and can only
You start with the following equipment, in addition to the
benefit from it once per turn.
equipment granted by your background:
⦁ (a) a chain mail or (b) any leather armor, a longbow,
Improvised Fighting: You are talented with turning
and 20 arrows anything into a weapon, and use this talent to surprise
your foes with underhanded tactics. If you acquire and
⦁ (a) two martial weapons worth no more than 300r
use a new improvised weapon in the same turn, you
apiece or (b) a martial weapon worth no more than 300r,
gain a +2 bonus to attack rolls with that weapon until
plus a wooden shield
the start of your next turn.
⦁ (a) six javelins or (b) a light crossbow with 20 bolts
Opportunity Attacking: You excel at finding
⦁ a backpack, a bedroll, a mess kit, a tinderbox, 10
openings in your foes’ guard. As a bonus action, you
torches, 10 days of rations, a waterskin, and 50 feet of
can enter a reactive stance that lasts until the start of
hemp rope
your next turn. While in your reactive stance, you can
Alternatively, your DM may allow you to choose your make opportunity attacks without using your reaction,
own starting equipment using 1,250 (5d4 x 100) rupees.
and you can use your reaction to make a melee attack
If you choose this option, you forgo the equipment
against a creature that moves more than 5 feet while
granted by your background.
within your reach.
Power Beams: While you are at full hit points and
Fighting Style use the Attack action on your turn to make at least
one melee attack, you can cast powerbeam as a
At 1st level, you adopt a particular style of fighting as
bonus action. When you cast powerbeam in this way,
your specialty. Choose one of the following options.
it inflicts half its normal damage. You can also cast
Archery: You gain a +2 bonus to attack rolls you make powerbeam as an action by expending 1 stamina
with ranged weapons. point.
Defense: While you are wearing armor, you gain a Protection: When a creature you can see attacks a
+1 bonus to AC. target other than you that is within 5 feet of you, you
Deflection: When you are targeted by a ranged can use your reaction to impose disadvantage on the
weapon attack from a creature you can see, you can attack roll. You must be wielding a shield to use this
use your reaction to impose disadvantage on the reaction.
attack roll. Shoving: When you use your action to make at
least one melee attack, you can use your bonus action
to attempt to shove a creature you hit with your attack.
Unarmored Defense: While you are not wearing
armor, your AC equals 10 + your Dexterity modifier + Ability Score Increase
your Constitution Modifier. You can use a shield and
When you reach 4th level, and again at 6th, 8th, 12th,
still gain this benefit.
16th, and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
Stamina Meter of your choice by 1. As normal, you can't increase an
ability score above 20 using this feature.
At 1st level, you gain a number of stamina points equal to If your campaign is using the feats optional rule, you can
your Constitution modifier (minimum 0). If your replace this feature with a feat for which you qualify.
Constitution modifier later increases, so does your
number of stamina points. You can expend your stamina
points to execute a called shot, or empower other class
Extra Attack
features. Normally all of your stamina points are
Beginning at 5th level, you can attack twice, instead of
replenished when you complete a short or long rest.
once, whenever you take the Attack action on your turn.
At 2nd level and every level you gain in this class, you
gain an additional 2 stamina points.
Called Shot Indomitable
Whenever you make a weapon attack, but before you
make the attack roll, you can expend 2 stamina points to Beginning at 9th level, you can reroll a saving throw that
make it a called shot. If the weapon attack hits, it inflicts you fail. If you do so, you must use the new roll, and you
the maximum amount of damage for its damage dice. can’t use this feature again until you finish a long rest.
(For example, a weapon die of 1d8 would inflict 8 You can use this feature twice between long rests starting
damage without rolling.) Extra damage dice for critical at 13th level, and three times between long rests starting
hits, magic weapons, or class features are also at 17th level.
maximized.
Your DM may allow alternate effects for a called shot. Fighting Expertise
Fighter Subclass At 10th level, you learn another Fighting Style of your
choice.
At 2nd level, you choose a subclass that you strive to
emulate in your combat styles and techniques. The Relentless
subclass you choose grants you features at 2nd level and
again at 3rd, 7th, 11th, 14th, 17th, and 20th level. Starting from 15th level, if you roll initiative and have less
Each subclass is summarized immediately below and than 4 stamina points remaining, you regain stamina
covered in more detail later on this page. points until you have 4 remaining.
■ A brute specializes in simple, brunt force—hitting
hard and hitting often.
■ A darknut specializes in stalwart, heavily-armored
Champion
defense. Its guard is virtually impenetrable.
At 18th level, choose two ability scores from Strength,
■ A spellsword mixes the study of magic with the art of
Dexterity, and Constitution. Each of those ability scores
war.
increases by 2, and your maximum for those scores also
■ A sword savage uses their primal fury to cleave
increases by 2.
through enemies with overwhelming offense.
■ An archer specializes in ranged combat. Its strategy
focuses on dodging attacks and using ranged Brute
weapons from afar.
■ A tunic specializes in combat versatility, as it You hit hard. You hit fast. You hit a lot. You take hits
employs a wide range of useful battle techniques. pretty well too. That’s about it though.
■ A hatamoto uses both body and mind in combat,
using tactical analysis, advanced weapons training Brute Bonus Proficiency
and their fists to win fights.
You gain proficiency with one skill from Acrobatics,
Athletics, Intimidation, and Survival.
Brute Mettle Darknut
At 2nd level, your hit point maximum increases by 3, and Forces of Ganon have long been filled with towering
it increases by an additional 2 every time you gain a level humanoid warriors clad entirely in armor, so shelled
in this class. within steel that their face or even their race could not be
determined. Over numerous generations, these warriors,
Hard Hitter and those who similarly practice this art of
heavily-armored combat have become known as
darknuts. The sheer effectiveness of this tradition has
Starting at 3rd level, whenever you make a weapon
caused it to be emulated in many different cultures. They
attack, you can choose to not add your proficiency bonus
now go by many names—iron knuckles, tart knuckles,
to the attack roll, and instead add it to the damage roll.
black knights, phantoms, and more—but "darknut"
This feature cannot be used if you could not otherwise
remains the most widespread.
add your proficiency bonus to the attack roll.
According to legend, a skilled darknut is so impervious
that it is literally invulnerable to any head-on assault.
Battle Instinct Although a darknut can hit just as tremendously hard as
other fighters, what makes it excel is the
Starting at 7th level, you add your proficiency bonus to masterfully-crafted armor it wears, and the tremendously
your initiative. impenetrable combat style it implements. Most darknuts
craft and maintain armor fine-tuned to their own bodies
Improved Extra Attack and combat styles, and can even render this protection to
be quasi-magical.
As your level increases, you can make even more
attacks with your Extra Attack feature. The number of Armor Expertise
attacks increases to three when you reach 11th level in
this class and to four when you reach 20th level in this At 2nd level, you gain the Defense Fighting Style. If you
class. already have it, you can instead gain another Fighting
Style of your choice.
Enduring Might If you have the Unarmored Defense Fighting Style, you
can gain its benefits if you are wearing armor, and use
Starting at 14th level, if your total for a Strength check is the AC it provides if it would be higher than the AC of
less than your Strength score, you can use that score in your armor.
place of the total. You have advantage on checks made While you are wearing medium armor, you can treat your
to resist exhaustion and decreases to your Strength AC as being equal to 11 + your Constitution modifier if it
score. would be lower. While you are wearing heavy armor, you
can treat your AC as being equal to 12 + your
Constitution modifier if it would be lower. You can use a
Overwhelming Force shield and still gain this benefit.

Starting at 17th level, your attacks can smash or pierce


through barriers both mundane and magical. Darknut Mettle
You ignore any damage resistance (but not damage
immunity) against your weapon attacks. Your attacks are At 2nd level your hit point maximum increases by 3, and
always considered magical for the purpose of it increases by an additional 2 every time you gain a level
overcoming damage immunity. Additionally, melee in this class.
weapon attacks are not affected by shields or abjuration
magic. (i.e. A creature with a normal shield would be -2 Armor Smith
AC against your attack, and a wizzrobe casting the shield
spell would gain no additional AC. A darknut is defined by its ability to maintain and
enhance its own armor. At 3rd level, you gain proficiency
with smith's tools. If you are already proficient, or would
later become proficient a second time, you gain expertise
with smith's tools.
Starting at 3rd level, you become able to enhance If you are wielding a weapon in each hand, you may
medium or heavy armor you can wear. You can do so choose to throw both of them. If both weapons are
over the course of a long rest if you have access to thrown, make your opportunity attack at disadvantage at
smith’s tools. Armor you have enhanced is called short range, and a guaranteed miss at long range.
“darknut armor.” While you wear your darknut armor, you However, you add both weapons damage dice to the
gain the following benefits: damage of the attack.
■ You gain a +1 bonus to your AC. Once you use this feature, you must complete a short or
■ When you take bludgeoning, slashing, or piercing long rest before you use it again.
damage you can choose to lose 2 stamina points for
every 5 hit points you would have lost. If your
stamina points are reduced to 0, any remaining
Body Blow
damage is suffered as normal.
At 17th level, you learn to put the full weight and power of
■ If a spell or magic effect specifically targets your
your frame behind your strikes. When you make a called
armor (as opposed to you), you have advantage on
shot with a melee weapon attack using Strength, you can
any saving throw against that spell. If the spell does
add your Constitution modifier to the damage dealt.
not allow a saving throw, you are afforded a
Constitution saving throw to ignore the effect of the
spell on your armor. Siege Fighter
Your armor is specifically attuned to your body and
combat style. No one else gains these benefits if they Starting at 17th level, the damage your weapon attacks
wear your armor. deal to objects and structures is doubled.

Darknut Armor Impervious


Starting at 7th level, your ability to forge and utilize your Starting from 20th level, while you are wearing your
armor comes more naturally. darknut armor you have resistance to all forms of
■ You can now don or doff your Darknut Armor as an damage other than thunder and psychic.
action, and a shield as a bonus action.
■ Non-Darknut armor can be donned and doffed at Spellsword
twice the normal speed.
■ When taking damage from falling you can ignore the A spellsword augments its martial prowess with a small
last 20 feet of space before the ground when selection of magical spells learned through study and
calculating the total. practice, rendering the fighter a versatile and formidable
■ Stamina points can now be spent to ignore Fire, force both on and off the battlefield. Despite the common
Acid, Thunder, Force, and Cold damage as per the name of spellsword, one who practices this craft can
above ability. employ any number of varied weapons, even to include
■ A Darknut wearing their Darknut Armor can use their magical weapons like rods.
bonus action to grant themselves an additional
opportunity attack until their next turn.
■ Your AC increases by an additional +1 while wearing Bonus Proficiencies
your Darknut Armor.
At 2nd level, your magical training grants you additional
proficiencies.
Snap Throw You gain proficiency with fire rods, ice rods, storm rods,
fire staffs, ice staffs and lightning staffs.
Starting at 14th level, you can perform a surprising You gain proficiency with one skill from Arcana, History,
ranged attack that catches your foe off-guard. Medicine, and Religion.
You can make an opportunity attack with a thrown melee
weapon, treating the range of the weapon as the reach of
your opportunity attack. If the weapon does not have the
thrown property, treat the weapon as if it had a range of Rod Wielder
(30/60 ft.). You add your proficiency bonus to this attack
Starting from 2nd level, when you make a melee attack
roll if you normally would not.
with a magic wand, staff or rod, you can add your
proficiency bonus to the attack roll if you otherwise
wouldn't. You gain this benefit even if you are wielding
Spellsword Spellcasting
the rod as an improvised weapon.
Max
Spell
Level Spells Known Spell Point Cost
Spellcasting Level
Level
2nd 2 1st 1st 2
When you reach 2nd level, you have begun to master the 3rd 3 1st 2nd 3
study of magic. You gain a limited capacity to cast spells
4th 3 1st 3rd 5
much like a researcher does.
Cantrips 5th 3 2nd 4th 6
You know two cantrips of your choice from the spellsword 6th 4 2nd 5th 7
spell list. You learn one additional cantrip at 11th level. 7th 4 2nd
Spells Known of 1st Level and Higher 8th 4 2nd
At 2nd level, you learn two 1st-level spells from the 9th 5 3rd
spellsword spell list.
10th 5 3rd
You learn one additional spell at 3rd level, and one
11th 5 3rd
additional spell at 6th, 9th, 12th, 15th, and 18th levels.
The spell you learn must be of a level you can cast, as 12th 6 3rd
shown in Table: Spellsword. 13th 6 4th
At every even-numbered level you gain in this class, you 14th 6 4th
can replace one spellsword spell you know of 1st-level or 15th 7 4th
higher (or a spell gained through this class's Varied
16th 7 4th
Learning feature) with a spellsword spell you would
17th 7 5th
otherwise be able to learn.
Casting Spells 18th 8 5th
To cast a spell, you must expend a number of magic 19th 8 5th
points or stamina points dependent on the level of the 20th 8 5th
spell. See the adjacent table.
You can cast a spell at a higher level than normal by
expending additional points. For example, casting Spell Versatility
burning hands, a 1st-level spell, normally costs 2 points.
It can be cast as a 3rd level spell, increasing its damage, At 7th level, you learn to weave spellcasting and martial
by expending the magic points needed to cast a 3rd level prowess more swiftly. When you use your action to cast a
spell—which is 5 points. spellsword spell, you can use your bonus action to either
If you do not have magic points, you can cast spells by make one weapon attack or take the Dash action.
expending stamina points as if they were magic points.
Any stamina points you expend to cast spells are not Rod Fighter
normally replenished when you finish a short rest, but are
still replenished when you finish a long rest. Starting at 11th level, any attack you make with a fire rod,
Spellcasting Ability ice rod, or storm rod costs 1 less stamina point or magic
Intelligence is your spellcasting ability for your spellsword point than normal (to a minimum of 0)
spells, since the power of your magic relies on study,
practice, and memorization. You use your Intelligence
whenever a spell refers to your spellcasting ability. In
Varied Learning
addition, you use your Intelligence modifier when setting
At 11th level and again at 17th level, you learn any one
the saving throw DC for a spellsword spell you cast and
spell of your choice from the researcher spell list. The
when making an attack roll with one.
spell you learn at 11th level must be of 1st, 2nd, or 3rd
Spell save DC = 8 + your proficiency bonus + your
level. The spell you learn at 17th level cannot be of a
Intelligence modifier
lower level than 1st or higher than 5th, and must be
Spell attack modifier = your proficiency bonus + your
available to the same researcher subclass as the spell
Intelligence modifier
you chose at 11th level.
When you cast a spell you learned with this feature, you
must expend 1 additional stamina point to cast the spell if
it is not on the spellsword spell list.
A spell you learn from this feature does not count against raging, and must make a Constitution save equal to your
your Spells Known. Spell Save DC to even cast them. You can only cast 3rd
level spells or lower while raging. Your rage lasts for one
Called Spell Shot minute, and you can rage a number of times equal to
your Constitution modifier before needing a long rest.
If you already have a fighting style that allows you to
Starting from 14th level, you gain keen accuracy with
rage, you may use it in place of Wrathful Combatant and
your offensive spells. When you use your action to cast a
learn the Unarmored Defense Fighting Style. You
spellsword spell that requires at least one attack roll and
automatically gain the Unarmored Defense Fighting Style
deals damage, you can expend 2 stamina points and
at 5th level.
make a called shot with it as if it was a weapon attack. As
You gain proficiency in one of the following skills of your
with a normal called shot, this maximizes the damage on
choice: Animal Handling, Nature, Intimidation or Survival.
a hit.
Any stamina points you expend to make a called shot
with a spell are not normally replenished when you finish Bulky Constitution
a short rest, but are still replenished when you finish a
long rest. At 2nd level your hit die increases to a d12's. In addition
when you roll for your hit points in this class you use
Eternal Magic d12's instead of d10's.
Your rage has also made it almost impossible to put you
down. As an action while raging, you may sacrifice 1 hit
Starting at 20th level, you become able to cast certain
die to bolster your remaining HP with a number of hit
spells effortlessly. When you use your action to cast any
points equal to 12 + your Constitution modifier until your
spellsword spell of 1st level that doesn't restore hit points,
rage ends. This is technically temporary HP, but you do
doing so does not consume stamina points or magic
not remove points from this extra health until your main
points.
HP pool is depleted. If your main health is depleted when
Making a Called Spell Shot with one of these spells still
your rage ends, you fall to 0 hit points and fall
costs 2 stamina points, as normal.
unconscious (Though you do not need to make death
saves unless you are attacked again).
Sword Savage You cannot bolster your health if you have no hit dice
remaining.
When it comes to the heat of battle, there are those who
channel the fiery rage that burns within them into a force
of destruction so potent it can overcome mortal limits. Savage Instinct
Though often seen as savage or unrefined, this ancient
At 3rd level your wild instinct has made you more aware
art requires a fierce degree of mastery to utilize properly.
of your surroundings. You have advantage on Dexterity
This rage can come from a multitude of places: a deep
saving throws against effects that you can see, such as
hatred of the enemy, a passion for battle, a channeling of
traps and spells. To gain this benefit, you can't be
one's inner beast or a mystical trance. Regardless, a
blinded, deafened, or incapacitated.
Sword Savage can absolutely slaughter an opposing
force, charging through hell without suffering a scratch.
Frenzy
Extra Expertise Starting at 3rd level, you can expend 8 stamina points to
go into a frenzy when you rage. If you do so, for the
At 2nd level, you gain a Fighting Style unique to the
duration of your rage you may make two weapon attacks
Sword Savage:
using one attack action on each of your turns after this
Beast Unleashed: When in combat, you may use your
one. You can only do this once per turn. When your rage
bonus action to enter a Rage. While raging, you have
ends, you cannot regain these stamina points until you
advantage on all strength checks and saving throws;
take a long rest.
when you make a melee weapon attack using Strength,
If you would spend more stamina points than you
you gain a bonus to the damage roll equal to half your
possess, you spend all remaining stamina points and
proficiency bonus; and you have resistance to
suffer 1 level of exhaustion. You cannot cast spells at all
bludgeoning, piercing, and slashing damage. If you are
while in a frenzy.
able to cast spells, you can't concentrate on them while
First to the Slaughter repeats this saving throw every turn, as long as the
duration of the effect is extended. If the creature
succeeds on its saving throw, you can't use this feature
At 5th level, you use more than just your mind to start a
on that creature again for 24 hours.
battle. You add your Strength modifier to your initiative
This aura also has a few more passive effects. If you
rolls.
have proficiency in Intimidation, you add double your
proficiency bonus as if you had expertise. You gain
Wrathblade proficiency in this skill otherwise.

At 7th level, your rage is so potent it has begun to affect


your weapons. Choose one non-sentient weapon you
Retaliation
own that you are proficient with. You partake in an
Starting at 14th level, when a creature within 5 feet of you
ancient ritual with your chosen weapon to fill it with your
hits you with an attack, you can use your reaction to
wrath, turning it into a Wrathblade. This ritual takes 1
make one weapon attack against that creature.
hour, and can be done on one weapon or a pair of
weapons, though you must be wielding both to gain the
benefits of this feature. While raging, you gain the Potent Rage
following benefits:
■ You gain a +1 bonus to attack rolls with this weapon. At 15th level, your frenzied rage is less taxing on your
This becomes +2 at 11th level and +3 at 15th level. body. You instead spend 6 stamina points when entering
■ Your weapon gains the Dire property. This your frenzy. In addition, you now may add your
essentially means you add your full proficiency proficiency bonus to attack rolls when activating your
bonus to damage rolls. However, you do not add Wrathblade (You gain an additional +1 to damage rolls if
your proficiency bonus to attack rolls. If your weapon your weapon was already Dire).
is already Dire, you add your full proficiency bonus
and gain an additional +1 to damage rolls instead.
■ You cannot be disarmed of this weapon, nor can you
Overpowered Onslaught
have disadvantage on your attack rolls (unless you Starting at 17th level, your Strength and Constitution
would have disadvantage twice). score maximums increase by 2.
■ Your weapon ignores damage resistance to
bludgeoning, slashing and piercing damage, and
treats damage immunity as resistance, unless this Pure Power
resistance specifies that its resistance is to
non-magical damage. At 11th level, you ignore At 20th level, your rage is a force nigh unparalleled in
non-magical resistance regardless. Hyrule. While raging, you gain the following benefits:
■ You roll one additional damage die when dealing ■ Your speed cannot be reduced.
extra damage on a critical hit. This increases to two ■ You are immune to the frightened, paralyzed, and
extra dice at 11th level and three at 15th. stunned conditions.
As it is your rage that fills the blade, you alone gain its ■ You gain resistance to all damage except psychic.
benefits. Any other creature who wields this weapon ■ You have advantage on all Strength, Dexterity,
wields it as if it was a normal weapon. Constitution, and Charisma saving throws.
■ If your Strength check is lower than your ability
score, you can choose to use your ability score
Aura of Anger instead.

At 11th level, others have begun to feel an unnerving


aura of power emanating from you. As an action, you Archer
may choose one creature within 30 feet of you. You must
be able to see this creature. If the creature can see or For the archer, speed is their best friend and their
hear you, it must succeed on a Wisdom saving throw (DC greatest weapon. Before enemies can even lift their
equals 8 + your proficiency bonus + your Charisma weapons to retaliate, the archer already has a dozen
modifier) or be frightened of you until the end of your next arrows piercing through their armor. Rather than fighting
turn. On subsequent turns, you can use your action to up-close or with mystical forces like other fighters, the
extend the duration of this effect on the frightened archer is always moving, darting from place to place
creature until the end of your next turn. The creature
raining down arrows on anyone that would dare step into
their firing range. Evasive Maneuvers
At 11th level, you learn how to nimbly maneuver into
Ammunition Crafting advantageous range. You can disengage as a bonus
action. Additionally, you can dodge as a bonus action by
At 2nd level, you gain proficiency with woodcarver's tools. expending 4 stamina points.
If you are already proficient, or would later become
proficient a second time, you gain expertise with the
woodcarver's tools. You are also capable of using the Sniper
woodcarver's tools to swiftly craft ammunition for your
Starting at 11th level, when you attack with a ranged
weapons. In 1 minute, you can carve wood worth at least
weapon you are proficient in using, you do not have
1 rupee to produce a usable arrow or bolt.
disadvantage while attacking beyond the weapon's
normal range. You still cannot attack beyond the
Archery Expertise weapon's long range. Additionally, you gain a +2 bonus to
attack rolls you make while making a ranged attack within
At 2nd level, you gain the Archery Fighting Style. If you your ranged weapon's normal range.
already have it, you can instead gain another Fighting
Style of your choice.
Additionally, you no longer have disadvantage on ranged Volley
weapon attack rolls against a target within 5 feet of you.
Starting at 14th level, you've learned how to fire arrows at
multiple enemies at a time. As an action, you can spend
Agile Initiative 3 stamina points to choose a 10-foot radius sphere and
make a ranged weapon attack against each one of the
Starting from 3rd level, you can add your Dexterity creatures within that sphere. The weapon you use must
modifier to your initiative in place of your Wisdom be one that consumes ammunition, and the furthest point
modifier. of the sphere must still be within your weapon's normal
range.
Battle Instinct
Slow Time
Starting at 7th level, you add your proficiency bonus to
your initiative. Starting at 17th level, you can move and react so
incredibly fast that it feels like time is slowing around you.
Trick Shot By using your bonus action and expending 12 stamina
points, you can "slow time," gaining the following benefits
Also at 7th level, you are able to add a special twist to the until the start of your next turn:
called shots you make. Whenever you make a called ■ Your movement doesn't provoke opportunity attacks.
shot, you can spend an extra 3 stamina points to add one ■ Attack rolls against you are made with disadvantage.
of the following effects to that called shot. ■ You have advantage on Wisdom (Perception) checks
■ Disarm. After hitting a creature's weak point, your and Dexterity saving throws.
attack also hits one of the targeted creature's limbs. ■ Your walking, climbing, flying, and swimming speeds
On a hit, the targeted creature drops one item that it increase by 10 feet.
is holding in the limb that you shot. That item flies 10 ■ If you take the attack action this turn, you can make
feet from the creature in a random direction. one extra weapon attack as part of that action.
■ Trip. After hitting a creature's weak point, your attack ■ If you use your action to Volley, the radius of the
also hits the targeted creature's legs. On a hit, the sphere increases to 20 feet.
targeted creature falls prone.
■ Overdraw. While aiming for a creature's weak point, Stop Time
you also pull the string of your ranged weapon to its
limit. Take a -2 penalty to the attack roll and if the At the 20th level, your Evasive Maneuvers and Slow
attack hits, it deals +5 damage. Time features reach an astounding new pinnacle. Your
movement never provokes opportunity attacks.
When the moment is right, you can even move and act Slice and Helm Splitter on a single weapon attack. You
so speedily that time itself can't keep up with you. You cannot use the same technique simultaneously, however,
can use a bonus action and expend 12 stamina points such as using Back Slice twice on a single weapon
and enter a state of extreme alertness. Until the start of attack.
your next turn, you gain the following benefits: Technique Points Description
■ Attack rolls against you are made with disadvantage. You can use this technique as part of a weapon
■ You have advantage on Wisdom (Perception) attack before you make an attack roll. On a hit
checks, Dexterity saving throws, and weapon attack against an armored creature, the target’s armor
rolls. (excluding magical armor, natural armor, or a shield)
Back Slice 1
■ Your walking, climbing, flying, and swimming speeds suffers a cumulative -1 penalty. Armor reduced to an
increase by an amount equal to your base walking AC of 10 (or 10 + Dexterity modifier) is destoryed.
speed. Regardless of what creature is hit, your attack still
■ You can take two actions this turn. inflicts damage as normal.
■ If you use your action to Volley, the radius of the While you are wielding a shield and are damaged by
sphere increases to 30 feet. a ranged weapon attack, you can use this technique
as a reaction to reduce the damage by an amount
Block
2 equal to your Dexterity modifier plus your
Tunic Missiles
proficiency bonus. If your shield is a magic item, you
can also reduce the damage of a ranged spell attack
Numerous legends surround a young Hylian fighter clad in the same way.
in a brightly-colored tunic who wielded a variety of When you use your action to Dash, you can use this
particularly unusual weapons and techniques. According technique as a bonus action to make one melee
to these tales, this warrior was able to single-handedly Dash weapon attack or one shove attempt. If you moved
2
defeat monstrous creatures on the tier of gods, Attack at least 10 feet straight towards the target of your
supposedly even including Ganon itself. There are many attack before making the attack roll or the Strength
(Athletics) check, you gain advantage on it.
who strive to emulate the esoteric combat style
supposedly utilized by this legendary hero, whether he is After you hit a creature with a weapon attack, you
mythical or not. Those who practice the hero's techniques can use this technique to distract it and give your
Distracting allies an opening. The next attack roll against the
do not always wear a tunic, but nonetheless they retain 4
Strike target has advantage, if the attack is made by
this title among their peers. someone other than you before the start of your
next turn.
Tunic Bonus Proficiencies As an action, you can use this technique to make one
Ending weapon attack against a prone creature you can see
6
A tunic trains with unconventional weaponry and Blow within 10 feet of you. You don’t make an attack roll;
methods. At 2nd level, your esoteric training grants you instead, you treat the d20 as if it had landed on 20.
proficiency with bombs, and one musical instrument or When you make a Strength (Athletics) or Dexterity
artisan’s tool of your choice. (Acrobatics) check to avoid having your speed
Escape
2 reduced, to avoid or end being grappled, or to avoid
Artist
or end being restrained, you can use this technique
Tunic Techniques to gain advantage on that check.
As a bonus action, you can feint against any creature
At 2nd level, you learn your choice of one of the following within 5 feet of you. You have advantage on your
techniques. You can only learn a technique if your levels Feint 6
next attack roll against that creature, if it is made
in this class equal or exceed the number of stamina before the end of your next turn.
points needed to use the technique. (See the "Points" You can use this technique as part of taking the
column in the following table.) You learn another Guardian Dodge action. You gain resistance to bludgeoning,
2
technique at 3rd level. You learn two additional Acorn piercing, and slashing damage until the start of your
techniques of your choice at 7th level and 11th level. At next turn.
7th and 11th level, you can also replace one technique You can use this technique as part of a melee
you know with a new one. weapon attack you make against a creature.
You can use a technique you have learned by expending Regardless of whether or not you hit the target, you
Helm
the amount of stamina points listed for the relevant 1 can move to any space within 5 feet of it without
Splitter
technique. Most techniques specify when they can be provoking an opportunity attack. You expend
movement to move as normal, but you ignore any
used. You can use different techniques as part of the
difficult terrain in your way.
same action or the same attack, such as using both Back
Technique Points Description
Courage
Once per turn, you can use this technique when you Tunic methodology favors bravery and conviction.
make a melee weapon attack as part of your Attack Starting from 7th level, you gain advantage on saving
Jump action. You add the weapon’s damage dice to the throws against being charmed or frightened.
8
Attack attack a second time. These extra damage dice are
not multiplied on a critical hit, but are maximized on
a called shot. Heroic Technique
Immediately before you make a Dexterity saving
Reflex 5 throw, you can use this technique to gain advantage At 14th level you learn any one of the following
on that saving throw. techniques, which you can use as if it was a Tunic
When a creature misses you with its melee attack, Technique. You learn one additional Heroic Technique of
Riposte 5 you can use this technique as a reaction to make one your choice at 17th level.
melee attack against that creature. Technique Points Description
You can use this technique when you hit with a You can use this technique as part of a weapon attack
weapon attack that deals bludgeoning, piercing, or Hawkeye 8 before you make the attack roll. You gain a +4 on the attack
Rock
2 slashing damage. Instead of that damage type, the roll.
Breaker
weapon deals magical force damage. This damage is As an action, you can expend any amount of stamina points
doubled against objects or structures. you have remaining. You or a creature you touch regains hit
points equal to the stamina points you expended. If you
As part of your movement, you can use this
Life Varies have the Stamina Scroll feature, the target instead reagins
technique to increase your walking speed by 20 feet hit points equal to double the stamina points you
Roll 1
until the end of your turn. If you also use the Dash expended. Any stamina points you expend on this
action, this increase doubles to 40 feet. technique cannot be regained until you finish a long rest.
You can use this technique to perform a shield bash To learn this technique, you must already know the Ending
in place of one attack you would make as part of Blow technique. As an action, you can use this to perform
your Attack action, but only if you are wielding a an Ending Blow on any creature within 10 feet of you,
Shield Mortal
2 shield. Make a melee attack roll including your 10 regardless of whether or not it is prone. You do not need to
Bash Draw see the target. You can draw or sheathe a weapon as part of
proficiency bonus against any creature within 5 feet
this technique. Immediately after you use this action, you
of you. On a hit, you deal no damage, but the target are incapacitated until the start of your next turn.
cannot take reactions until the start of its next turn.
To learn this technique, you must already know the Riposte
You learn the spin attack spell. By using this technique. You can use this technique as a bonus action to
technique as an action, you cast spin attack at its impose disadvantage on all attack rolls against you until
Spin Attack 4 Perfect
lowest level. If you have magic points, you can also 10 the start of your next turn. The first time you use Riposte
Dodge before the start of your next turn, you have advantage on
cast spin attack normally.
the attack roll, and any hit from this Riposte is treated as a
You can use this technique as part of a melee critical hit.
weapon attack made against a creature that is
As an action, make one melee weapon attack against any
Upthrust 2 currently flying, or physically above you. The reach creature or object as if your weapon had a reach of 30 feet.
of your attack increases by 5 feet, and you gain On a hit, you teleport to a space adjacent to that creature.
advantage on the attack roll. Instead of your weapon’s normal damage, you roll your
You do not actively use this technique. Instead, you Triforce attack’s damage 8 times and sum the damage against the
17 target. (i.e. if you're attacking with a shortsword and you
add half your level (rounded down) to your stamina Slash
have a Dexterity score of 14, your attack would deal 8d6+16
Vessel of point maximum, and it increases accordingly with
0 piercing damage.) This damage ignores any damage
Stamina your level. (If you gain this technique, you cannot resistance or immunity. Once you hit with this technique,
also gain the benefit of the feat named Vessel of you must complete a long rest before you can use it again.
Stamina.) To learn this technique, you must already know the spin
Immediately before you make a Wisdom saving attack technique. As a single action, you can use this
Will 6 throw, you can use this technique to gain advantage technique to cast spin attack at its lowest level 3 times. You
on that saving throw. Whirlwind can move between any of these spin attacks as you would
17 normally be able to move. On a turn you use this technique,
Spin Attack
You can use this technique as a bonus action. Once your movement does not provoke opportunity attacks. At
Withdraw 2 used, your movement does not provoke opportunity the end of this turn, you are stunned until the start of your
attacks for the rest of your turn. next turn.
You can substitute learning a Heroic Technique to instead Persuasion, Stealth or Survival and one Language or
learn a normal Tunic Technique. Instrument of your choice.

Stamina Scroll Style Sync


At 20th level, you can expend half the normal number of At 2nd level, your martial prowess is akin to that of a
stamina points for any Tunic Technique or Heroic Mercenary in versatility, allowing your fighting style to be
Technique you use, rounded up. You cannot use this better suited to your position. If you have one of the two
feature to reduce a stamina point cost below 1. fighting styles bellow, you may choose for them to
change in the following ways:
Hatamoto ■ Unarmored Defense > Bokken Blocking: While
not wearing light or medium armor, your AC is equal
to 10 + your Wisdom or Strength modifier (You may
Amongst the fighters and warriors of Hyrule, the
only choose once) + your Dexterity modifier if it
Hatamoto remains chief among them. Usually
would be lower.
high-ranking Sheikah, but not always; a Hatamoto has
■ Protection > Bodyguard: When a creature you can
been trained their whole lives for warfare, both in mind
see attacks a target other than you that is within 5
and body. Each one is a master of combat, using both
feet of you, you can use your reaction to impose
weapons and their own fists to tactically decimate their
disadvantage on the attack roll. Additionally, if the
opponents bodies, while using their minds to formulate
creature you are protecting has not taken their turn,
plans and strategies to lead their parties to victory.
that creature gains half cover until your or the
Hatamoto protected creature's next turn, whichever comes first.
Movement Speed
Level Max Martial Die
2nd 1d4
Increase
+5ft
One With The Blade
3rd 1d4 +5ft At 2nd level, you have been trained as a deadly
4th 1d6 +5ft combatant; with or without weapons. Your unarmed
5th 1d6 +10ft strikes deal 1d4 bludgeoning damage in place of their
6th 1d6 +10ft regular damage, and you may use Strength or Dexterity
for attack and damage rolls for unarmed strikes. This die
7th 1d6 +10ft
increases in damage as you gain Hatamoto levels.
8th 1d6 +15ft
In addition, you are trained to maneuver yourself faster
9th 1d8 +15ft than most warriors of your caliber. Your movement speed
10th 1d8 +15ft increases by 5 feet while in combat. This bonus
11th 1d8 +20ft increases as you gain Hatamoto levels.
12th 1d8 +20ft
13th 1d8 +20ft Ryōtō
14th 1d10 +25ft
15th 1d10 +25ft At 3rd level, your training has led you to mastering a
certain weapon of your choice. Choose two types of
16th 1d10 +25ft
weapon you are proficient with (Such as longswords or
17th 1d10 +30ft longbows). While unarmed or wielding one of these types
18th 1d10 +30ft of weapons, you gain the following benefits:
19th 1d12 +30ft ■ You can use Dexterity instead of Strength for the
20th 1d12 +30ft attack and damage rolls.
■ When you use the Attack action, you can make one
unarmed strike as a bonus action.
Hatamoto Bonus Proficiencies ■ When you use the Attack action, you can use a
bonus action to enter a defensive stance. As long as
As a Hatamoto, you are trained to be as skilled in the you are not incapacitated, you gain a +2 to your AC
field of the written word as you are in the field of battle. until the start of your next turn.
You gain proficiency in one of the following skills of your
choice: History, Insight, Investigation, Performance,
■ When you attack with one of these weapons, you action. You must take a long rest before you are able to
may spend 3 stamina points to add your Martial Die use this feature again.
to one damage roll on each of your turns.
■ When you make an unarmed attack, you may spend
6 stamina points to attempt to throw off an opponent.
Conquer Thyself
If the attack hits, the target must succeed on a
At 17th level, you have made your body into a machine of
Constitution saving throw (DC 8 + your martial die
war through proper routine and maintenance. After taking
maximum or proficiency bonus, whichever is higher)
a long rest, you gain the following benefits for 24 hours:
or be stunned until the end of your next turn.
■ You can use your action to end one effect on
■ All attacks with unarmed strikes or with the chosen
yourself that is causing you to be charmed or
weapons are considered silvered and adamantine
frightened.
for overcoming damage resistance, but not immunity
■ You are immune to disease and the poisoned
Upon gaining a level in this class, you may change one
condition, and resist poison damage.
or both of your Ryōtō weapons.
■ You are proficient in all saving throws.
■ On each of your turns, you may choose to reroll one
Tactical Observation missed attack roll. You may only do this on your turn,
and before the next attack roll is made.
Starting at 7th level, if you spend at least 1 minute Spells or effects that induce exhaustion remove these
observing or interacting with another creature outside benefits, though spells and abilities that remove
combat, you can learn certain information about its exhaustion do not restore them. Only the routine of a full
capabilities compared to your own. The DM tells you if long rest restores these abilities.
the creature is your equal, superior, or inferior in regard
to two of the following characteristics of your choice:
■ Strength score
Conquer Thy Enemy
■ Dexterity score
Also at 17th level, you have learned to use an advantage
■ Constitution score
to its fullest. If you are unarmed or wielding one of your
■ Armor Class
Ryōtō weapons, take the Attack action and have
■ Current hit points
advantage on an attack roll against one of the targets,
■ Total class levels, if any
you can forgo the advantage for that roll to make an
■ Weak points, if any
additional weapon attack against that target. This is part
In addition, your observation allows you to predict when
of the same action. You can do so no more than once per
battles are about to begin. You may add either your
turn.
Strength or Dexterity modifier to your initiative.

Sure Strike Death Before Dishonor


Starting at 20th level, your fighting spirit can delay the
At 11th level when you miss with an attack roll, you can
grasp of death. If you take damage that reduces you to 0
spend 1 to 3 stamina points to increase your attack roll
hit points, you can use your reaction and 10 stamina
by 2 for each of these stamina points you spend,
points to delay falling unconscious, and you can
potentially turning the miss into a hit.
immediately take an extra turn. While you have 0 hit
Also at 11th level, you may spend 1 to 3 stamina points to
points during that extra turn, taking damage causes
give your Ryōtō weapons a bonus to attack and damage
death saving throw failures as normal, and three death
rolls when you attack with it. The bonus equals the
saving throw failures can still kill you. If you are killed
number of stamina points you spent. This bonus lasts for
while in this state your body dies standing, and will
1 minute or until you use this feature again. This feature
remain so until moved. When the extra turn ends, you fall
has no effect on a magic weapon that already has a
unconscious if you still have 0 hit points.
bonus to attack and/or damage rolls.

Action Surge
At 14th level, you are able to plan and attack even faster
than before. Once on your turn, you may take a second
Hylian Hunter
A Hylian Hunter, or just "Hunter" for those in Hyrule, is a warrior who does not concern themselves with affairs of the
cities, leaving the fighters and opportunists to those troubles. Instead, Hunters seek out their combat in the wilds,
hunting monsters and bandits where they least expect it. Many hunters are of a druidic nature, seeking the wild side
of hunting, but not all. Some take a more professional approach to their hunts, using tact and unorthodox fighting
style to trap the monsters they hunt, while others simply enjoy the solitude of nature and the freedom it provides.

Hylian Hunter
Proficiency
Level Features Stamina Points
Bonus
1st +2 Stamina Meter, Wild Wanderer, Favored Foe Constitution mod
2nd +2 Fighting Style, Style Sync, Hunter Subclass Feature +2
3rd +2 Hunter Subclass Feature +4
4th +2 Ability Score Improvement +6
5th +3 Extra Attack, Nature’s Guide +8
6th +3 Ability Score Improvement, Hunter Subclass Feature +10
7th +3 Hunter Subclass Feature +12
8th +3 Ability Score Improvement +14
9th +4 Additional Fighting Style +16
10th +4 Hunter’s Hiding Place +18
11th +4 Hunter Subclass Feature +20
12th +4 Ability Score Improvement +22
13th +5 — +24
14th +5 Hunter Subclass Feature +26
15th +5 Wild Wariness +28
16th +5 Ability Score Improvement +30
17th +6 Hunter Subclass Feature +32
18th +6 Hunter’s Hatred +34
19th +6 Ability Score Improvement +36
20th +6 Hunter Subclass Feature +38

4. If you are a slayer, prioritize Dexterity or Strength.

Hylian Hunter 5.
Intelligence should be your next highest stat.
If you are a trickster, prioritize Charisma. Dexterity
should be your second highest stat.
Quick Build 6. If you are a mercenary, any stat can be prioritized,
but go for Strength or Dexterity.
You can make a hunter quickly by following these
7. If you are a sylvan, prioritize Wisdom and Charisma.
suggestions.
8. For your fighting style, choose Wild Spellsword.
1. Wisdom should be your highest ability score. Your
9. For your Favored Foe, choose Fiends or Beasts.
second-highest ability score should be Strength or
Dexterity.
2. If you are a shaman, prioritize Wisdom and
Constitution.
Class Features
3. If you are a shifter, prioritize Wisdom and Strength. As a Hylian Hunter you gain the following class features.
Hit Points features. Normally all of your stamina points are
replenished when you complete a short or long rest.
Hit Dice: 1d8 per Hylian Hunter level At 2nd level and every level you gain in this class, you
Hit Points at 1st Level: 8 + your Con mod gain an additional 2 stamina points.
Hit Points at Higher Levels: 1d8 + your Con mod per Called Shot
Hylian Hunter level after 1st Whenever you make a weapon attack, but before you
make the attack roll, you can expend 2 stamina points to
Proficiencies make it a called shot. If the weapon attack hits, it inflicts
Armor: Light armor, medium armor, shields the maximum amount of damage for its damage dice.
(For example, a weapon die of 1d8 would inflict 8
Weapons: Simple weapons, martial weapons
damage without rolling.) Extra damage dice for critical
Tools: None hits, magic weapons, or class features are also
Saving Throws: Strength, Dexterity maximized.
Skills: You are proficient in your choice of three skills in Your DM may allow alternate effects for a called shot.
the following list: Acrobatics, Animal Handling, Athletics,
Investigation, Insight, Nature, Stealth, and Survival. Wild Wanderer
If your Intelligence score is or becomes at least 11, you At 1st level, you have spent a great deal of time in the
gain proficiency in one more of the listed skills, for a total wilds, and can use this knowledge accordingly. While in a
of four. natural setting (As decided by your DM), this grants you
If your Intelligence score is or becomes at least 15, you the following benefits:
gain proficiency in one more of the listed skills, for a total ■ You ignore difficult terrain.
of five. ■ You have advantage on initiative rolls.
If your Intelligence score is or becomes at least 19, you ■ On your first turn during combat, you have
gain proficiency in one more of the listed skills, for a total advantage on attack rolls against creatures that have
of six. not yet acted.
In place of gaining proficiency in a skill, you can instead ■ While tracking other creatures, you also learn their
gain proficiency in any one tool or vehicle of your choice. exact number, their sizes, and how long ago they
passed through the area.
Equipment ■ You may dash as a bonus action.
In addition, you are able to speak in Wildspeak, a
You start with the following equipment, in addition to the
language devised by hunters for effective exclusive
equipment granted by your background:
communication. Regardless of a creature's feature, no
⦁ (a) scale mail or (b) leather armor other creature can understand this language unless
⦁ (a) two shortswords or (b) two simple melee weapons through magical means unless they are a hunter.
⦁ (a) a longbow and a quiver of 20 arrows or (b) a light
crossbow with 20 blots
Favored Foe
⦁ a backpack, a bedroll, a mess kit, a tinderbox, 10
torches, 10 days of rations, a waterskin, and 50 feet of Beginning at 1st level, you have significant experience
hemp rope studying, tracking, hunting, and even talking to a certain
Alternatively, your DM may allow you to choose your type of enemy commonly encountered in the wilds.
own starting equipment using 1,250 (5d4 x 100) rupees. Choose a type of favored enemy. This can be a creature
If you choose this option, you forgo the equipment type or members of a specific race (Such as Twili,
granted by your background. Lizalfos or Zora), a type of creature such as Beasts,
Aberrations or Dragons, or even a specific class, such as
Stamina Meter Scions, Sages or even other Hunters. You gain a +1
bonus to attack and damage rolls with weapon attacks
At 1st level, you gain a number of stamina points equal to against creatures of the chosen type, you have
your Constitution modifier (minimum 0). If your advantage on Survival checks to track your favored
Constitution modifier later increases, so does your enemies, as well as on Intelligence checks to recall
number of stamina points. You can expend your stamina information about them. In addition, you have advantage
points to execute a called shot, or empower other class on saving throws against the spells and abilities used by
them.
The bonus to attack and damage rolls increases to +2 at be wielding a weapon or a shield that does not have the
5th level and +3 at 9th level. light or finesse properties.
Certain Hunter features require a saving throw. The DC is Wild Spellsword: You can tap into natural magics much
calculated as follows: like a Forest Sage. You learn two cantrips from the forest
■ Shaman/Sylvan/Shifter = 8 + Wisdom + proficiency sage spell list. Wisdom is your spellcasting modifier for
bonus these spells. You may change your chosen cantrips upon
■ Slayer = 8 + Intelligence/Wisdom + proficiency a long rest or level up.
bonus Thrown Weapon Fighting: You gain a +2 to attack and
■ Trickster = 8 + Charisma + proficiency bonus damage rolls with throwing weapons.
■ Mercenary = 8 + Strength/Dexterity + proficiency
bonus
■ Hunters without a chosen subclass may use either
Hunter Subclass
Strength, Dexterity, Intelligence, Wisdom or
At 2nd level, you choose a subclass that you strive to
Charisma until they choose a subclass at 2nd level.
emulate in your combat styles and techniques. The
When you gain this feature, you also learn one language
subclass you choose grants you features at 2nd level and
of your choice, typically one spoken by your favored
again at 3rd, 6th, 7th, 11th, 14th, 17th, and 20th level.
enemy or creatures associated with it. However, you are
Each subclass is summarized immediately below and
free to pick any language.
covered in more detail later on this page.
■ A shaman specializes in wild magics, and can
Fighting Style manipulate natural elements to their benefit.
■ A shifter is a hunter who truly embodies the wild,
At 2nd level, you adopt a particular style of fighting as using magics to become different creatures.
your specialty. You gain an additional fighting style at 9th ■ A slayer hunts the monsters in the wilds, using their
level. Choose one of the following options. prey's powers to bolster their own.
Archery: You gain a +2 bonus to attack rolls you make ■ A trickster uses tricks and traps to confuse and
with ranged weapons. confound their prey.
Dual-Wielding: You can engage in two-weapon fighting ■ A mercenary utilizes a multitude of fighting styles
without penalty to your attack rolls, even when the and unique abilities to defeat their enemies.
one-handed weapons you are wielding aren't light. ■ A sylvan partners with fairies and uses their magic to
Dueling: When you are wielding a melee weapon in one aid their allies and themselves.
hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon.
Exploration: You gain a climb speed and a swim speed
Style Sync
equal to your base walking speed. You gain proficiency in
At 2nd level, the subclass you have chosen can augment
one skill of your choice from Investigation, Nature,
your fighting style in unique ways. The fighting style you
Perception, Stealth, and Survival.
have chosen is altered by your subclass. Only fighting
Improvised Fighting: You are talented with turning
styles gained through this class can be altered in this
anything into a weapon, and use this talent to surprise
way. If a fighting style is not listed, no change occurs. You
your foes with underhanded tactics. If you acquire and
may choose to ignore this change.
use a new improvised weapon in the same turn, you gain
a +2 bonus to attack rolls with that weapon until the start
of your next turn. Ability Score Increase
Opportunity Attacking: You excel at finding openings in
your foes' guard. As a bonus action, you can enter a When you reach 4th level, and again at 6th, 8th, 12th,
reactive stance that lasts until the start of your next turn. 16th, and 19th level, you can increase one ability score of
While in your reactive stance, you can make opportunity your choice by 2, or you can increase two ability scores
attacks without using your reaction, and you can use your of your choice by 1. As normal, you can't increase an
reaction to make a melee attack against a creature that ability score above 20 using this feature.
moves more than 5 feet while within your reach. If your campaign is using the feats optional rule, you can
Reactive Defense: When an enemy you can see makes replace this feature with a feat for which you qualify.
a melee or melee spell attack against you, you may
spend one stamina point and add half your proficiency
bonus rounded down to your AC for that attack. You must
Nature’s Guide Hunter’s Hatred
At 5th level, a spirit of nature has been charged with At 18th level, you become an unparalleled hunter of your
becoming your guide. You may cast find familiar as a enemies. Once on each of your turns, you can add your
ritual without material components, with the spirit taking Wisdom, Intelligence or Charisma modifier to the attack
the form of a Fairy of Navigation or a Fairy of Life. These roll or the damage roll of an attack you make against one
fairies' creature type is Fey, they cannot cast spells of your favored enemies. You can choose to use this
through you and they cannot be dismissed forever. You feature before or after the roll, but before any effects of
can choose which fairy you summon. Both fairies are the roll are applied. You may only choose the added
distinct entities, with their own personality and ability modifier once.
characteristics.
Shaman
Extra Attack
In many tribal communities, there is one who can use
Beginning at 5th level, you can attack twice, instead of natural magics for the tribe's benefit. You are one such
once, whenever you take the Attack action on your turn. individual, not so much bending magic to your will but
working with the magics of the world to benefit yourself
Hunter’s Hiding Place and those around you. Though you are certainly able to
use your martial and hunting skills quite effectively, they
often take a backseat to your duties as a protector. Not
Starting at 10th level, you can remain perfectly still for
all Shamans are part of a tribe, but all shamans deal in
long periods of time to set up ambushes.
the affairs of others, whether for better or for worse.
When you attempt to hide on your turn, you can opt to
not move on that turn. If you avoid moving, creatures that
attempt to detect you take a −10 penalty to their Ancient Totem
Perception checks until the start of your next turn. You
lose this benefit if you move or fall prone, either Starting at 2nd level as a bonus action, you can draw
voluntarily or because of some external effect. You are from the spirits of nature to bolster yourself and your
still automatically detected if any effect or action causes allies in a 30 ft. radius centered on you. While this feature
you to no longer be hidden. is active, magical see-through features of the spirit you
If you are still hidden on your next turn, you can continue summon appear on your person. This effect dissipates
to remain motionless and gain this benefit until you are after 1 minute (10 rounds of combat). You must take a
detected. short rest before you can use this feature again.
The effect of the spirit’s aura depends on the type of spirit
Twin Guides you summon from the options below.
■ Bulbo's Might: The spirit grants you and your allies
its might and endurance. Each creature of your
At 10th level, your attunement with your guides becomes
choice in the aura when the spirit appears gains
even more potent. You may spend two hours casting find
temporary hit points equal to 5 + your shaman level.
familiar to summon both your familiars at once.
In addition, you and your allies gain advantage on
Athletics checks and Strength saving throws while in
Wild Wariness the aura.
■ Wolfos' Sight: The spirit is a consummate hunter,
At 15th level, you gain preternatural senses that help you aiding you and your allies with its keen sight. When a
fight creatures you can't see. When you attack a creature creature makes an attack roll against a target in the
you can't see, your inability to see it doesn't impose spirit’s aura, you can use your reaction to grant
disadvantage on your attack rolls against it. advantage to that attack roll. In addition, you and
You are also aware of the location of any invisible your allies have advantage on Perception checks
creature within 30 feet of you, provided that the creature while in the aura.
isn't hidden from you and you aren't blinded or deafened. ■ Fairy's Plight: The spirit lends its protection to those
nearby. You and your allies gain advantage on all
saving throws made in the spirit’s aura. In addition, if
an ally casts a spell using a spell slot that restores
hit points to any creature inside or outside the aura,
each creature of your choice in the aura also regains
hit points equal to your shaman level. Nomadic Sanctuary
At 7th level, you are able to provide relief to communities
Style Sync around you, even when you are far from home. During a
short or long rest, you can invoke the natural forces
At 2nd level, Your chosen fighting style changes to better around you to safeguard the areas around you. At the
fit your role. Your fighting style changes in the following start of when you meditate an invisible, 30-foot-radius
ways: safe space appears, centered on that point. Total cover
■ Exploration > Wild Mind: You gain proficiency in blocks the sphere.
two extra skills of your choice from Investigation, While within the sphere, you and your allies gain a +5
Nature, Perception, Stealth, and Survival, but you bonus to Stealth and Perception checks, and any light
lose your climb and swim speed. from open flames in the sphere (a campfire, torches, or
■ Improvised Fighter > Natural Fighter: If your the like) isn't visible outside it. In addition, the party gains
improvised weapon is of natural origin (Such as a one extra hit die to spend on health. This hit die lasts for
stick or a rock, magical or not), you do not need to a number of minutes equal to your Wisdom modifier.
change weapons each round to gain the +2 bonus. The sphere vanishes at the end of the rest or when you
You must change the weapon at the beginning of a stop meditating.
new combat encounter to keep this benefit, however.
■ Reactive Defense > Reactive Protection: Instead
of protecting yourself, you may use your reactive Ancient Reliquary
defense (Spending the necessary stamina points) to
At 11th level, the spirits you summon are more resilient
protect an ally, adding half your proficiency rounded
than normal. Your Ancient Totem's radius increases to 60
down to their AC. You cannot protect yourself with
ft.
this technique.
In addition, each spirit gains an additional affect:
■ Wild Spellsword > Druidic Spellsword: In addition
■ Bulbo's Might: While inside the radius, your ally's
to your chosen cantrips, you gain 5 1st level spells
melee attacks are considered magical for the
from the Forest Sage Spell List, using stamina points
purpose of overcoming resistance.
as magic points. As you gain levels in this subclass,
■ Wolfos' Sight: While your allies are inside the
you may increase your learned spell's levels as if
radius, they are able to see invisible creatures and
you were a Forest Sage (2nd spell level max at 3rd
can pinpoint their location with ease.
level, 3rd spell level max at 5th level, etc.). You may
■ Fairy's Plight: While inside the radius, your allies
change your chosen spells on a long rest or a level
gain 2 extra hit points for every hit die they have
up, but the number of spells gained from this feature
remaining. If a hit die is lost, 2 points of temporary
can never be more or less than 5. Your casting
health are as well.
modifier is Wisdom.

Natural Recovery Guardian Aura


Beginning at 14th level, the spirits you summon have
Starting at 3rd level, you can regain some of the magic
become practiced in safeguarding your allies. When a
points of you and your allies by sitting in meditation and
friendly creature ends their turn in your Spirit Totem aura,
communing with nature. During a short rest, your allies
that creature regains a number of hit points equal to half
regain a number of magic, stamina and hit points equal to
your shaman level. You do not gain this benefit.
your Wisdom modifier + your shaman level. You cannot
In addition, the creature has advantage on all skill checks
take actions while in this meditation, and you have
involving their highest base stat.
disadvantage on ability checks and saving throws while
meditating.
Star Walker
Friend or Foe At 14th level, while meditating, you can cast one of the
following spells: dream, scrying, or teleportation circle.
At 6th level, you have learned to levy with your enemies.
Teleportation Circle can only be used to transport to a
You gain advantage on all Persuasion, Intimidation and
place where you have previously meditated.
Deception checks against your Favored Foe.
Once you use this feature, you can't use it again until you points and you can only become a beast of equal level to
finish a long rest. you (CR x 4). You can't cast spells, speak, or take an
action that requires hands unless your beast would be
Walk Free able to do so.
When your beast's hit points are reduced to 0, you revert
back to your normal form. You subtract the total damage
At 17th level, you are able to rouse or pacify the spirits of
done to your beast form from your main hit points upon
the dead to allow them to become one with nature. When
reverting. Any equipment carried or worn is absorbed into
a creature dies within 60 ft. of you, an orb of multicolored
your body upon transforming.
mist rises from the body and stays there for 1 minute. As
The charm you use is a gift from nature. If it is destroyed
an action, you may target any creature within 60 ft. of the
or lost, you may spend 1 hour and 50r of natural
orb and either heal the creature or deal psychic damage
materials to create a new one. You must be in a natural
to it. The healing or damage equals a number of d10's
environment to acquire a new charm.
equal to your wisdom modifier.
You can use this reaction a number of times equal to your
proficiency bonus, and you regain all expended uses Style Sync
when you finish a long rest.
At 2nd level, Your chosen fighting style changes to better
Guardian Totem fit your role. Your fighting style changes in the following
ways:
Archery: > Sleep Shot: As an action, you can take a
At 20th level, you are a master of protection and
moment to create and coat up to 3 of your ranged
guidance for all, even your enemies.
weapons in a natural sedative meant not to kill, but to
You can use your totem a number of times equal to your
render targets unconscious. Targets hit by your ranged
Wisdom modifier before needing a long rest, and any non
weapons must make a DC 15 Constitution saving throw
friendly creature within your totem's range must make a
or be poisoned for the duration, taking 1d4 poison
Charisma saving throw or be charmed while inside the
damage for 1 minute every 6 seconds. If a target is
radius. Your Favored Foe has disadvantage on this
reduced to 0 hit points by this poison, they are rendered
saving throw.
unconscious for a number of minutes equal to 10 - the
target's Constitution modifier, after which they awake with
Shifter their hit points restored by the number of minutes they
were unconscious. Creatures immune to poison damage
Many hunters are content to either lightly partake in the or that are immune to being unconscious do not suffer
magics of the wild, or simply hunt their quarry with skill this effect.
alone. However, Shifters do not simply partake in such Opportunity Attacking: > Stilling Strike: Instead of
magic. They allow it to become one with them, dealing damage, you instead deal a sudden whack to the
transforming their very being into different forms; opponent, catching them off-guard. If the attack lands,
sometimes natural, sometimes not. Such transformations the opponent must make a DC 10 + your Strength
can be voluntary or the subject of a curse, but one fact modifier Wisdom save or be stunned until the end of their
remains: Shifters are dangerous wild warriors and a next turn. If the target is unaligned or any alignment that
bestial nightmare for those they hunt. is not evil, they must make a Charisma save of the same
DC. If they fail, they lose all desire to fight unless they are
Shifter’s Shape given a reason to defend themselves. Evil creatures
automatically succeed this save.
Starting at 2nd level, you gain a magic charm that allows Exploration > Wild Mind: You gain proficiency in two
you to change your shape. You can use your action to extra skills of your choice from Investigation, Nature,
magically assume the shape of one beast, assuming it's Perception, Stealth, and Survival, but you lose your climb
form until you revert back as a bonus action. You can do and swim speed.
this twice before needing a long rest. To become this Exploration > Adaptive Exploration: No matter what
beast, you must have at least seen it once before. You form you take, you have a climbing speed and a
may change your chosen beast upon a long rest. swimming speed equal to your walk speed. You do not
While transformed, you assume the statistics and abilities gain any extra skill proficiencies, however.
of the creature you transform into (With the exception of Wild Spellsword > Druidic Spellsword: In addition to
Intelligence and Wisdom), you gain the creature's hit your chosen cantrips, you gain 5 1st level spells from the
Forest Sage Spell List, using stamina points as magic
points. As you gain levels in this subclass, you may
increase your learned spell's levels as if you were a Beast Soul
Forest Sage (2nd spell level max at 3rd level, 3rd spell
At 7th, your magic charm has become even more
level max at 5th level, etc.). You may change your
powerful with constant use. After conducting a 1 hour
chosen spells on a long rest or a level up, but the number
ritual, You unlock the ability to transform into two more
of spells gained from this feature can never be more or
beasts, for a total of three optional transformations. You
less than 5. You use your shifter token as a spellcasting
must only do this ritual once.
focus. Your casting modifier is Wisdom.
In addition, you gain another cantrip from the mask scion
Wild Spellsword > Shifting Spellsword: In addition to
spell list.
your chosen cantrips, you gain 5 1st level spells from the
Mask Scion Spell List, using stamina points as magic
points. As you gain levels in this subclass, you may Great Beast
increase your learned spell's levels as if you were a Mask
Scion (2nd spell level max at 5th level, 3rd spell level At 11th level, your bestial shifting has become even more
max at 10th level, etc.). You may change your chosen potent, to the point where your transformations are not
spells on a long rest or a level up, but the number of limited to simply beasts. By spending both uses of your
spells gained from this feature can never be more or less Shifter's Shape and 1 hit die, you may transform into a
than 5. Your casting modifier is Wisdom. monstrosity instead of a beast. The CR limit still applies
from the Shifter's Shape feature still applies (At this level,

Beastial Mage the maximum level would be 3).

At 3rd level, your shifting magics permeate your whole Wrathful Rampage
body. You may shift as a bonus action, and you gain 1
cantrip from the mask scion spell list. You use your At 11th level, your lust to destroy your enemies is a
Wisdom modifier for attack rolls and save DC's. hunger that can never be filled. For every one of your
Favored Foes you kill, you gain a +1 bonus to attack and

Beasthearted damage rolls for 1 minute. This effect stacks up to a


maximum of your proficiency bonus, and the duration is
extended by one round every time you kill your Favored
At 6th level, your beasthood is starting to affect your
Foe before it ends.
physical form more potently. You may cast primal
savagery as a bonus action, it deals slashing damage
and its duration is until dispelled. In addition, while Immutable Will
transformed with your Shifter's Shape feature your
attacks are considered magical for the purpose of At 14th level, there is very little that can bend your bestial
overcoming damage resistance. will. You can't be frightened or charmed by your favored
If you already know this cantrip, you gain this feature's foe.
effects and gain an additional cantrip from the mask scion
spell list.
Magic Monstrosity
Wild Kin At 17th level, your magic has permeated your being so
profusely you can still benefit from its power no matter
At 6th level, other beasts have begun to recognize your what form you are in. You are still able to cast spells even
animalistic ways. All beasts will treat you and your allies when shifted, regardless of spell requirements.
as acquaintances, and will not attack unless threatened.
You are also able to communicate basic ideas and
questions to beasts through body language and sounds,
Beastborn
and they can relay basic answers in the same way. If a At 20th level, you have become one with the bestial
beast does become hostile to you, you may make an world. You may use your Shifter's Shape feature an
Animal Handling check to convince it to at least not unlimited number of times, and you can change into any
attack you. number of beasts/monstrosities you wish.
Slayer hit, regardless of the target's AC. However, you
automatically roll the minimum damage for your damage
dice. You still add your ability modifiers to the damage.
Very few warriors scream "Hunter" quite like Slayers.
Thrown Weapon Fighting > Snap Throw: As a
Generally avoiding mainstream magics, brute-force
reaction, when a target within your weapon's throw range
combat and pure stealth, Slayers partake in all forms of
makes a ranged attack against you, you may quickly
combative arts to eliminate the monsters they hunt.
throw your weapon at the target. If the thrown weapon
Slayers have become widely known for their tonics:
hits, the target takes the weapon's damage and has
potions they create to augment their physical and
disadvantage on the ranged attack. You may only do this
magical might. However, Slayers have unfortunately
if your weapon has the thrown property.
acquired a bit of a reputation as barbaric wild men,
simply slaughtering wild animals for the fun of it.
However, regardless of when and where, very few Slayer’s Tonic
monsters won't start sweating when a Slayer is on the
hunt. At 3rd level, you have learned the art of turning monster
parts into various potions to make you even stronger. You

Slayer’s Insight gain proficiency with an apothecary's kit, and can spend
1 hour, 1 bottle of water, 5r worth of natural materials and
the specified ingredients to create a Slayer's Tonic.
At 2nd level, you are adept at determining a creature's
Imbibing a tonic requires a bonus action. Each potion
weaknesses simply from prior experience. Choose one
lasts for 1 minute, and you may only create one potion at
creature you can see within range. Make an Intelligence
a time.
Nature check, DC equals 10 + creature's CR - proficiency
Ingredients Name Effect
bonus. Creatures with a CR of 1/8, 1/4 or 1/2 are counted
as having a CR of 0 for the purposes of this check. If you 2 Wolfos You gain small claws and puffs of fur around
Claws, 4 Swiftbeast your forearms. Unarmed attacks deal 1d6 +
succeed, you immediately know what its resistances,
Wolfos Tonic Strength slashing, and you gain + 10 to your
weaknesses and immunities are. If you have seen this
Teeth movement speed.
creature before, you have advantage on this check. If this
Small leaves appear on parts of your body,
creature is your favored foe, the DC decreases by your
1 Deku Baba Baba Body and your teeth resemble that of a deku baba.
proficiency bonus again (Ex. If the creature is your Tongue, 2 You can hide in natural environments and
favored foe, at your current level it would decrease the Tonic
Deku Nuts attacks against surprised creatures deal an
DC from a 18 to a 16). extra damage die.
You gain insect-like carapaces on parts of your
Style Sync body, your eyes resemble that of a Gohma’s
and your top canine teeth become spider
fangs. While this potion is active you are
At 2nd level, Your chosen fighting style changes to better
under the effects of spider climb, you have
fit your role. Your fighting style changes in the following 2 Skulltula resistance to poison damage and do not
ways: Darkskitter
Fang, 1 make any noise while you move. In addition,
Archery > Hawkeye: At the beginning of your turn, you Tonic
Gohma Eye you may make a bite attack that deals 1
may choose to take a moment to put more power into piercing damage and 1d4 poison damage.
your shot. You may choose to spend your action, bonus Creatures hit by this attack must make a
action and/or movement. For every one you spend, you Constitution save equal to your Slayer Save
gain a +1 bonus to the attack and damage rolls you make DC or be poisoned for the duration of the
with your ranged weapon until the end of your next turn tonic.
(For example, if you spend your action and bonus action You gain fins on your arms and legs, suckers
with this fighting style, you would gain a +2 bonus). 4 Octoroc appear on your hands and feet, and 4 small
Waterblight tentacles dangle from the back of your head.
Dual-Wielding > Twin Duelist: While taking the attack Tentacles, 1
Tonic You gain a swim speed of 40 ft, you can
action, you may choose to attack with both weapons at Zora Scale
breathe underwater, and your suckers grant
once, rolling to hit with the weapon with the lower attack
you advantage on grapple checks.
modifier. If the attack lands, you roll both weapon's
damage but only add your ability modifier once. You are
still able to dual wield non-light weapons.
Dueling > Smart Strike: While holding a melee weapon
in one hand and with no other weapon in your off hand,
you may choose to make an attack that is a guaranteed
If you wish, you may ask your DM for unique potions, Ingredients Name Effect
combining chosen monster parts to create new potion Snow and Ice appear in patches on your body, you
effects. If you do this, you must make a DC 18 appear to be coated in snow crystals and your
Intelligence check for the combination to work. You are breath is visible and very cold. You gain resistance
proficient in this check. 2 Chilfos Ice, to cold damage, and you can expel a ray of frost
Coldbane from your hands or mouth as an action 3 times
1 Vial of
Tonic during the duration. The spell scales with your level
Slayer-Marked
Eeno Snow and requires no components to cast. In addition,
you can freeze water in a 5 ft. radius just by making
contact with it as long as a creature or object is not
At 7th level, you have learned the art of tracking your within the radius.
prey: no matter the advantages they possess. You have Your arms crackle with electric energy, your hair
advantage on Perception and Investigation checks made stands on end and yellow spherical pearlescent
gems appear on the palms of your hands. You gain
to track creatures, and you do not have disadvantage on resistance to lightning damage, and you may
attack rolls against invisible creatures. 3 Tailsparan unleash a lightning lure from the gems on your
Stormeye
In addition, when you make a melee attack against a Head, 2 hands as an action 3 times during the duration. This
Tonic spell's damage scales with your level, deals the
creature, you can choose to mark them with a Beamos Eye
lightning damage if the spell hits, and the target
Slayer-Sign, a brand of natural magic that your fairy can be moved 10 ft. in any direction except from
guide can track without fail. This brand lasts for 1 hour. away from you. The spell requires no components
As long as the creature is branded, your fairy guide will to be cast.
always know where the target is, and you cannot be
surprised by the creature.
Much like Lesser Tonics, you may ask your DM to create
a unique tonic for your Hunter to use. You must make a
Wild Alchemist DC 18 Intelligence check for the potion's effects to work.
You are proficient in this check.
At 7th level, you have become more proficient with your
potions. Potion creation now requires 1 half hour to
create. In addition, your lesser potions now last for 1
Magic’s Bane
hour.
At 14th level, your time imbibing magic potions has
attuned you to how spells work: and how to break them.
Expert Tonic Your Slayer's Mark now puts the targeted creature under
the effects of a dispel magic spell any time a magic effect
At 11th level, you have learned even more powerful is placed upon them. In addition, as long as they are
tonics for your hunts. Such potions are closer to bottled branded when they cast a spell, you can use your
spell than a tonic, but instead of storing a spell in liquid reaction to put them under the effects of a counterspell.
form, the tonic draws on the magic within the monsters it
is made from. These potions last for 1 minute, and you
can only create one at a time. You use your Intelligence
Feature
modifier to make the attack rolls.
At 17th level, you have learned where to target your
enemies to make it hurt. When an attack lands on a
Ingredients Name Effect branded or favored foe, you add your Intelligence or
You appear gaunt and pale, and your veins appear Wisdom modifier (Whichever is higher) to the damage of
to be blackened. You have advantage on saves to be the attack.
1 Poe Soul, 4 charmed, cursed or frightened, and if you are
already suffering these effects, you are no longer
Powdered Blackheart
Stalfos Tonic
charmed, cursed or frightened. In addition, you
have resistance to necrotic damage, and can fire a
Unparalleled Slayer
Bones Death Bolt 3 times during the duration. This spell
scales with your level and does not require any At 20th level, you have mastered hunting your enemies.
components to cast. You may now target up to your Wisdom or Intelligence
Scales cover parts of your body and small horns modifier (Whichever is higher) creatures with your
appear on your head. You gain resistance to fire
2 Dodongo damage, and can expel a fire bolt from your mouth
Slayer's Mark, and any 3 use abilities from your tonics
Firebane can be used an unlimited amount of times.
Claws, 1 3 times during the duration of the tonic's effects.
Tonic The fire bolt scales with your level and requires no In addition, creating potions now takes 5 minutes.
Lizalfos Tail
components to cast. In addition, you can light a
flammable substance through contact.
Trickster points. As you gain levels in this subclass, you may
increase your learned spell's levels as if you were a
Forest Sage (2nd spell level max at 3rd level, 3rd spell
When one hears the term "Hunter", one expects a
level max at 5th level, etc.). You may change your
seasoned, stealthy warrior who fights in the wild to
chosen spells on a long rest or a level up, but the number
protect the innocent. Tricksters are... not that. Not
of spells gained from this feature can never be more or
always, anyway. Tricksters are wild wanderers who enjoy
less than 5. Your casting modifier is Charisma.
the solitude of the wilds to practice their chaotic magics.
Some do it for experimentation, some do it for cruel
satisfaction; most do it for fun. Regardless of how and Natural Magic
why, a trickster is a master of merriment and mystery,
and would easily bring as much harm as they would heal, At 3rd level, you gain shillelagh, mage hand and summon
revitalization as they will ruin and fear as they will fun. instrument as cantrips. These scale with your level and
are counted as Trickster Spells. Charisma is your

Vicarious Veil spellcasting modifier for these spells.


In addition, if you have taken the Wild Spellsword
Fighting Style, you may choose an additional cantrip from
At 2nd level, you can imbue your allies with natural
the Forest Sage, Mask Scion or Occultist spell list.
magics, allowing them to better hide amongst the trees.
Charisma or Wisdom is your spellcasting modifier for
While in a natural environment, you can touch a creature
both this new spell and your original chosen cantrips.
other than yourself and grant them advantage on Stealth
checks. Alternatively, you may touch an enemy and force
them to make a DC 10 + Charisma modifier + proficiency Virage Vision
bonus Wisdom saving throw or give them disadvantage
on Stealth checks. Your Favored Foe has disadvantage At 3rd level, you can use the uncertainty of the forest and
on this saving throw. the night to confuse your enemies. You can cast mirror
image, spending 2 stamina points as an action. Done in

Style Sync this way, you may only have one duplicate, but the
duration is 1 hour.
You gain an extra duplicate at 7th and 11th levels.
At 2nd level, Your chosen fighting style changes to better
fit your role. Your fighting style changes in the following
ways: Escaping Shroud
Exploration > Chaotic Mind: You gain proficiency in two
extra skills of your choice from Deception, Persuasion, At 6th level, you can escape from pretty much anyone
Perception, Stealth, and Performance, but you lose your who doesn't take your tricks well.
climb and swim speed. As a reaction when a creature misses you with an attack,
Improvised Fighter > Natural Fighter: If your you may disengage, turn invisible and move 10 ft. away
improvised weapon is of natural origin (Such as a stick or from the attacker. As long as you remain 5 ft. away from
a rock, magical or not), you do not need to change a non friendly creature, you will remain invisible. You may
weapons each round to gain the +2 bonus. You must also turn invisible as an action, as if you were affected by
change the weapon at the beginning of a new combat the invisibility spell. Either way, you may do this 3 times
encounter to keep this benefit, however. before needing a long rest.
Thrown Weapon Fighting > Snap Throw: As a
reaction, when a target within your weapon's throw range
makes a ranged attack against you, you may quickly
Advanced Natural Magic
throw your weapon at the target. If the thrown weapon Starting at 7th level, your trickster spells have become
hits, the target takes the weapon's damage and has more nuanced. Choose one of the spells you gained from
disadvantage on the ranged attack. You may only do this the natural magic feature. It gains the following benefit.
if your weapon has the thrown property. ■ Mage Hand: You can make attacks with your mage
Archery > Slinger: You gain a +3 bonus to attacks with hand, and you can carry an object up to (10 x your
simple ranged weapons and seed shooters. All other Charisma modifier). You add your Charisma modifier
ranged weapons do not gain any bonus. + proficiency bonus to the attack roll, and the attack
Wild Spellsword > Charismatic Druid: In addition to deals 1d6 + Charisma magical bludgeoning damage.
your chosen cantrips, you gain 5 1st level spells from the
Forest Sage Spell List, using stamina points as magic
■ Shillelagh: As long as you have a stick or some Favored Foe, they have disadvantage on all attack rolls
other wooden weapon, it is transformed into a Deku as well.
Stick. The restrictions and destruction of the weapon
still apply to your material weapon, though you may
hit a target with it a number of times equal to your
Expert Natural Magic
Charisma modifier before the weapon breaks. You
At 17th level, your unique magics have spread to your
add your Charisma modifier to the damage of the
other spells. You gain the benefits of the other two
attack roll instead of your Strength. At the end of the
cantrips you did not pick with your Advanced Natural
spell's duration if the weapon is still in one piece, the
Magics feature.
Deku Stick becomes the weapon it was before.
■ Summon Instrument: As an action after
summoning the instrument, you can choose to play a Magister of Madness
tune that calls upon natural magics to call constructs
to your aid. You may cast conjure marionettes at its At 20th level, you have become the master of all things
lowest level, using your summoned instrument as a merriment and mysterious. As an action while you have
spellcasting focus. You summon up to your your summon instrument active, you may play an ancient
Charisma modifier puppets to fight by your side. and powerful tune that meddles with the hearts and
Concentration is broken if your summoned minds of friends and foes alike. All creatures that can
instrument disappears, is destroyed or you fail the hear the tune must make a DC 10 + Charisma +
concentration save. You can only do this once every proficiency bonus, Wisdom saving throw. Friendly
5 minutes. creatures can choose to fail this saving throw, while your
Favored Foes have disadvantage. Friendly creatures
gain advantage on all ability checks and saving throws
Fairy Fire for a number of minutes equal to your Charisma modifier.
Meanwhile, all non friendly creatures are either charmed
At 7th level, your chaotic magic has even begun to affect
or frightened of you and your allies for an equal amount
your Fairy Familiar. If your fairy is a Fairy of Life, your
of time as your allies. In addition, they have disadvantage
familiar can cast cure wounds at 3rd level. If your fairy is
on all saving throws and ability checks while affected by
a Fairy of Navigation, your familiar can cast chromatic
this tune.
orb at 1st level with no material components. No matter
the type of fairy, the spell has a recharge (5-6) cooldown,
and cannot be used again until a 5 or a 6 is rolled. Mercenary
It is very hard to find a warrior more versatile than a
Venomous Visage Mercenary. Their numbers are many, their fighting styles
are numerous and their abilities seemingly endless.
At 11th level, you may coat your weapon in a caustic
Though most mercenaries are simply trained fighters,
poison that is absorbed through the skin of your enemies
some Mercenaries (And all player Mercenaries) have the
as an action. This poison is created using 50r of natural
aid of nature spirits that guide their work further. What
materials, and takes 1 hour to create, giving you 3 uses
they choose to do with this power is anyone's guess, but
of it before needing to create another. When hit by a
if there is one thing you can expect from a mercenary, it's
coated weapon, the target must make a DC 17
that they will do whatever they wish. Or whatever pays
Constitution saving throw or be poisoned for 5 minutes. A
best.
poisoned creature takes 1d6 poison damage at the start
of their turns until the duration is over.
Style Sync
Disguised Disadvantage At 2nd level, Your chosen fighting style changes to better
fit your role. Unlike most other subclasses, Mercenaries
At 14th level, your newfound invisibility has natural
live and die by what sets them apart, and have access to
curses built into it. If you are invisible, you can attack a
a great many style syncs. Your fighting style changes in
creature with mage hand without revealing yourself. If the
the following ways:
attack hits, the target takes the attack's damage and has
Exploration > Wild Mind: You gain proficiency in two
disadvantage on all saving throws against spells until the
extra skills of your choice from Investigation, Nature,
beginning of your next turn. If the cursed creature is your
Perception, Stealth, and Survival, but you lose your climb given a reason to defend themselves. Evil creatures
and swim speed. automatically succeed this save.
Exploration > Advanced Exploration: You have a Dual-Wielding > Twin Duelist: While taking the attack
climbing speed and a swimming speed equal to double action, you may choose to attack with both weapons at
your walk speed. You do not gain any extra skill once, rolling to hit with the weapon with the lower attack
proficiencies, however. modifier. If the attack lands, you roll both weapon's
Exploration > Chaotic Mind: You gain proficiency in two damage but only add your ability modifier once. You are
extra skills of your choice from Deception, Persuasion, still able to dual wield non-light weapons.
Perception, Stealth, and Performance, but you lose your Dueling > Smart Strike: While holding a melee weapon
climb and swim speed. in one hand and with no other weapon in your off hand,
Archery > Hawkeye: At the beginning of your turn, you you may choose to make an attack that is a guaranteed
may choose to take a moment to put more power into hit, regardless of the target's AC. However, you
your shot. You may choose to spend your action, bonus automatically roll the minimum damage for your damage
action and/or movement. For every one you spend, you dice. You still add your ability modifiers to the damage.
gain a +1 bonus to the attack and damage rolls you make Thrown Weapon Fighting > Snap Throw: As a reaction,
with your ranged weapon until the end of your next turn when a target within your weapon's throw range makes a
(For example, if you spend your action and bonus action ranged attack against you, you may quickly throw your
with this fighting style, you would gain a +2 bonus). weapon at the target. If the thrown weapon hits, the
Archery > Slinger: You gain a +3 bonus to attacks with target takes the weapon's damage and has disadvantage
simple ranged weapons and seed shooters. All other on the ranged attack. You may only do this if your
ranged weapons do not gain any bonus. weapon has the thrown property.
Archery: > Sleep Shot: As an action, you can take a
moment to create and coat up to 3 of your ranged
weapons in a natural sedative meant not to kill, but to
Trained Fighter
render targets unconscious. Targets hit by your ranged
At 3rd level, you gain access to unique combative
weapons must make a DC 15 Constitution saving throw
techniques exclusive to you. Choose one of the following
or be poisoned for the duration, taking 1d4 poison
options:
damage for 1 minute every 6 seconds. If a target is
■ Armor Breaker. Your tenacity can wear down the
reduced to 0 hit points by this poison, they are rendered
most potent foes. When you hit a creature with a
unconscious for a number of minutes equal to 10 - the
weapon attack, the creature takes an extra 1d8
target's Constitution modifier, after which they awake with
damage if it’s below its hit point maximum. You can
their hit points restored by the number of minutes they
deal this extra damage only once per turn.
were unconscious. Creatures immune to poison damage
■ Hinox Feller. When a Large or larger creature within
or that are immune to being unconscious do not suffer
5 feet of you hits or misses you with an attack, you
this effect.
can use your reaction to attack that creature
Improvised Fighter > Natural Fighter: If your
immediately after its attack, provided that you can
improvised weapon is of natural origin (Such as a stick or
see the creature.
a rock, magical or not), you do not need to change
■ Bokoblin Breaker. Once on each of your turns
weapons each round to gain the +2 bonus. You must
when you make a weapon attack, you can make
change the weapon at the beginning of a new combat
another attack with the same weapon against a
encounter to keep this benefit, however.
different creature that is within 5 feet of the original
Reactive Defense > Reactive Protection: Instead of
target and within range of your weapon.
protecting yourself, you may use your reactive defense
(Spending the necessary stamina points) to protect an
ally, adding half your proficiency rounded down to their Trained Warrior
AC. You cannot protect yourself with this technique.
Opportunity Attacking: > Stilling Strike: Instead of At 7th level, you gain one of the following features of your
dealing damage, you instead deal a sudden whack to the choice.
opponent, catching them off-guard. If the attack lands, ■ Slow Start. When a creature hits you with an
the opponent must make a DC 10 + your Strength attack, you gain a +4 bonus to AC against all
modifier Wisdom save or be stunned until the end of their subsequent attacks made by that creature for the
next turn. If the target is unaligned or any alignment that rest of the turn.
is not evil, they must make a Charisma save of the same ■ Fear Fighter. You have advantage on saving
DC. If they fail, they lose all desire to fight unless they are throws against being frightened.
■ Evasive Enigma. Opportunity attacks against you
are made with disadvantage. Trained Duelist
At 15th level, you gain one of the following features of
Multi-Combatant your choice.
■ Stop the Clock. When you are subjected to an
At 7th level, you learn another fighting style available to effect, such as a red dragon’s fiery breath or a
your class. You also gain an associated style sync lightning bolt spell, that allows you to make a
available to your subclass. Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on a
Trained Attacker saving throw, and only half damage if you fail
■ Deceptive Dodge. When a hostile creature
At 11th level, you gain one of the following features of misses you with a melee attack, you can use
your choice. your reaction to force that creature to repeat the
■ Flurry Rush. You can attack 3 times, instead of same attack against another creature (other
twice, when you take the attack action. than itself) of your choice.
■ Swift Quiver. You can use your action to make a ■ Uncanny Dodge. When an attacker that you
ranged attack against any number of creatures can see hits you with an attack, you can use
within 10 feet of a point you can see within your your reaction to halve the attack’s damage
weapon’s range. You must have ammunition for against you.
each target, as normal, and you make a separate
attack roll for each target Trained Killer
■ Tornado Spin Attack. You can use your action to
make two melee attacks against any number of At 17th level, you have learned how to make your attacks
creatures within 5 feet of you, with separate attack hurt. Choose one of the following effects:
rolls for each target. ■ Rip Them Apart. When making a melee attack roll
against your Favored Foe, you may choose to focus
Trained Fairies all of your attention on them. Choose one Favored
Foe that you can see. For 1 minute, you have
At 11th level, your fairies have started to catch on to your advantage on all melee attack rolls against the
training, and have developed unique abilities of their own. target, and if they have a feature that prevents
■ No Retreat. Your Fairy of Navigation can now attack opportunity attacks, it is ignored. However, you have
enemies at a distance. When taking the Attack disadvantage on attack rolls on any other creature,
action, your fairy can attack a creature up to 60 ft. and attack rolls made by any other creature against
away. Make a melee attack roll, using either your you (other than those made by your target) are made
Strength or Dexterity + proficiency bonus to hit. On a with advantage.
hit, the target takes 1d6 + proficiency bonus magical ■ Judgment. When making a ranged attack against
bludgeoning damage, and begins glowing. The your Favored Foe, you can blast away your foes in a
target cannot gain the effects of being invisible or heartbeat. When making a ranged attack roll, you
hidden, and cannot gain the benefits of attacking a may instead choose to use 5 pieces of ammunition
creature with the surprised condition. and all of your attack rolls to attack any number of
■ Never Surrender. Your Fairy of Life can keep your Favored Foes in a 15 ft. radius. You make the attack
allies from harm even longer. When an ally is roll once. On a hit, each target takes your attack's
reduced to 0 hit points without being killed outright damage as if targeted by a single attack.
(Including you), your fairy may use its reaction to
bolster what little life remains within them. The Trained Mercenary
creature gains the ability to use one action, bonus
action or reaction, and then is incapacitated. In At 20th level, you are a swiss-army knife of a warrior. You
addition, creatures that have been affected by this gain all fighting styles available to your class, all style
feature have advantage on the first death saving syncs available to your subclass, and all choices for each
throw they make for 1 minute. Mercenary class feature (For example, for Trained Killer
you would gain both Rip Them Apart and Judgement). All
restrictions for style syncs (such as losing climb/swim
speed) are ignored.
Sylvan Style Sync
One thing hunters are often known for is their unique At 2nd level, your chosen fighting style changes to better
habit of drawing Fairies to their aid. Shamans often call fit your role. Your fighting style changes in the following
upon them for guidance, Slayers and Mercenaries use ways:
them for combative purposes and Tricksters use them for Reactive Defense > Otherworldly Protection: You may
fun. However, no Hunter utilizes their Fairies quite like use your reaction and 2 stamina points to protect yourself
Sylvans. Often confused with Fairy Scions, a Sylvan is a or an ally, adding half of one of your Sylvan Dice rounded
hunter who has been gifted power by, and devoted down to their AC. You do not roll this die, you treat it as if
themselves to their Fairy companion, unlike Fairy Scions the die had rolled the maximum number.
who have been chosen by a Great Fairy. Sylvans often Exploration > Wild Mind: You gain proficiency in two extra
spend their entire lives relying on the guidance of their skills of your choice from Animal Handling, Medicine,
Fairy Guides, and can even become part Fairy Nature, Stealth, and Survival, but you lose your climb and
themselves. However, this dependance often comes at swim speed.
the cost of themselves should their Fairies leave them or Exploration > Adaptive Exploration: No matter what
perish, and there's nothing quite as dangerous as an form you take, you have a climbing speed and a
angry Sylvan without a Fairy to hold them back. swimming speed equal to your walk speed. You do not
gain any extra skill proficiencies, however.
Sylvan Dice Wild Spellsword > Sylvan Spellcaster: In addition to
your chosen cantrips, you gain 5 1st level spells from the
Fairy Scion Spell List spell list, using stamina points as
At 2nd level, an unknown being has given you a reservoir
magic points. As you gain levels in this subclass, you
of powerful magic. You gain a number of d4 equal to your
may increase your learned spell's levels as if you were a
Sylvan level.
Fairy Scion (2nd spell level max at 5th level, 3rd spell
As an action, you may spend 1 stamina point to grant a
level max at 10th level, etc.). You may change your
creature within 10 ft (including you) temporary hit, magic
chosen spells on a long rest or a level up, but the number
or stamina points equal to one roll of your Sylvan Die.
of spells gained from this feature can never be more or
These dice increase in step as you level up. The
less than 5. Your casting modifier is Wisdom
progression of these dice can be found in the Sylvan Die
Wild Spellsword > Druidic Spellsword: In addition to
table.
your chosen cantrips, you gain 5 1st level spells from the
Sylvan Die Forest Sage Spell List, using stamina points as magic
Level Sylvan Die points. As you gain levels in this subclass, you may
2nd d4 increase your learned spell's levels as if you were a
3rd d4 Forest Sage (2nd spell level max at 3rd level, 3rd spell
4th d4 level max at 5th level, etc.). You may change your
chosen spells on a long rest or a level up, but the number
5th d6
of spells gained from this feature can never be more or
6th d6
less than 5. Your casting modifier is Wisdom.
7th d6

Fey Battlemind
8th d6
9th d8
10th d8
At 3rd level, your mind has been honed by otherworldly
11th d8 magic. Whenever you are forced to make a saving throw
12th d8 to avoid being charmed or frightened, you may use your
13th d10 reaction and 2 stamina points to add one roll of your
14th d10 Sylvan Dice to your saving throw.
15th d10 In addition, whenever you or a friendly creature you can
16th d10 see forces another creature to make a saving throw to
17th d12
avoid being charmed or frightened, you may add one roll
of your Sylvan Dice to the DC of the saving throw.
18th d12
19th d12
20th d12
Fairy Warp Invisible Sylvan
Starting at 7th level, your Fairy Guide has revealed At 17th level, the effects of Draw Distance halve in range,
themselves to you, and can help protect you from harm. from 30 ft. to 15 ft., and 60 ft. to 30 ft. respectively. You
When you take damage, you may use your reaction and may also turn invisible by spending 5 stamina points.
3 stamina points to cast misty step, turning invisible upon
arriving at your destination.
In addition, you may teleport to your fairy's location as an
Spring in your Sylvan Step
action, spending 3 stamina points to teleport in this way.
At 17th level, your fairies have given you the ability to
recover faster than natural. Any feature or feat that
Lock-On requires a short or long rest can now be recharged. As
an action you may spend one use of and roll one of your
At 7th level, your fairy has gained the ability to "Lock-on" Sylvan Dice. You may use one feature or feat that
to, or "Z-Target" an enemy. As an action, you may spend requires a short rest upon rolling 6 or higher, and you
3 stamina points to target one creature or object you can may use a feature or feat that requires a long rest on an
see within range. The target must make a Dexterity 11 or higher.
saving throw (DC = 8 + maximum rolled on your Sylvan
Dice). If your target is your Favored Foe, they have
disadvantage on this save. On a fail, your fairy clings to
Imperceptible Sylvan
the target, and cannot be targeted by any of the
At 20th level, your fairy guardians have become your
affected's attacks. For 1 minute, you may cast identify if
family, and they consider you one of them. You gain Fey
the target is an object, or instantly identify the target's
as an additional creature type, and cannot be targeted by
resistances, immunities and weaknesses (if it has any) if
specific spells that target specific creature types (Such as
it is a creature.
hold person).
In addition, when a creature is targeted in this way, you
In addition, you cannot be charmed or frightened, cannot
may add one roll of your Sylvan Dice to the damage of
be targeted by divination spells and, when invisible,
one attack. When this is done, the fairy's Lock-On ends.
cannot be seen by blindsight, truesight or tremorsense.
The Fairy that has Locked-On to a target cannot move
unless it stops locking on to a target. At 10th level, you
may target a second creature with this effect using your
other fairy.

Draw Distance
At 11th level thanks to your fey guides, creatures have a
hard time identifying you from a distance. If you are more
than 30 ft. away from a non friendly creature, they have
disadvantage on all Perception and Investigation checks
to identify or notice you. If you are more than 60 ft. away,
they take a -10 penalty to Perception and Investigation
checks to notice you. These effects stack with each other
and Hunter's Hiding Place. If you are spotted, you appear
translucent to creatures who can see you.

Fey Greatmind
At 15th level, your fey magic has permeated to others
around you. You can use the effects of Fey Battlemind's
bonus to saving throws to aid creatures other than
yourself.
Opportunist
Some rely on brute force, on endless study, or mere faith. Not an opportunist. No, one such as this thinks on their
feet. A combination of cunning, tact, talent, and agility are where this one excels. The exact talents of any given
opportunist vary wildly from one to another. While some are akin to thieves and assassins, others are performers and
mediators.
As its title might imply, an opportunist excels more than any other at recognizing and seizing a prime opportunity
others might miss - whether that's on the field of battle, the alley of a town, or the chambers of a king.

Opportunist
Proficiency
Level Features Stamina Points
Bonus
1st +2 Cunning Action, Talent 0
2nd +2 Sneakstrike, Stamina Meter Dexterity mod
3rd +2 Opportunist Subclass Feature +1
4th +2 Ability Score Improvement +2
5th +3 Battle Reflex, Uncanny Dodge +3
6th +3 Extra Talent +4
7th +3 Opportunist Subclass Feature +5
8th +3 Ability Score Improvement +6
9th +4 Evasion +7
10th +4 Reliable Skill +8
11th +4 Opportunist Subclass Feature +9
12th +4 Ability Score Improvement +10
13th +5 Blindsight +11
14th +5 Opportunist Subclass Feature +12
15th +5 Elusive +13
16th +5 Ability Score Improvement +14
17th +6 Opportunist Subclass Feature +15
18th +6 Supreme Luck +16
19th +6 Ability Score Improvement +17
20th +6 Opportunist Subclass Feature +18

3. For the tool proficiency granted by this class, choose

Opportunist 4.
thieves' tools.
For your skill proficiencies granted by this class,
choose Perception and Stealth. If your Intelligence is
Quick Build high enough, also choose Deception, Persuasion,
and Investigation.
You can make an opportunist quickly by following these
5. For your Talent choose Jack of All Trades.
suggestions:
1. Dexterity should be your highest ability score. Your
next-highest should be Intelligence if you want to
wield numerous skills or intend to take the Garo
Class Features
subclass, or Wisdom if you want to excel at As an Opportunist you gain the following class features.
Perception or intend to take the mystic nomad
subclass, or Charisma if you want to excel at social
Hit Points
interaction or intend to take the picaroon subclass.
2. Choose the Charlatan background. Hit Dice: 1d8 per Opportunist level
Hit Points at 1st Level: 8 + your Con mod Expertise: Choose one skill, or two tools, in which you
Hit Points at Higher Levels: 1d8 + your Con mod per are proficient. You gain expertise in the skill or tools you
Opportunist level after 1st choose. You can gain this Talent multiple times, but
cannot gain expertise in a skill or tool more than once.
Proficiencies Jack of All Trades: You add a +1 bonus to any ability
check you make that doesn’t already include your
Armor: Light armor
proficiency bonus, nor any bonus other than your ability
Weapons: Simple weapons, hand crossbows, nets, modifier.
rapiers, scimitars, shortswords, whips
Martial Artist: You have mastered the esoteric art of
Tools: Either three musical instruments of your choice, or fighting unarmed. You gain the following benefits:
any professional tool of your choice ■ You can roll a d6 in place of the normal damage of
Saving Throws: Dexterity, Charisma your unarmed strike. This kind of unarmed strike is
considered a light weapon for the purpose of
Skills: You are proficient in your choice of any two skills.
two-weapon fighting.
■ You can substitute your Dexterity modifier for your
If your Intelligence score is or becomes at least 11, you Strength modifier on attack and damage rolls with
gain proficiency in one more skill, for a total of three. unarmed strikes.
If your Intelligence score is or becomes at least 15, you ■ When you hit a creature with a melee unarmed strike
gain proficiency in one more skill, for a total of four. on your turn, you can use a bonus action to attempt
If your Intelligence score is or becomes at least 19, you to grapple the target.
gain proficiency in one more skill, for a total of five. ■ When you are unarmed and both of your hands are
In place of gaining proficiency in a skill, you can instead free, you add a +1 bonus to your AC.
gain proficiency in any one tool or vehicle of your choice. Song of Healing: You can use soothing music or oration
to help revitalize your wounded allies during a Short
Equipment Rest. If you or any friendly Creatures who can hear your
You start with the following equipment, in addition to the Performance regain Hit Points by spending Hit Dice at
equipment granted by your background: the end of the Short Rest, each of those Creatures
⦁ (a) a rapier or (b) a shortsword or (c) any simple regains an extra 1d6 Hit Points. The extra Hit Points
weapon increase when you reach certain levels in this class: to
1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at
⦁ (a) shortbow and 20 arrows or (b) a shortsword
17th level.
⦁ leather armor, two daggers, and a tool in which you Spellcasting Apprentice: Your stamina point maximum
are proficient increases by 2. Choose a class and subclass from
⦁ a backpack, a bedroll, a mess kit, a tinderbox, 10 researcher or sage. You learn two cantrips of your choice
torches, 10 days of rations, a waterskin, and 50 feet of from that subclass's spell list. In addition, choose one
hemp rope 1st-level spell from that same list. You learn that spell and
Alternatively, your DM may allow you to choose your can cast it at its lowest level by expending 2 stamina
own starting equipment using 1,000 (4d4 x 100) rupees. points. Your spellcasting ability for these spells depends
If you choose this option, you forgo the equipment on the class you chose: Intelligence for researcher, or
granted by your background. Wisdom for sage.
Weapon Training: You gain proficiency with all martial
Cunning Action weapons, and with shields (but not heavy shields).

You can use quick thinking and agility to take a bonus Sneakstrike
action on each of your turns in combat. This bonus action
can only be used to Dash, Disengage, or Hide. Starting at 2nd level, you can put your cunning to expert
use in battle by striking your foes' weakest spots. Once
Talent per turn you can make a Sneakstrike when you hit with a
called shot, hit when you have advantage on your
Due to training or natural talent, you are unusually skilled weapon attack roll, or hit a surprised creature with a
in a particular area. At 1st level, you gain your choice of weapon attack.
one of the Talents below. Unless stated otherwise, you When you hit with a Sneakstrike, your attack inflicts an
can never gain the same Talent more than once. extra amount of damage equal to your levels in this class.
The subclass you gain at 3rd level may improve your
Sneakstrike. Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th
Stamina Meter and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of
At 2nd level, you gain a number of stamina points equal your choice by 1. As normal, you can't increase an ability
to your Dexterity modifier (minimum 0). If your Dexterity score above 20 using this feature.
modifier later increases, so does your number of stamina If your campaign is using the feats optional rule, you can
points. replace this feature with a feat for which you qualify.
At 3rd level and every level you gain in this class, you
gain 1 additional stamina point. You can expend your
stamina points to perform a Called Shot, or other class Battle Reflex
features. Normally all of your stamina points are
Starting from 5th level, you add both your Dexterity
replenished when you complete a short or long rest.
modifier and Wisdom modifier to your initiative rolls.
Called Shot
Whenever you make a weapon attack, but before you
make the attack roll, you can expend 2 stamina points to Uncanny Dodge
make it a called shot. If the weapon attack hits, it inflicts
the maximum amount of damage for its damage dice. Starting at 5th level, when an attacker that you can see
(For example, a weapon die of 1d8 would inflict 8 hits you with an attack, you can expend 1 stamina point
damage without rolling.) The extra damage dice from any to use your reaction to halve the attack’s damage against
critical hit, magic weapon, or class feature are also you.
maximized.
Your DM may allow alternate effects for a called shot.
Extra Talent
Opportunist Subclass At 6th level, you can choose another Talent that was
available to you at 1st level. You can also choose to
At 3rd level, you choose a subclass that you exercise in instead gain one of the following Talents:
your opportunist abilities. The subclass you choose King of All Trades: You can only gain this Talent if you
grants you features at 3rd level and again at 7th, 11th, have already gained the Jack of All Trades Talent. The
14th, 17th, and 20th level. bonus from Jack of All Trades increases to +2.
Each subclass is summarized immediately below, and Acrobat: You can use your Dexterity and Acrobatics
covered in more detail later on this page. instead when making checks to climb, jump or grapple.
■ An assassin specializes in delivering a devastating,
killing blow to an unsuspecting foe.
■ A Garo practices an art that specializes in accenting
Evasion
the cunning and agility of an opportunist with Beginning at 9th level, you can nimbly dodge out of the
evocation and illusion magic. way of certain area effects, such as a monster's fiery
■ A mystic nomad specializes in unarmed combat and breath or a lightning bolt spell. When you are subjected
mobility, and employs a variety of flashy spells to to an effect that allows you to make a Dexterity saving
accomplish its goals. throw to take only half damage, you instead take no
■ A skirmisher focuses on scouting out terrain, and damage if you succeed on the saving throw, and only half
working with allies to achieve the upper hand in damage if you fail.
combat.
■ An instrumentalist specializes in creating inspiring
performances with instruments that inspire allies. Reliable Skill
■ A picaroon specializes in goading an enemy into
letting their guard down, and in retaliating against By 10th level, you have refined your chosen skills until
foes that give them an opening. they approach perfection. Whenever you make an ability
check that lets you add your proficiency bonus, you can
treat a d20 roll of 9 or lower as a 10.
Blindsight Infiltration
At 13th level, you gain blindsight out to a range of 10 Starting at 7th level, you become a master of getting
feet. As long as you can hear, you can perceive any where you aren't meant to be. You gain the following
creature within this range even if it is hidden or invisible, benefits:
and your inability to see it doesn’t impose disadvantage ■ You have advantage on any Charisma check made
on your attack rolls against it. to convince a creature you are someone other than
who you are, or have credentials you do not.
Elusive ■ You gain a climb speed equal to your base walking
speed.
■ On your first turn in any combat, you can Hide as a
Starting at 15th level, no attack roll can have advantage
reaction.
against you while you aren't incapacitated.

Supreme Luck Assassinate


At 11th, you learn to kill with unparalleled precision.
You hone your talents to pull off incredible stunts that
When you use your Sneakstrike on a creature that is
appear to be extreme luck. Starting at 18th level, you can
surprised, you gain advantage on the attack roll, and any
do any one of the following:
hit against it becomes a critical hit.
■ Immediately after you roll initiative, you can choose
to roll again and can use either the new result or the
initial one. Imposter
■ When you miss an attack roll, you can choose to hit
instead. At 14th level, you gain the ability to unerringly mimic
■ When you fail an ability check, you can choose to another person's speech, writing, and behavior. You must
instead treat the roll as 20. spend at least three hours studying these three
Once you use this feature, you must complete a long rest components of the person's behavior, listening to speech,
before you can use it again. examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary
Assassin creature suspects something is amiss, you have
advantage on any Charisma (Deception) check you make
to avoid detection.
An assassin excels at that most deadly of art; of finding
the perfect moment to take the life of another with one
strike, whether that be with a swift knife to the throat or a Unerring Strike
cleverly placed vial of poison. Consequently most
assassins are masters of disguise, infiltration, and At 17th level, your strikes never falter. If you would have
deception. Clever ones mix and apply their own deadly disadvantage on your attack roll, you can use your bonus
poisons. The greatest among them fell kings and action to negate any disadvantage your attack rolls would
demons, and can single-handedly change the course of have until the end of your turn. If you use this feature,
history. you cannot use your Sneakstrike feature on the same
turn.
Bonus Proficiencies
Sudden Death
At 3rd level, you gain proficiency with the disguise kit and
poisoner's kit. If you are already proficient with either, you At 20th level, your ability to assassinate becomes
can instead gain proficiency with any tool of your choice. unparalleled. When you hit a creature that is surprised, it
must succeed on a Constitution saving throw equal to 10
Killing Strike + your proficiency bonus + your Dexterity modifier. If it
fails, it takes double the damage from your attack.
Starting from 3rd level, the extra damage from your
Sneakstrike feature becomes equal to your Dexterity
modifier + twice your levels in this class.
Garo memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability. In addition, you use
your Intelligence modifier when setting the saving throw
The way of the garo is a secret artform of infiltration, war,
DC for a spell learned through this class and when
and magic hailing from an ancient clan originating in the
making an attack roll with one.
far-east land of Termina. Much of what garo once were
has been lost to history, but those in the clan were Garo Magic
renowned for their ability for acquiring information while
Level Spells Known Max Spell Level
keeping their own existence all but unknown. Those who
still practice this ancient art excel in supernatural abilities 3rd 2 2nd
that would elude most. According to legend, they can 4th 2 2nd
even become invisible at will. 5th 2 3rd
6th 2 3rd
Bonus Proficiencies 7th 3 4th
8th 3 4th
Starting from 3rd level, you can speak, write, and read
9th 3 5th
the Stal language. If you already know Stal, you can
10th 3 5th
learn another language of your choice.
At this level, you also gain proficiency with bombs, an 11th 4 5th
ancient weapon favored by garo of ages past. 12th 4 5th
13th 4 5th
Studied Strike 14th 5 5th
15th 5 5th
Beginning at 3rd level, the extra damage from 16th 5 5th
Sneakstrike equals your levels in this class + Intelligence 17th 6 5th
modifier if it is positive.
18th 6 5th
19th 6 5th
Garo Magic 20th 6 5th

At 3rd level, you learn a limited and specific form of


spellcasting. Your spells are cast from learning and Motionless Invisibility
memorization, much like those cast by a researcher.
Spells Known Starting at 7th level, whenever you take the Hide action
At 3rd level, you learn two spells from the garo spell list. you become invisible until you move, take any action, or
These two spells must be of 1st-level or 2nd-level. take damage. This is a magic effect, and can be dispelled
You learn an additional garo spell at 7th, 11th, 14th, and as if it was a 2nd level spell.
17th levels in this class. The spell you learn must be of a
level you can cast, as shown under Max Spell Level in
the Garo Magic table.
Multicast
At every odd-numbered level you gain in this class, you
Starting at 11th level, you can cast two spells granted by
can replace a garo spell you know with another garo spell
your Garo Magic feature before you need to complete a
you would be able to learn.
short or long rest.
Casting Garo Spells
At 17th level, you can cast three spells before needing to
Unlike normal spells, casting a garo spell does not
rest. Finally, at 20th level, you can cast four.
consume stamina points or magic points. You can cast
one garo spell, and regain the ability to cast a garo spell
after you finish a short or long rest. Unerring Sense
Any garo spell you cast is always cast at the highest level
you can cast, as shown under Max Spell Level in the At 14th level, the blindsight you gained at 13th level
Garo Magic table. increases in range to 30 feet. You can use your blindsight
Spellcasting Ability even if you are deafened.
Intelligence is your spellcasting ability for garo spells,
since you learn your spells through dedicated study and
Swiftcast At 11th level, this increase instead becomes 20 feet.
At 17th level, this increase instead becomes 30 feet.

Starting at 20th level, if a garo spell normally has a


casting time of 1 action, you can instead cast it with 1 Mystic Combat
bonus action.
At 3rd level, you begin to learn the combat techniques of

Mystic Nomad the mystic nomad, and gain the following benefits:
■ You gain the Martial Artist Talent. If you already have
this Talent, you gain another of your choice.
The mystic nomad excels at an uncanny form of
■ You can treat darts you throw as though they were
deception, exploration, and combat that is said to
light melee weapons for the purpose of two-weapon
originate from Sheikah. It revolves around mastery of
fighting.
oneself and one's instincts. The most legendary of
■ You can draw or sheathe darts or any light weapons
nomads can even unleash supernatural stunts using only
on your person without using your interaction for the
this instinctive power drawn from within; and can even
turn.
cast spells without consuming magical energy or other
resources.
Mystic Nomad Unarmored Defence
Level Fast Movement Mystic Arts Beginning at 3rd level, while you are wearing no armor
and not wielding a shield, you can choose for your AC to
3rd 10ft —
equal 10 + your Dexterity modifier + your Wisdom
4th 10ft — modifier.
5th 10ft —
6th 10ft —
7th 10ft 2 Mystic Arts
8th 10ft 2
9th 10ft 2 At 7th level, you begin to master the supernatural arts
10th 10ft 2 characteristic of legendary mystic nomads. You learn two
mystic arts from the following list, and two more at 14th
11th 20ft 2*
level. At 11th and 17th levels, you can replace one art
12th 20ft 2 you know with a new one.
13th 20ft 2 You can use any mystic art you have learned as an
14th 20ft 4 action. Using any mystic art is considered to be the
15th 20ft 4 equivalent of casting a spell of 1st level with a somatic
16th 20ft 4 component, thereby requiring you to have one hand free
to use it. (This remains true even if the art mimics a spell
17th 30ft 4*
of higher level, or one with additional components.) As it
18th 30ft 4
is a spell equivalent, your art may be affected by effects
19th 30ft 4 like counterspell, and any damage from a mystic art is
20th 30ft 4 considered magical.
Some mystic arts call for a saving throw. The DC for this

Bonus Proficiency saving throw equals 8 + your Wisdom modifier + your


proficiency bonus. If any art calls for a casting ability, your
casting ability is Wisdom.
At 3rd level, you gain proficiency with the disguise kit. If
you are already proficient, you can gain proficiency in
another tool of your choice. Art Description
You cast blinding flash. You must finish a long rest
Blinding Flash before you use this art again unless you expend 4
Fast Movement Stamina Points.
You use the Attack action against any one creature you
At 3rd level, your base walking speed increases by 10 Bouncing Fish can detect within 20 feet of you, ignoring the normal
feet while you are not wearing medium or heavy armor. reach or range of your weapons.
You throw a magical explosive ball to any space you can You expend 2 stamina points to take the Attack action
see within 30 feet of you. Either now, or as a reaction to attempt to hit a creature's weak point with a called
made before the start of your next turn, you can cause shot. You can only make this special attack with an
this ball to detonate. When it detonates, any creature unarmed strike or a light melee weapon. If the creature
Burst Grenade within 5 feet of it must succeed on a Dexterity saving Weak Point has a weak point and you hit it, you can make two
throw or take 3 (1d6) damage and be knocked prone. Flurry additional attacks with the same weapon against the
You can use this reaction when a creature moves into same creature's weak point as part of the same action,
range of the explosive, causing it to potentially fall without expending additional stamina points to do so.
prone in the midst of its movement. If the creature doesn't have a weak point, this attack is
You cast enhance ability on yourself or a willing no different than a regular called shot.
Enhanced
creature you touch, but you can only choose the Cat's You make one unarmed strike against any or all
Dexterity
Grace effect. Whirlwind creatures within 5 feet of you. Any swarm hit by this
Every creature within 5 feet of you must succeed on a unarmed strike does not resist its damage.
Dexterity saving throw or take 7 (2d6) thunder damage. You cast message, expend 3 stamina points to cast
Explosive Step
You then teleport a distance up to your base walking Whisper Magic magic mouth, or expend 5 stamina points to cast
speed to any point you can see. sending.
You instantly create any disguise for yourself as if using
a disguise kit. Any ability check made to see through
this disguise is made with disadvantage. Once it is in Eye of Truth
Flawless
place, this disguise is considered non magical and lasts
Disguise Starting at 11th level, you always have advantage on any
until you use an action to return to normal. In place of
using this art as normal, you can cast uncanny ability check or saving throw to discern a magic illusion.
outfitting.

Gravity
One creature you can detect within 20 feet of you must
make a Dexterity saving throw. On a failure, it takes 7
Slow Fall
Grenade (2d6) force damage and is pulled up to 20 feet straight
Beginning at 11th level, you can use your reaction when
towards you.
you fall to reduce any falling damage you take by an
You cast minor illusion, or expend 2 stamina points to
Illusion Magic amount equal to five times your opportunist level.
cast silent image.

Extra Unarmed Strike


A whip you are wielding becomes charged with magical
Lightning energy. Until the whip leaves your person, it is
Chain considered a magic weapon, and deals an extra 3 (1d6)
lightning damage on a hit. Beginning at 17th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
You expend 3 stamina points to cast dispel magic. If you
You can only use this feature if both attacks are unarmed
Magic need to make an ability check to end a spell effect from
Negation the enchantment or illusion schools, you have strikes or made with light weapons.
advantage on the check.

Mask of Truth
You expend 2 stamina points to cast comprehend Mystic Mastery
languages or speak with animals.
With one action, you cast longstrider and jump on At 20th level, you can use your bonus action to:
yourself or a creature you can touch. You do not need to ■ Expend 5 stamina points to use a Mystic Art you
Mobility concentrate to maintain this effect, but if you use this know.
art on another creature, the effect ends on the ■ Expend 2 stamina points to make an attack with a
previously affected creature. light weapon, unarmed strike, or dart.
You make three ranged weapon attacks with darts, and
Needle Storm
cannot use a bonus action on the turn you use this art.
Once you use this art, you must use an action
Skirmisher
specifically to "recharge" it before it can be used again.
While some opportunists focus on deception or the
supernatural, nothing speaks to the skirmisher like the
You cast nondetection. When you cast nondetection
Nondetection field of combat. Although a skirmisher possesses all the
again with this art, the previous instance of it ends.
cunning of other opportunists, it is focused largely on
felling foes in a direct and swift manner devoid of fancy
You cast shield of faith on yourself or one creature you parlor tricks. While some opportunists are busy sneaking
Shield of Faith
can touch.
around, and warriors of valor are shouting their silly battle
cries, your arrow has already pierced your enemy's
throat—and to a skirmisher, that's all that matters. Combatant’s Legacy
At 17th level, you may choose one Tunic Technique from
Flanking Sneakstrike the Hylian Fighter Tunic subclass.

Starting at 3rd level, you become able to use your


Sneakstrike more easily and more effectively. Battlefield Phantom
The damage from your Sneakstrike equals your levels in
Starting at 20th level, you can become so cunning and
this class + your Dexterity modifier.
swift in battle that you are as a wisp, a specter, and a
You can perform a Sneakstrike on a target if another
force that transcends logic or conventional limitations.
enemy of the target is within 5 feet of it, that enemy isn’t
When you use your bonus action, you take both the Dash
incapacitated, and you don’t have disadvantage on the
and Disengage actions simultaneously. While you aren't
attack roll.
wearing heavy armor and your movement isn't reduced,
you can take the Dodge action as your bonus action for
Fighting Style the turn.

At 3rd level, you gain one Fighting Style of your choice


that is available to the Hylian fighter class. Instrumentalist
While some Opportunists are good at exploiting enemies,
Slip Through Instrumentalists fine tune their skills with instruments to
create musical performances that inspire the legends.
Starting at 7th level, you can nimbly dodge effects that Some instrumentalists can become as legendary as the
most mortals could only overcome with brute force. When people they inspire, while others are content with simply
you would be forced to make a Strength saving throw, allowing others to revel in notoriety.
you can choose to make a Dexterity saving throw in its
place.
Instrumental Talent
Extra Attack At 3rd level, you gain proficiency with two musical
instruments. Gain proficiency in the Performance skill. If
Beginning at 11th level, you can attack twice, instead of you already have proficiency in the skill, gain another
once, whenever you take the Attack action on your turn. instrument. You gain expertise with two musical
instruments of your choice that you are proficient with
Swiftness either before gaining this feature or because of gaining
this feature.
By 11th level, you react so quickly in battle it sometimes As a side note, an instrumentalist does not necessarily
seems like others are moving in slow motion. You have rely on their charismatic charm in order to create
advantage on any initiative roll you make. If your memorable performances. Many use their dexterous
campaign uses static initiative, you instead gain a +5 hands to play highly technical pieces or strength to pound
bonus to your initiative score. a drum with ferocious strength in order to produce music
that is pleasing to audiences.

Willful Fortitude
Instrumental Inspiration
At 14th level, you gain proficiency in your choice of either
Constitution saving throws or Wisdom saving throws. At 3rd level, as a bonus action, choose a creature within
60 feet that can hear you play a musical instrument. They
gain a d6 Inspiration Die that may be expended once on
Extra Strike any one ability check, attack roll, or saving throw it makes
within the next 10 minutes. The creature can wait until
Beginning at 17th level, you can use your Sneakstrike after it rolls the d20 before deciding to use the
feature up to twice on each of your turns. Instrumental Inspiration Die, but must decide before the
DM says whether the roll succeeds or fails. Once the
Instrumental Inspiration Die is rolled, it is lost. A creature ■ Song of Power: When a target expends an
can have only one Instrumental Inspiration Die at a time. Inspiration Die on an attack roll, the Inspiration Die
An Instrumentalist may use this feature a number of may be rolled and added to all of the attack and all
times equal to their Dexterity modifier (a minimum of damage rolls they make against all targets until the
once). You regain any expended uses when you finish a start of their next turn.
long rest. ■ Song of Courage: When a creature adds one of
Your Instrumental Inspiration Die changes when you your instrumentalist dice to a roll, they gain
reach certain levels in this class. The die becomes a d8 temporary hit points equal to the roll of their
at 5th level, a d10 at 10th level, and a d12 at 15th level. Inspiration Die plus your proficiency bonus.
■ Song of Wisdom: When a creature adds one of
Font of Inspiration your instrumentalist dice to a save, skill, or attack roll
that they were not proficient in, the creature adds
your proficiency bonus to their roll.
At 7th level, you may regain all uses of Instrumentalist
Inspiration when you finish a short rest or long rest.
Operatic Performance
Instrumentalist Talent At 17th level, when another creature successfully
expends a use of Instrumentalist Inspiration within 60 feet
At 7th level, you may select one Instrumentalist Talent of
of you, you may inspire another creature within 60 feet of
your choice:
you without expending a use.
■ Song of Power: When your Instrumentalist
You may use this reaction a number of times equal to
Inspiration is expended on an attack roll, the
your Dexterity modifier (minimum once), and you regain
Inspiration Die may be rolled again and applied to
all uses on a long rest.
the attack’s damage roll. If the attack targets multiple
creatures, the bonus may only be applied to one
target Superior Inspiration
■ Song of Courage: When a creature adds one of
your Instrumentalist Inspiration dice to its ability At 20th level, when you roll initiative and have no uses of
check, attack roll, or saving throw and the roll fails, Instrumentalist Inspiration left, you regain one use.
the creature does not expend the Instrumentalist
Inspiration Die.
■ Song of Wisdom: When a creature gains
Picaroon
Instrumentalist Inspiration from you, immediately roll
Some rats take to the streets, but you prefer the sea. A
the Inspiration Die. The Instrumentalist Die may be
Picaroon pilfers and plunders their way through life, using
expended normally using the number rolled when
tenacity and vulgar tricks to overwhelm their foes. As
the Inspiration Die was gained.
varied as their destinations, they range from lowly
stowaways to the captains of legend… yet it would be a
Peerless Skill mistake to underestimate either. Though the ocean calls
to their heart, their tongue and blade are just as sharp on
At 11th level, when you make an ability check, you can land, making these brash pirates a force to be reckoned
expend one use of Instrumentalist Inspiration. Roll an with.
Instrumentalist Inspiration die and add the number rolled
to your ability check. You can choose to do so after you
roll the die for the ability check, but before the GM tells
Bonus Proficiencies
you whether you succeed or fail.
At 3rd level, you gain proficiency with navigator’s tools
and water vehicles. If you are already proficient with
Greater Instrumentalist either, you can instead gain proficiency with the fishing
tackle or any one artisan tool of your choice.
Talent If you do not already have a swim speed, you gain a
swim speed equal to your base walking speed.
At 14th level, your Instrumentalist Talent feature gains an
additional benefit:
Seadog’s Strike Sailor’s Mouth
Starting from 3rd level, the extra damage from your At 11th level, your choice vocabulary helps you get under
Sneakstrike feature becomes equal to your Charisma an opponent’s skin. As an action, you can make an
modifier + your levels in this class. Intimidation check contested by a creature's Insight
You can perform a Sneakstrike against a target if you are check. The creature must be able to hear you, and the
within 5 feet of it, no other creatures are within 5 feet of two of you must share a language.
you, and you don't have disadvantage on the attack roll. If you succeed on the check and the creature is hostile to
you, it has disadvantage on attack rolls against targets
Distraction other than you and can't make opportunity attacks
against targets other than you. This effect lasts for 1
minute, until one of your companions attacks the target or
At 3rd level, you know how to stand out amongst your
affects it with a spell, or until you and the target are more
contemporaries, able to capture an opponent’s attention
than 60 feet apart.
and blind them to their surroundings. As long as you’re
If you succeed and the creature isn’t hostile, it either
within a creature’s line of sight, you can use your action
becomes such or leaves the vicinity. If it’s physically
to force it to make a Wisdom saving throw (DC equal to 8
unable to do either, any Persuasion roll you make during
+ your proficiency bonus + your Charisma modifier). On a
a prolonged interaction with it is done at disadvantage.
failure, the creature moves toward you on their turn.
The target must have a straight path to you. If an object,
hazard, or creature directly obstructs the path, it will Pirate’s Charm
begin to march toward you, but will stop once it’s within
five feet of the obstacle. If no such barrier stands in its At 14th level, you learn how to create a pirate’s charm via
way, it will head as far as it can using its base movement a mysterious ritual. Used by picaroons to relay
speed. This movement may provoke opportunity attacks instructions and secret messages, these unassuming
from your allies (or from other creatures hostile to it), but baubles can prove deadly weapons in their own right.
not from you. Though the exact specifics of the ritual vary from captain
If it makes a weapon or spell attack against you before to captain, most allege that their practice originated in
reaching an adjacent space, the effect ends immediately magic stolen from Hyrule’s royal family. Few believe this
and it can move freely from thereon out. Otherwise, it ludicrous story, but none can deny these talismans’
ends when the creature reaches you or expends all its power.
available movement. After using this feature on it once, If you possess proficiency in an artisan tool, you can use
the affected enemy becomes immune to it for the it to craft your pirate’s charm. If you do not, you may
remainder of the battle. instead spend 100 rupees to have a small trinket crafted
for you. The process takes up to a day either way. Once
Flurry Rush finished, you acquire the item and the following benefits:
■ If another holds the charm, the two of you can speak
telepathically as if casting message.
Beginning at 7th level, whenever an opponent takes the
■ Once per long rest, you may contact the charm's
Attack action against you and fails to hit, you can use
holder as if casting sending. You may also use this
your reaction to expend 1 stamina point and make an
feature to project your voice through the charm, in
opportunity attack against them. You must be within 5
which case it needn't have an active carrier. If your
feet of your target to do this. You don't add your
message is spoken aloud, anyone who overhears it
proficiency bonus to the roll for this attack.
may respond, though they share a collective 25
At 14th level, you can spend 2 extra points of stamina to
words amongst each other and must speak into the
make 1 extra opportunity attack within the same reaction.
charm. Unless you desire it, they are not guaranteed
At 20th level, you may once more spend 2 additional
to recognize you as the sender.
points for another attack, making up to a total of 3 strikes.
■ If another holds the charm and you choose to speak
Until 20th level, any use of flurry rush will take your
aloud, you can use your distraction or sailor’s mouth
reaction for the turn, so you may only use it against one
feature through it. For distraction, do not apply your
enemy per round.
proficiency bonus to the DC of the saving throw; for
sailor’s mouth, make your Intimidation roll at
disadvantage. If you are successful then the hostile
is affected as though the charm’s holder was the one
who used the feature.
You may only have one pirate’s charm at a time. If you
create or acquire another, the previous one becomes an
ordinary object.

Wind Warrior
Starting at 17th level, you have mastered moving with the
flow of the wind. Coordinating your strikes with it, you’ve
found that even a simple breeze can guide your blade
back to its mark, rendering a wayward hail of blows as
precise as any single stroke. You now apply your
proficiency bonus to opportunity attacks made with flurry
rush.

Red Lion
Once you’ve reached 20th level, you rule the battlefield
as you rule the seas. Any opportunity attacks made with
flurry rush no longer count towards your reaction for the
turn. This enables you to split them across multiple
enemies. You are still limited to 3 total opportunity attacks
per round, though if the normal requirements are met,
you may make a standard opportunity attack in addition
as your reaction for the turn.
Researcher
In Hyrule, a researcher delves into ancient tomes, libraries, ruins, and more in the search for arcane knowledge. Most
often a researcher's effort comes to fruition in the study and practice of a wide variety of magic. Unlike a sage or
scion who is gifted their supernatural powers, a researcher proactively learns, studies, and practices the esoteric art
of spellcasting.
In proper society, most researchers are considered oddballs at best and villains at worst. Their unusual practices and
oddly inquisitive nature is often off-putting to common folk, but those aware of their supernatural powers have good
reason to fear them

Researcher
Proficiency Cantrips Spells Max Spell
Level Features Spell Level MP Cost
Bonus Known Known Level
1st +2 Spellcasting, Wise Defense 2 2 1st 1st 2
2nd +2 School of Research 3 6 1st 2nd 3
3rd +2 — 3 7 2nd 3rd 5
4th +2 Ability Score Improvement, Studied Skill 4 9 2nd 4th 6
5th +3 — 4 10 3rd 5th 7
6th +3 School Feature 4 12 3rd 6th 9
7th +3 — 4 13 4th 7th 10
8th +3 Ability Score Improvement, Magic Sense 4 15 4th 8th 11
9th +4 — 5 16 5th 9th 12
10th +4 School Feature 5 18 5th
11th +4 — 5 19 6th
12th +4 Ability Score Improvement 5 21 6th
13th +5 — 5 22 7th
14th +5 School Feature 5 24 7th
15th +5 — 5 25 8th
16th +5 Ability Score Improvement, Spell Resistance 5 27 8th
17th +6 — 5 28 9th
18th +6 School Feature 5 30 9th
19th +6 Ability Score Improvement 5 31 9th
20th +6 School Feature 5 33 9th

Researcher Class Features


Quick Build As a Researcher you gain the following class features.

You can make a researcher quickly by following these


Hit Points
suggestions:
1. Intelligence should be your highest ability score, Hit Dice: 1d6 per Researcher level.
followed by Constitution or Wisdom Hit Points at 1st Level: 6 + your Con mod
2. Choose the scholar background. Hit Points at Higher Levels: 1d6 + your Con mod per
3. For your spells, choose the prestidigitation and razor Researcher level after 1st.
tome cantrips, along with the catapult and mage
armor 1st-level spells.
be cast as a 5th level spell, allowing it to affect more
Proficiencies creatures, by expending the magic points needed to cast
Armor: None a 5th level spell—which is 7 magic points.
Weapons: All rods and staffs; clubs, daggers, darts, Your magic points are fully restored after a long rest.
hammers, staves, scythes, slingshots, and whips. Some class features and magic items can otherwise
restore magic points.
Tools: None
Spellcasting Focus
Saving Throws: Wisdom, Intelligence You can use an arcane focus as a spellcasting focus for
Skills: You are proficient in your choice of one skill in the your researcher spells.
following list: Arcana, Engineering, History, Insight, Spellcasting Ability
Investigation, Medicine, Nature, and Religion. Intelligence is your spellcasting ability for researcher
If your Intelligence score is or becomes at least 13, you spells, since you learn your spells through dedicated
gain proficiency in one more of the listed skills, for a total study and memorization. You use your Intelligence
of two. whenever a spell refers to your spellcasting ability. In
If your Intelligence score is or becomes at least 17, you addition, you use your Intelligence modifier when setting
gain proficiency in one more of the listed skills, for a total the saving throw DC for a spell learned through this class
of three. and when making an attack roll with one.
In place of gaining proficiency in a skill, you can instead Cantrips
gain proficiency in any one tool or vehicle of your choice. You initially know two cantrips of your choice from the
following list:
Equipment acid splash, create bonfire, cryonis, dancing lights,
You start with the following equipment,in addition to the forceful hand, gust, light, mage hand, magic stone, mold
equipment granted by your background: earth, prestidigitation, produce flame, push, psychic
⦁ (a) a dagger or (b) a quarterstaff attack, razor tome, shape water, summon instrument,
phantasmal notebook
⦁ (a) a slingshot with 50 bullets, and a signal whistle or
Any cantrips you learn after 1st level can be drawn from
(b) a whip and 50 feet of hempen rope
the expanded spell list you gain from your School of
⦁(a) a book of lore, a bottle of ink, an ink pen, a
Research. You learn your third cantrip at 2nd level, your
merchant's scale, 10 sheets of parchment, and a small
fourth cantrip at 4th level, and your final cantrip at 9th
knife or (b) a bedroll, a mess kit, a tinderbox, 10 torches,
level.
10 days of rations, and a waterskin
Spells Known of 1st Level and Higher
⦁ an arcane focus, a backpack, and a component At 1st level, you know two 1st-level spells from the
pouch following list:
Alternatively, your DM may allow you to choose your absorb elements, catapult, clear thought, color spray,
own starting equipment using 750 (3d4 x 100) rupees. If comprehend languages, create or destroy water, detect
you choose this option, you forgo the equipment granted magic, disguise self, earth tremor, endure elements,
by your background. expeditious retreat, feather fall, fog cloud, grease,
identify, illusory script, jump, longstrider, mage armor,
Spellcasting purify food and drink, shield, silent image, sleep, unseen
servant
As one who investigates and studies magic, you recite At 2nd level, you learn four additional 1st-level spells. At
incantations and manipulate material components in this level, your spell list expands to include a much wider
ways that require extensive, mentally-demanding practice variety of spells, as decided by your School of Research.
and memorization. You can choose to learn any of your new spells from the
Magic Meter expanded spell list appropriate to your school.
At 1st level, you gain a number of magic points equal to Starting from 3rd level in this class, you learn one spell at
your Intelligence modifier. The amount of magic points odd-numbered levels, and two spells at even-numbered
you gain from 2nd level onward is determined by your levels. You choose which spells to learn from your
school of research. To cast a spell, you must expend a expanded researcher spell list, dictated by your School of
number of magic points dependent on the level of the Research. A spell you choose must be of a level no
spell. See the adjacent table. higher than what’s shown in the Researcher table’s Max
You can cast a spell at a higher level than normal by Spell Level column for your level.
expending additional magic points. For example, casting Additionally, when you gain a level in this class, you can
fly, a 3rd-level spell, normally costs 5 magic points. It can choose one of the spells you got from your expanded
researcher list and replace it with another spell from the from Animal Handling, Arcana, Engineering, History,
expanded researcher spell list, which must be one (or Medicine, Nature, and Religion. You gain proficiency in
more) spell level(s) lower than the highest spell level you that skill. If you are already proficient in the chosen skill,
can cast, as shown in the Researcher table’s Max Spell or later would become proficient in it a second time, you
Level. instead gain expertise in the skill.
Example: if the highest spell level you can cast is 4, you
can change one spell to another one up to level 3.
Magic Sense
Wise Defence Magic has become ingrained in your mind so thoroughly
it is influencing your senses. Starting from 8th level, you
You can rely more on predicting and reading opponents' have advantage on Intelligence (Investigation) and
attacks to evade them, rather than relying on your Wisdom (Perception) checks to notice spells or magic
reaction time or nimbleness of movement. Whenever you effects.
would add your Dexterity modifier to your AC, you can You learn the detect magic spell. If you already have
choose to add your Wisdom modifier instead. You cannot learned this spell, you can instead learn another 1st-level
do this if you are already adding your Wisdom modifier to researcher spell that you would otherwise be able to
your AC, such as with a monk's Unarmored Defense. learn. In either case this new spell does not count against
your Spells Known. You can cast detect magic without
School of Research consuming magic points.

When you reach 2nd level, you choose a school of Spell Resistance
research that represents the area of study, or the type of
magic, upon which you focus your efforts the most. Your At 16th level, your talent and practice with spells enables
choice greatly expands your spell list, allowing you to you to resist them with enviable ease. You have
learn from a wider variety of spells than before. Your advantage on saving throws against spells, and
choice also grants you features at 2nd level and again at resistance to damage from spells which do not afford you
6th, 10th, 14th, 18th, and 20th levels. a saving throw.
■ An Occultist Uses forbidden knowledge and mutated
magic to uncover the secrets of the universe.
■ A technomancer focuses on enhancing weapons
Occultist
and armor with ancient magic, and wields spells that
Being an Occultist is your vocation, lifestyle and religion
focus more on empowering allies.
all in one. Though many deities are magical in nature,
■ A witch wields versatile spells that manipulate allies
most worshipers are content to simply pray and watch
and foes alike, and has relative mastery over flight,
their wonders as the world turns. Not so for the Occultist;
poisons, and potions.
you peek behind the curtain of the powers of these
■ A wizzrobe specializes in destructive magic and
deities and magics to gain such abilities for yourself.
manipulating elements of nature.
Through use of magical artifacts, years of research or
even divine assistance, you've gained a unique and
Ability Score Increase volatile magical skill set that all those against the profane
will fear.
When you reach 4th level, and again at 8th, 12th, 16th
and 19th level, you can increase one ability score of your
Occultist
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can't increase an ability Level Magic points Occult Mutations
score above 20 using this feature.
1st Intelligence mod —
If your campaign is using the feats optional rule, you can
2nd +4 2
replace this feature with a feat for which you qualify.
3rd +8 2

Studied Skill 4th


5th
+12
+16
2
3
At 4th level, your further studies grant you greater 6th +20 3
expertise in a practical area of study. Choose one skill 7th +24 4
8th +28 4 General Mutations
9th +32 5 You can use your action to create an occult weapon in your
empty hand. You can choose the form that this melee
10th +36 5 weapon takes each time you create it. You are proficient
11th +40 5 with it while you wield it. This weapon counts as magical for
the purpose of overcoming resistance and immunity to non
12th +44 6 magical attacks and damage.
13th +48 6 Your occult weapon disappears if it is more than 5 feet away
14th +52 6 from you for 1 minute or more. It also disappears if you use
this feature again, if you dismiss the weapon (no action
15th +56 7 required), or if you die.
16th +60 7 You can transform one magic weapon into your occult
17th +64 7 weapon by performing a special ritual while you hold the
Blade of weapon. You perform the ritual over the course of 1 hour,
18th +68 8 which can be done during a short rest.
Sacrifice
19th +72 8 When you attack with that weapon, you can use your
20th +76 8 Intelligence modifier, instead of Strength or Dexterity, for
the attack and damage rolls.
You can then dismiss the weapon, shunting it into an
Magic Points extradimensional space, and it appears whenever you
create your occult weapon thereafter. You can't affect an
artifact or a sentient weapon in this way. The weapon ceases
At 2nd level, and every researcher level you gain after being your occult weapon if you die, if you perform the
this, your maximum magic points increases by 4. 1-hour ritual on a different weapon, or if you use a 1-hour
ritual to break your bond to it. The weapon appears at your

Occult Proficiencies
feet if it is in the extradimensional space when the bond
breaks.
You learn the find familiar spell and can cast it as a ritual.
At 2nd level, your studies of hidden lore have granted The spell doesn't count against your number of spells
you access to a unique cantrip available only to known.
occultists: eldritch blast. This cantrip does not count Occult
When you cast the spell, you can choose one of the normal
against your cantrips known. forms for your familiar or one of the following special forms:
Follower keese, kodongo, seeker entity, or fairy.
In addition, you gain proficiency with light armor, all
Additionally, when you take the Attack action, you can forgo
simple weapons and one martial melee weapon of your one of your own attacks to allow your familiar to use its
choice. reaction to make one attack of its own.
You also gain proficiency in Investigation, as well as one Your notes on the arcane have taken on their arcane
language of your choice from Old Common, Twili, Minish properties. Choose three cantrips from any class's spell list
or Subrosian. If you were already proficient in to write down in your notes. While these notes are on your
person, you can cast those cantrips at will. They are
Investigation, you can instead gain proficiency in another
considered Occultist spells for you, and they needn't be from
skill available to researchers at 1st level. Codex the same spell list. They don't count against your number of
Diabolica cantrips known.

Occult Mutation If you lose these notes, you can perform a 1-hour ceremony
to receive a replacement from your patron. This ceremony
can be performed during a short or long rest, and it destroys
At 2nd level, you gain access to the hidden, old ways of the previous notes. Your notes turn to ash when you die.
Occult Mutations, profane magical tweaks that result in You have discovered an amulet, an ancient talisman that
more volatile, more dangerous and more powerful can aid the wearer when the need is great. This amulet can
magics. You gain multiple Occult Mutations the more be used as a spellcasting focus, and when the wearer fails an
ability check, they can add a d4 to the roll, potentially
occult knowledge you gain, but as of this level you only
turning the roll into a success. This benefit can be used a
may gain two. You may change your chosen mutations Occult number of times equal to your proficiency bonus, and all
on every level gained. Emblem expended uses are restored when you finish a long rest.
You gain access to stronger mutations at 6th, 10th, 14th If you lose the talisman, you can perform a 1-hour ceremony
and 18th level. You gain a new mutation at 5th, 7th, 9th, to consult your notes on the object to create a replacement.
12th, 15th and 18th level. This ceremony can be performed during a short or long rest,
and it destroys the previous amulet. The talisman turns to
ash when you die.
You may cast hex at will, at the highest level you can cast it a
Mystic Curse number of times equal to your Intelligence modifier. You
regain these uses back after a short rest.
Eldritch Blast Mutations Midnight Bliss
Agonizing When you cast Eldritch Blast, add your Intelligence modifier Prerequisite: 10th lv, When you hit a creature with your occult weapon, the
Twilight Realm or Great creature takes extra necrotic damage equal to your
Blast to the damage it deals on a hit. Intelligence modifier (minimum 1).
Calamity Occult Subject,
Eldritch Blade of Sacrifice Mutation
When you cast Eldritch Blast, its range is 300 feet.
Spear You can create a greatsword using your Pact of the Blade
feature. If you have the Twilight Realm Occult Subject, this
Once on each of your turns when you hit a creature with
Eldritch greatsword resembles a Scimitar of Twilight. If you have
your Eldritch Blast, you can move that creature in a straight the Great Calamity Occult Subject, the greatsword
Hook line 10 feet closer to yourself. resembles Ganon's Sword (Though you may change its
appearance as you wish). Any attack roll you make with
Eldritch When you hit a creature with Eldritch Blast, you can push
this weapon is a critical hit on a roll of 19 or 20 on the d20,
Bellows the creature up to 10 feet away from you in a straight line and curses a target on a hit for 1 minute, giving them
Instead of using a standard Eldritch Blast, you can Black Blade of Sacrifice disadvantage on one saving throw of your choice. You may
concentrate all that magic into a single beam of Eldritch only curse a target once per combat.
Prerequisite: 14th lv,
Force. The Eldritch Force is a line that is 5 feet wide and 50 Twilight Realm or Great If the cursed target dies, you regain hit points equal to
Eldritch feet (+10 feet per beam, to a maximum of 150 feet) long and Calamity Occult Subject, your Occultist level + your Intelligence modifier (minimum
Force deals force damage to everything in its path. Blade of Sacrifice Mutation of 1 hit point). If you reduce a target to 0 hit points with
this sword, you can immediately change the target of the
Prerequisite: A creature in the path of the beam must make a curse to a different creature. This change doesn’t extend
10th lv Constitution saving throw to resist, or the beam deals 1d10 the curse’s duration.
force damage for every beam your Eldritch Blast can make When you hit a creature with this weapon, you can expend
at your level. This beam gains the benefits of other a number of magic points to deal an additional 1d8
mutations. slashing damage to the target per spell level, and you can
reduce the creature’s speed to 0 feet until the end of your
When you cast eldritch blast, you can choose to form an next turn.
explosive sphere instead of a beam. When you cast the
cantrip in this way, the blast flashes from your finger to a Occult Follower Mutations
Eldritch point in range that you can see. At that point, it takes the When you cast Find Familiar, you infuse the summoned familiar
Bomb form of a 20-foot diameter, spherical, explosion of force. with a measure of your eldritch power, granting the creature the
Creatures in this sphere must make a Dexterity saving following benefits:
Prerequisite:
14th lv throw, taking 1d10 force damage for each beam of eldritch The familiar gains either a flying speed or a swimming speed (your
blast that you are able to cast on a success and half as much choice) of 40 feet.
on a failure. This attack gains the benefit of other Occult Guide As a bonus action, you can command the familiar to take the Attack
mutations. action.
Prerequisite: 6th lv,
Occult Follower The familiar’s weapon attacks are considered magical for the
Advanced Mutations Mutation purpose of overcoming immunity and resistance to non magical
These Mutations expand further on General Mutations. attacks.
Blade of Sacrifice Mutations If the familiar forces a creature to make a saving throw, it uses your
spell save DC.
Eldritch Arms You may use your Blade of Sacrifice as a
When the familiar takes damage, you can use your reaction to
spellcasting focus for your attacks. In addition, you grant it resistance against that damage.
Prerequisite: 6th lv, gain a +1 to attack and damage rolls with your
Blade of Sacrifice Blade of Sacrifice. This increases to +2 at 10th level Divine
Mutation and +3 at 14th level. Benevolence
Prerequisite: 6th lv, Whenever you regain hit points while your familiar is within 100
Spastic Shield As an action, you can touch a suit of armor that isn’t Golden Goddesses or feet of you, treat any dice rolled to determine the hit points you
being worn or carried by anyone and instantly don Melodies of Hyrule regain as having rolled their maximum value for you.
Prerequisite: 6th lv, it, provided you aren’t wearing armor already. You Occult Subject,
Blade of Sacrifice Occult Follower
are proficient with this suit of armor until it’s Mutation
Mutation removed.
You can communicate telepathically with your familiar and
Bow of Sacrifice Occult Guide perceive through your familiar's senses as long as you are
Prerequisite: 6th lv, Your occult weapon can be a ranged weapon. You Prerequisite: 10th lv,
on the same plane of existence. Additionally, while
Deku Forest Occult still require ammunition to use this weapon, Occult Follower perceiving through your familiar's senses, you can also
however. Mutation speak through your familiar in your own voice, even if your
Subject, Blade of
Sacrifice Mutation familiar is normally incapable of speech.
While wielding your Occult Weapon, you may Once per turn, when you hit a creature with eldritch blast,
Flourish Occult Guide You may choose for the crackling energy to wrap around
choose to use one of your Inspired dice to increase
Prerequisite: 6th lv, your movement speed by 10 ft. In addition, when a Prerequisite: 14th lv, the creature and bind it. The creature must make an
Occult Follower
Melodies of Hyrule die is spent in this way, you may add the die to one Mutation
Intelligence saving throw or be unable to cast spells or use
Occult Subject, Blade of damage roll made with your Occult Weapon until magical abilities for 1 round of combat.
Sacrifice Mutation the end of your turn. Eldritch Shock
You can cast Stun Monster at will – targeting a celestial,
Prerequisite: 14th lv,
Once per turn when you hit a creature with your Twilight Realm
fiend, or elemental – without expending a spell slot or
Occult Smite Occult Subject, material components. You must finish a short rest before
occult weapon, you can expend 5 magic points to
Prerequisite: 6th lv, Occult Follower you can use this invocation on the same creature again.
deal an extra 1d8 force damage to the target, and Mutation
Blade of Sacrifice you can knock the target prone if it is Huge or
Mutation smaller.
Codex Diabolica Mutations Occult Emblem Mutations
You can now inscribe magical rituals in your notes. Choose two spells When the wearer of your talisman is hit by an
that have the ritual tag from any class's spell list; these rituals
needn’t be from the same spell list but must be a spell level you are Eldritch Bulwark attacker you can see within 30 feet of you, you can
able to cast. The spells appear in the book and don't count against Prerequisite: 6th lv, Occult use your reaction to deal psychic damage to the
the number of spells you know. With your notes in hand, you can Emblem Mutation attacker equal to your proficiency bonus and push
cast the chosen spells as rituals. You can't cast the spells other than
as rituals, unless you've learned them by some other means. You can it up to 10 feet away from the talisman's wearer.
Compendium Diabolica also cast a warlock spell you know as a ritual if it has the ritual tag.
When the wearer of your talisman is hit by an
Prerequisite: 6th lv, Codex
Diabolica Mutation
On your adventures, you can add other ritual spells to your notes. Occult Guidance attacker you can see within 30 feet of you, you can
When you find such a spell, you can add it to your notes if the spell's
level is one you'd be able to cast and if you can spare the time to
Prerequisite: 6th lv, Golden use your reaction to reduce the damage by a
Goddess or Deku Forest Occult number equal to your proficiency bonus and push
transcribe the spell. For each level of the spell, the transcription
Subject, Occult Emblem
process takes 2 hours and requires 50 rupees of materials to inscribe the attacker up to 10 feet away from the talisman's
Mutation
it. If your notes are destroyed, you lose all of the spells acquired
except for the initial two. You can re-create the first two in your wearer.
notes over a short rest.
Instrumental Emblem You may spend 5 minutes, an Instrument you are
You're not sure how, but a new page appears in your notes. With proficient with and your talisman to fuse into an
your permission, a creature can use its action to write its name on Prerequisite: 6th lv, Melodies
that page, which can contain a number of names equal to your of Hyrule Occult Subject, Emblem Instrument. You may use this instrument
proficiency bonus. Occult Emblem Mutation to channel your Occult Emblem mutations.
Codex Enigma You can cast sending, and target a creature whose name is on the Permutation Emblem
page, without using a spell slot and without using material
Prerequisite: 6th lv, Codex components. To do so, you must write the message on the page. The Prerequisite: 10th lv, Deku You can cast polymorph once using 4 magic points.
Diabolica Mutation target hears the message in their mind, and if the target replies, Forest or Twilight Realm Occult You can't do so again until you finish a short rest.
their message appears on the page, rather than in your mind. The Subject, Occult Emblem
writing disappears after 1 minute. Mutation
As an action, you can magically erase a name on the page by By using your emblem as a magical eye glass, you
touching it. Lexical Emblem can read all writing, including writing systems that
You're not sure how, but a new page appears in your notes. With Prerequisite: 10th lv, Occult normally couldn't be read, such as an encoded
your permission, a creature can use its action to write its name on Emblem Mutation
that page, which can contain a number of names equal to your message, cypher or illusory script.
Compendium Enigma proficiency bonus. By using your emblem as a magical earpiece, you
Prerequisite: 10th lv, Deku When any creature whose name is on the page is reduced to 0 hit Dialect Diadem can read and understand all language, including
Forest or Golden Goddesses points but not killed outright, the creature magically drops to 1 hit Prerequisite: 10th lv, Occult
Occult Subject, Codex point instead. Once this magic is triggered, no creature's name can those that normally couldn't be understood, such
Emblem Mutation
Diabolica Mutation be written in it until you finish a short rest. as a Hunter's Wildspeak.
As an action, you can magically erase a name on the page by While someone else is wearing your talisman, you
touching it.
can use your action to teleport to the unoccupied
You may use an Instrument which you are proficient in in place of
Concerto Diabolica your notes for the purposes of Codex Diabolica, Compendium
space closest to them, provided the two of you are
Prerequisite: 10th lv, Melodies Diabolica and Arcanium Diabolica. Emblem Ingress on the same plane of existence. The wearer of your
of Hyrule Occult Subject, For Codex Enigma, the notes used to write a creature's name on, Prerequisite: 14th lv, Occult talisman can do the same thing, using their action
Codex Diabolica Mutation resemble sheet music. Emblem Mutation to teleport to you. The teleportation can be used a
You're not sure how, but a new solid black page appears in your number of times equal to your proficiency bonus,
notes. You can write the true name of one creature (pseudonyms or and all expended uses are restored when you finish
false names do not work, though titles do), which burns into the
Scourge Diabolica page. As long as a creature's name is written there, they have a short rest.
Prerequisite: 10th lv, Twilight disadvantage on one skill check or saving throw of your choice until
Realm or Great Calamity they fail the roll. Mystic Curse Mutations
Occult Subject, Codex Upon failing the check, the creature's name is erased from the book
Diabolica Mutation and cannot be re-written until you finish a short rest. If the black
As a bonus action, you cause a psychic disturbance around the
page is destroyed or lost, it can be re-created/re-called upon a long target cursed by your hex spell or other such curse. When you do
Conscious Curse so, you deal psychic damage to the cursed target and each creature
rest.
Prerequisite: 6th lv, of your choice within 5 feet of it. The psychic damage equals your
You can now inscribe actual spells in your notes. Choose two spells
Mystic Curse Intelligence modifier (minimum of 1 damage). To use this
from any class's spell list; these rituals needn’t be from the same
Mutation
spell list but must be a spell level you are able to cast, and cannot be invocation, you must be able to see the cursed target, and it must
a higher spell level than the spell when it was initially cast. The be within 30 feet of you.
spells appear in the book and don't count against the number of
spells you know. With your notes in hand, you can cast the chosen
spells without components, and spend half the required magic You curse the very spirit of your hexed victims, binding them to
Acranium Diabolica points that would usually be required to cast it. your service. When a creature dies while under the effects of your
Prerequisite: 14th lv, Codex On your adventures, you can add other spells to your notes. When hex spell, it rises from the grave and takes the form of a Poe. This
Diabolica Mutation you find such a spell, you can add it to your notes if the spell's level is Cursed Poe has a number of temporary hit points equal to your Researcher
one you'd be able to cast and if you can spare the time to transcribe level. The Poe has its own initiative and takes its own turns. It
the spell. For each level of the spell, the transcription process takes 2 Phantom
hours and requires 50 rupees of materials to inscribe it. You can only
follows verbal commands from you (And you alone), and its
Prerequisite: 6th lv,
store a number of spells equal to your proficiency bonus. If your bonuses to attack and damage rolls are replaced with your
Mystic Curse
notes are destroyed, you lose all of the spells acquired except for the Mutation Intelligence modifier. It remains in your service until your next
initial two. You can re-create the first two in your notes over a short long rest, at which point it vanishes into the afterlife.
rest.
You may only have one summoned Poe at one time, and cannot
summon another in the same day.

Your curse creates a temporary bond between you and your target.
Pinpoint Jinx As a bonus action, you can magically teleport up to 30 feet to an
Prerequisite: 10th lv, unoccupied space you can see within 5 feet of the target cursed by
Mystic Curse your hex spell or other such curse. To teleport in this way, you must
Mutation
be able to see the cursed target.
As a bonus action, you cause a psychic disturbance around the Occult Subject Mutations
target cursed by your hex spell or other such curse. When you do
so, you deal psychic damage to the target and each creature of These mutations are gained from your research into your
Conscious your choice within 5 feet of it. The psychic damage equals your Occult Subject.
Calamity Intelligence modifier (minimum of 1 damage) + your proficiency
Prerequisite: 10th lv, bonus.As a bonus action, you cause a psychic disturbance around
Deku Forest Mutations
Great Calamity Occult the target cursed by your hex spell or other such curse. When you Floran You have advantage on saving throws against being
Subject, Mystic Curse do so, you deal psychic damage to the target and each creature of
Mutation Unphasability charmed or frightened.
your choice within 5 feet of it. The psychic damage equals your
Intelligence modifier (minimum of 1 damage) + your proficiency Sylvan Deception
You can turn invisible at will.
bonus. Prerequisite: 6th lv.
A target under the effects of your hex spell must make a Wisdom As a bonus action, you can surround yourself with a
saving throw at the beginning of each of its turns while under the magical aura that looks like buzzing flies. The aura
Stairway to effects of the hex. The DC equals your spell save DC. On a fail, the
Misfortune extends 5 feet from you in every direction, but not
target becomes affected by the bestow curse spell for as long as
the hex is active.
through total cover. It lasts until you're incapacitated or
Prerequisite: 14th lv,
Mystic Curse you dismiss it as a bonus action.
A remove curse spell removes this effect, but must be used again
Mutation Flies' Embrace
to remove the hex. A creature cannot be cursed again in this way The aura grants you advantage on Intimidation checks
until combat with the creature has ended. Prerequisite: 6th lv. but disadvantage on all other Charisma checks. Any
Darkness's other creature that starts its turn in the aura takes
When a creature under the effects of your hex spell falls to 0 hit poison damage equal to your Intelligence modifier
Succor points or dies, you gain a number of hit points equal to the
(minimum of 0 damage).
Prerequisite: 14th lv, creature's CR/Level + your Intelligence. You may also immediately
Great Calamity Occult transfer the curse over to the nearest creature within 30 ft that you Once you use this invocation, you can’t use it again until
Subject, Mystic Curse can see.
Mutation
you finish a short rest.
You can cast web once, without expending magic
Ghoma's Trap
points. You regain the use of this feature when you
Occult Subject Prerequisite: 6th lv.
finish a short or long rest.
You can magically create ammunition out of wood and
Hunter's Armory
stone, as long as you are in an environment where
At 2nd level, you have dedicated yourself to a mysterious Prerequisite: 6th lv.
those materials are available (As ruled by your DM).
magical force in Hyrule. Choose one of the following
You may cast tree shape once, without expending
fields of study. This will allow you to gain that field of Deku's Shade
magic points. You regain the use of this feature when
study's Occult Mutations. Prerequisite: 6th lv.
you finish a short or long rest.
■ The Deku Forest: You have dedicated yourself to Wild Within You gain the benefits of the Hunter' Wild Wanderer
researching the mysterious nature of Farron's Prerequisite: 14th lv. feature, no matter what environment you are in.
Forests and the mysterious Lost Woods within. Floran Linguistics
■ The Great Calamity: You have devoted your You may cast speak with plants as a ritual.
Prerequisite: 14th lv.
research into the nature of The Great Calamity or
Great Calamity Mutations
other malevolent deity that has threated Hyrule.
When you reduce a hostile creature to 0 hit points, you
Whether this research is for Hyrule's benefit or
gain temporary hit points equal to your Intelligence
Downfall is up to you. Feed the Calamity modifier + your levels in Occultist. If the alignment of
■ The Twilight Realm: You have dedicated your the creature is Good or Lawful, you gain additional hit
research to the mysterious otherworlds of Hyrule, be points equal to your proficiency bonus.
it Termina, Twilight Realm, Dark Realm or other such You may cast ganon's fist once, without expending
world. Ganon's Grip magic points. You regain the use of this feature when
you finish a short or long rest.
■ The Golden Goddess: Much like a Sage, you have
You may cast withering ray once, without expending
dedicated yourself to the divinity of Hyrule, be it Calamity's Beam
magic points. You regain the use of this feature when
Golden Goddesses or another benevolent deity. Prerequisite: 6th lv.
you finish a short or long rest.
■ The Melodies of Hyrule: Your research delves into You gain resistance to necrotic damage, and any
Life-seeker
the ethereal nature of music in Hyrule, and the Evocation spells you use gain a bonus to attack rolls
Prerequisite: 6th lv.
unexplained power that comes from song. equal to your Intelligence modifier.
You cannot change your field of study once chosen Demon's Touch You may use vampiric touch once, without expending
unless ruled otherwise by your DM. magic points. You regain the use of this feature when
Prerequisite: 14th lv.
you finish a short or long rest.
You may attack twice, instead of once, when taking the
Fighter's Ferocity attack action, as well as being able to attack twice with
Prerequisite: 14th lv. damaging spells and cantrips that require an action to
cast.
Twilight Realm Mutations As an action and with an Instrument you are proficient
You may cast conjure spirit wolf once, without in, you can begin a performance that disrupts the
Lupine Shackle expending magic points. You regain the use of this influence of magical entities around you. Any friendly
Wonderbane
feature when you finish a short or long rest. creatures within 30 ft that can hear this melody have
Prerequisite: 6th lv.
advantage on saving throws against being charmed or
You can telepathically speak to any creature you can see
frightened. This performance lasts for one minute, and
within 30 feet of you. You don't need to share a
can be voluntarily ended early.
Old Magic Mind language with the creature for it to understand your
telepathic utterances, but the creature must be able to You may cast remove curse once, without expending
Wonderbane
understand at least one language. magic points. You regain the use of this feature when
Prerequisite: 6th lv.
you finish a short or long rest.
Dusken Escape You may cast split once, without expending magic
points. You regain the use of this feature when you Your Inspired die increases to a d8, and if you roll
Prerequisite: 6th lv.
Spark of Influence
finish a short or long rest. initiative and have no Inspired dice remaining, you
Prerequisite: 14th lv.
regain one use.
You no longer need to sleep and can’t be forced to sleep
Night's Embrace by any means. To gain the benefits of a long rest, you You gain the benefits of the Opportunist's Reliable
Infalible
Prerequisite: 6th lv. can spend all 8 hours doing light activity, such as Skills feature. If you have expertise in a skill, any dice
Prerequisite: 14th lv.
reading your notes or keeping watch. roll lower than 5 is treated as a 20.
Midnight Eyes You gain darkvision to a range of 120 feet, and can even
Prerequisite: 6th lv. see in magical darkness as if it was Dim Light.
You may cast floormaster's grasp once, without
Fabricated Fate
Otherworld's Grip
expending magic points. You regain the use of this
Prerequisite: 14th lv.
feature when you finish a short or long rest. Starting at 6th level your occult knowledge allows you to
You gain the benefits of the Scion's Transmutation spin the threads of fate in a direction of your favor. When
Sacrosanct Shade
Opposition feature, adding your Intelligence modifier you make an ability check or a saving throw, you can use
Prerequisite: 14th lv.
to saving throws instead of your Charisma. this feature to add a d10 to your roll. You can do so after
Golden Goddess Mutations seeing the initial roll but before any of the roll's effects
You gain resistance to radiant damage, and any radiant or fire occur.
Holy Fire spells you use deal additional damage equal to your Intelligence Once you use this feature, you can't use it again until you
modifier.
finish a short rest.
You may cast divine favor once, without expending magic points.
Divine Gaze You regain the use of this feature when you finish a short or long

Retribution's
rest.

You may cast branding smite once, without expending magic


Occult Provost
Blaze points. You regain the use of this feature when you finish a short
Prerequisite: 6th lv. or long rest. At 18th level, you have gained all available knowledge on
Where most would die, you can instead spring back to your feet with a
your fields of research. You no longer require a short rest
Interminable burst of radiant energy. When you succeed on at least one death saving to use the "At will" spells gained from your Occult Subject
throw, you immediately stand up (if you so choose), and you regain hit
Passion
points equal to half your hit point maximum. All hostile creatures Mutations.
Prerequisite: 6th lv. within 30 feet of you take radiant damage equal to your Occultist level
+ your Intelligence modifier and are blinded until the end of your turn.
Blind Justice You may cast blinding smite once, without expending magic Eldritch Augur
Prerequisite: 14th points. You regain the use of this feature when you finish a short
or long rest.
lv. At 20th level, your studied mind has become so great
Blessed Curse
You gain the benefits of the Sage's Bless or Bane feature three
that it goes beyond mortal reckoning. You may pick a
Prerequisite: 14th times before needing a long rest. second field of study for your Occult Subject feature, as
lv.
well as allowing access to new Occult Mutations. These
do not gain the benefits of Occult Provost, however.
Melodies of Hyrule Mutations
You gain the ability to inspire your allies through song.
Using your bonus action and an Instrument you are Technomancer
proficient in, choose one creature other than yourself
that you can see and that can hear you. That creature As a technomancer, your study focuses on a specific,
Inspired gains 1d6 to add to any attack roll, saving throw or skill ancient and mostly-forgotten form of magic revolving
check for the next 10 minutes. A creature can only have
one of these dice at one time, and you may use this around unique material components. This form of magic
feature a number of times equal to your Intelligence is sometimes referred to as 'technology,' hence the
modifier before needing a short rest. common name of technomancers. Those who study your
Pop-up musician You may cast summon instrument at will. craft are known under other titles as well, including
Warding Melody You may cast radiant song at will. arcanists, doctors, historians, machinists, professors, and
Expertise Choose two skills or tools. Your proficiency is doubled tinkers.
Prerequisite: 6th lv. for the two you chose.
Compared to other researchers, your magic focuses
more around manipulating and transmuting objects, Versatile Casting
including weapons and armor that can be utilized by you
At 2nd level, you learn to cast spells with nimble ease.
or your allies.
You can perform the somatic components of your
Technomancer researcher spells even when you have objects in one or
both hands.
Level Magic points
1st
2nd
Intelligence mod
+5
Ancient Weaponry
3rd +10 At 6th level, you learn to enhance weapons with arcane
4th +15 technology that draws upon your own magic reserves.
5th +20 You have a number of ancient cores equal to your
intelligence modifier. An ancient core is a manifestation of
6th +25
your magic, which is formless unless it is applied to
7th +30 another item.
8th +35 During any short rest, you can expend any number of
9th +40 these ancient cores to enhance a number of simple or
10th +45 martial weapons. To do so, you must be able to hold and
11th +50 manipulate the weapon, and have access to tinker's
tools. For each core you expend on a weapon, it grants
12th +55
its wielder a cumulative +1 bonus to attack and damage
13th +60 rolls with that weapon. The maximum enhancement you
14th +65 can place on a weapon is equal half to your proficiency
15th +70 modifier, rounded up. Any weapon with one of these
16th +75 enhancements is considered magical.
17th +80 If the weapon to be enhanced is magical and already has
an inherent bonus to attack and damage rolls, you can
18th +85
increase the bonus by 1 for each core expended, but not
19th +90 so the total bonus exceeds half your proficiency modifier
20th +95 (rounded up).
When you (and only you) attack with a weapon you have
Magic Points enhanced with this feature, you can treat it as a spell
attack. You use your Intelligence modifier for attack and
damage rolls with the weapon.
At 2nd level, and every researcher level you gain after
this, your maximum magic points increases by 5. You regain your ancient cores whenever your
enhancements end. You can end any number of your
action core enhancements at any time, over any
Bonus Proficiencies distance, as an action.

War Magic
At 2nd level, your technological studies grant you several
additional proficiencies.
You gain proficiency with all simple weapons, with light
Beginning at 6th level, when you use your action to cast
armor, with shields, and with all weapons that include
a cantrip, you can make one weapon attack as a bonus
"bomb" in the name.
action.
You gain proficiency in the History skill. If you were
already proficient in this skill, you can instead gain
proficiency in another skill available to researchers at 1st Ancient Armor
level.
You gain proficiency with tinker's tools. If you are already At 10th level, you learn to enhance armor, but not
proficient, you can instead gain proficiency in any one shields, in the same way you enhance weapons. The
artisan's tool. maximum number of your ancient cores permanently
You learn to read, write, and speak your choice of either doubles; it becomes equal to twice your intelligence
the Old Common or Twilit language. modifier.
Whenever you would be able to enhance weapons, you damage rolls with that weapon, its damage is
can also enhance armor. For every 2 cores you expend considered magical, and it inflicts an extra 7 (2d6)
on a suit of armor, that armor grants its wearer a force damage on a hit. You can use your Intelligence
cumulative +1 bonus to AC. The maximum enhancement modifier for attack and damage rolls with this
you can place on armor is equal to +1. It increases to +2 weapon if you otherwise could not.
at character level 13, and to +3 at character level 17. If ■ If you are unarmored or your armor is not magical,
the armor is magical and already has an inherent bonus you gain a +3 bonus to your AC. Any non magical
to AC, you can increase the bonus by 1 for every 2 cores armor you are wearing is treated as magical.
expended, but not so the total bonus exceeds the
maximum enchantment.
Any armor with one of these enhancements is considered
Witch
magical.
A witch is perhaps the most renowned and versatile of
Just as with weapons, you can end any enhancement
researchers. Their potions are coveted for healing
you've placed on any suit(s) of armor at any time, over
wounds, and their poisons sought for bringing down
any distance, as an action. Doing so causes you to
kings. Although the magic of a witch is perhaps more
regain the cores that you had expended on that armor.
subtle than the flashiness of a wizzrobe or the
straightforward nature of a technomancer, it is easily the
Feature most versatile. Witchcraft includes a wide array of
spells—far beyond simple medicines and poisons, they
At 14th level, your studies on arcane machinery bloom. can cast spells to fling acid, enable flight, create illusions,
You become able to aid or exploit construct creatures in a heal wounds, and even twist dimensions.
multitude of ways. You gain the following benefits:
■ You have advantage on any Intelligence check to
Witch
recall lore about constructs.
■ You wield an innate understanding of how these Level Magic points
creatures process information. You are considered
1st Intelligence mod
proficient in all Intelligence, Wisdom, or Charisma
2nd +6
checks made against or about constructs.
■ You are inherently aware of any construct's physical 3rd +12
makeup, and know how to exploit weaknesses in its 4th +18
design. Any attack roll you make against a construct 5th +24
has advantage. 6th +30
■ You know how to weave your magic in such a way
7th +36
that you can repair constructs in ways others cannot.
8th +42
Whenever you target a construct with a spell that
restores hit points, you can restore its hit points as if 9th +48
it was a living monstrosity instead of a construct. 10th +54
11th +60
Ancient Surplus 12th +66
13th +72
At 18th level, the maximum number of your ancient cores 14th +78
permanently increases. It is now equal to 15, regardless 15th +84
of your intelligence modifier.
16th +90
17th +96
Feature 18th +102
19th +108
At 20th level, your mastery of arcane magic and ancient
history reaches its zenith. You gain the following benefits: 20th +114
■ You have advantage on all Intelligence (History) and
Intelligence (Arcana) checks.
■ Whenever you make an attack with a simple or
Witch’s Broom
martial weapon that doesn't have a bonus to attack Starting from 2nd level, you can use a broom as the
and damage rolls, you gain a +3 bonus to attack and arcane focus for your researcher spells. At your DM's
discretion, you can substitute a similar implement, such cannot exceed 5th level. It does not count against your
as a tree branch or a wooden ladle. You can attack with Spells Known. Whenever you cast a spell gained with
such an implement as though it was a club. this feature, you must expend 1 more magic point than
normal.
Magic Points At 14th level and 18th level, you can gain a new spell that
follows the same restrictions.
At 2nd level, and every researcher level you gain after
this, your maximum magic points increases by 6. Multitasking
Bonus Proficiencies Starting at 14th level, you become able to mentally juggle
several magical spells at once. While you are
concentrating on one researcher spell, you can cast
At 2nd level, your witchcraft studies grant you several
another researcher spell and concentrate on both
additional proficiencies.
simultaneously. The spells must both be of 3rd level or
You gain proficiency with bug-catching nets and seed
lower, and neither can be a spell you gained through your
shooters.
Varied Learning feature.
You gain proficiency in the Medicine skill. If you are
While doing so you only need to make one Constitution
already proficient, you may gain proficiency in another
saving throw to maintain concentration on both spells
skill from the researcher list of skill proficiencies available
when your concentration is challenged. However, you
at 1st level.
have disadvantage on this saving throw, and failing it
You gain proficiency in the following tools: apothecary's
breaks your concentration on both spells at once.
kit and poisoner’s kit. If you are already proficient in one
of these tools, you may instead gain tool proficiency in
any artisan tool of your choice. Improved Multitasking
You learn to read, write, and speak any one additional
language of your choice. At 18th level, you better learn to concentrate on multiple
spells. When using your Multitasking feature, you can
Ritual Casting simultaneously concentrate on any two spells you know
of 6th level or lower.
If you are only focusing on one spell, you have
Starting from 2nd level, you can cast a researcher spell
advantage on any Constitution saving throw to maintain
you have learned as a ritual if that spell has the ritual tag.
concentration on it.

Flying Broom Witch’s Flight


At 6th level, you can gain a flying speed of 50 feet by
Starting at 18th level, you gain a flying speed of 50 feet,
riding a broom, or another object serving as your Witch's
which you can use without concentration and without
Broom. Flying in this manner requires concentration as if
needing a focus.
concentrating on a researcher spell, and beginning that
You can choose to use a focus and concentrate as with
concentration requires an action. So long as you maintain
the Flying Broom feature, and in doing so your flying
this concentration and wield the focus, you can start or
speed becomes 100 feet for the duration of your
stop your magical flight freely as part of your move.
concentration.

Syrup’s Medicine Masterful Learning


Starting at 10th level, your research in witchcraft and
At 20th level, you become a library of knowledge and a
medicines has unraveled the secrets of longevity. For
pinnacle of magical research. You can learn any one
every 10 years that pass, your body ages only 1 year.
spell from any class and cast it as if it was a researcher
spell.
Varied Learning You also gain the following benefits:
■ When casting a spell you have learned with your
At 10th level, you can incorporate other schools of magic Varied Learning feature, you do not need to expend
into your own. You can learn any one researcher spell as extra magic points to do so.
if you were a technomancer or wizzrobe. This spell
■ You have advantage on all Intelligence checks and
all Intelligence saving throws. Magic Points
■ You can always accurately remember any text or
At 2nd level, and every researcher level you gain after
scripts you have read since you acquired this
this, your maximum magic points increases by 7.
feature, even if it was from a language you didn't
understand.
Bonus Proficiencies
Wizzrobe At 2nd level, your wizzrobe studies grant you several
additional proficiencies.
A wizzrobe is one who delves into the depths of the most
You gain proficiency in the Arcana skill. If you were
destructive magic; one who cares for little other than the
already proficient in this skill, you can instead gain
utter obliteration of her foes at the tendrils of fire, frost, or
proficiency in another skill available to researchers at 1st
lightning. The deeper one dives into this school, or so
level.
they say, the less empathy and sanity remains inside you.
You learn to read, write, and speak your choice of the
Indeed, the very term "wizzrobe" has become so
Blin, Lizal, or Stal language.
attributed to the wanton destruction that few Hylians even
realize not all wizzrobes are literally evil monsters.
As the name suggests, a wizzrobe often wears a robe Elemental Affinity
with a hood or other headgear that conceals its face. This
is most often done to conceal the wizzrobe’s identity, due Most wizzrobes specialize in casting a specific type of
to the negative connotation wizzrobes as a whole have damaging magic. At 2nd level, choose cold, fire, or
received. Some wizzrobes choose to wear hooded robes lightning.
out of tradition rather than shame, and others still eschew When you cast a spell that inflicts damage of your
these garments altogether. chosen type, you can increase its spell save DC by 2, or
gain a +2 bonus to its attack roll.
Wizzrobe
You gain resistance to your chosen damage type. If you
Level Magic points otherwise have resistance, or at a later time gain
resistance to the chosen damage type, you also gain
1st Intelligence mod
advantage on all saving throws to mitigate or avoid
2nd +7 damage of that type.
3rd +14 Depending on your choice, however, you also gain
4th +21 vulnerability to a certain type of damage:
5th +28 ■ Cold: You have fire vulnerability.
6th +35 ■ Fire: You have cold vulnerability.
■ Lightning: You have thunder vulnerability.
7th +42
These vulnerabilities and resistances cannot be altered
8th +49
by any innate racial resistances or vulnerabilities.
9th +56
10th
11th
+63
+70
Rod Expertise
12th +77 At 6th level, you learn to wield a type of magical rod with
13th +84 greater ease. Depending on the Elemental Affinity you
14th +91 chose at 2nd level, you can wield certain types of rods
15th +98 and staves without needing to expend magic points as
normal:
16th +105
■ Cold: You gain this benefit with ice rods and ice
17th +112 staves.
18th +119 ■ Fire: You gain this benefit with fire rods and fire
19th +126 staves.
20th +133 ■ Lightning: You gain this benefit with lightning rods
and lightning staves.
Wizzwarp region could feel in the heights of summer in the
midday sun. You can choose to decrease this effect
down to normal temperatures. Any creature you
At 6th level, if you do not already have the misty step
mentally designate is shielded from this heat.
spell, you learn it. If you do already have it, you can gain
■ Lightning: A small rain cloud about 200 feet across
another 2nd-level researcher spell you would otherwise
forms over you low in the sky, but only slightly lower
be able to learn. In any case, this new spell does not
than the naturally occurring sky. This rain cloud
count against your Spells Known.
provides constant shade for the vicinity in which you
You can cast misty step by expending only 1 magic point.
walk, and endlessly pours light rain at your will. It will
not follow you indoors but instead flies overhead in
Blast Magic whatever structure you enter. You can choose to
mitigate the cloud entirely, or to provide pockets of
At 10th level, your raw magic power to blast apart sunlight as you mentally designate.
enemies comes into its own. You can choose to suppress this feature at will, and it
Whenever you cast a researcher spell with a duration of ends automatically if you fall unconscious. The effect is
"Instantaneous" that inflicts damage of the type you gradual, taking 1 minute to form or dissipate as
chose with Elemental Affinity, you increase the damage appropriate.
by an amount equal to your Intelligence modifier. If a
saving throw success halves this spell's damage, it also
halves the damage added by your Intelligence modifier.
Master Wizzrobe
When you cast a researcher spell that deals damage of
At 20th level, you ascend to a true master of elemental
the type you chose with Elemental Affinity, the spell
magic. You gain all the benefits from the features
ignores resistance against that damage type.
Elemental Affinity, Rod Expertise, Blast Magic, Elemental
Paragon, and Piercing Magic regardless of which
Elemental Paragon damage type you initially chose for Elemental Affinity.
Whenever you finish a short rest, you can choose a new
At 14th level, you gain immunity to the damage type you type of Weather Permeation from among cold, fire, and
chose for Elemental Affinity. You are also no longer lightning.
vulnerable to the correlating damage type, unless you You have advantage on all Intelligence (Arcana) checks
would be for reasons not detailed under Elemental and Charisma (Intimidation) checks.
Affinity.

Piercing Magic
Starting at 18th level, researcher spells you cast ignore
immunity to damage of the type you chose for Elemental
Affinity at 2nd level, but instead deal half damage as
though the damage was resisted.

Weather Permeation
At 18th level, your raw elemental power is so great it
affects the climate in your immediate vicinity. The effect
depends on the damage type you chose for Elemental
Affinity at 2nd level:
■ Cold: The temperature within a 200-foot radius of
you plummets drastically, equivalent to the coldest
day this region could feel in the depths of winter, late
at night. You can choose to mitigate this effect up to
normal temperatures. Any creature you mentally
designate is shielded from this cold.
■ Fire: The temperature within a 200-foot radius of you
rises dramatically, equivalent to the hottest day this
Sage
In ancient times, the gods blessed a small handful of humanoids with sacred magical power. Although these chosen
few had little else in common, they all had sound judgment and uncanny wisdom. Due to these similarities, the
chosen few have historically become formally known as the Seven Sages. It is believed by many that these few were
granted such immense magical power that they became immortal and now dwell eternally in the Sacred Realm.
In the countless generations that have passed, few if any beings have been granted the immense and distinct power
of these legendary Seven Sages. Nonetheless, there have been a few who have manifested similar magical
capabilities of a mysterious, seemingly divine origin. Usually but not always, these magical capabilities originate when
the individual completes a great task of faith or willpower, such as a pilgrimage or an act of self-sacrifice. From the
point this supernatural power manifests, that individual is known as a sage. It is believed by some that all sages can
somehow trace their lineage back to the Seven Sages of legend.
Although a sage can become a powerful force of magic, their spells tend to be more subtle than those of a
researcher. Their magic is more often focused more on the breadth of what can be accomplished over time, rather
than the height of what can be accomplished in a single moment.
Although it is not always inherently obvious from looking at a sage, each one embodies a different essence or domain
that shapes that particular sage’s supernatural gifts. The most renowned of these elements include Earth, Fire,
Forest, Light, Shadow, Spirit, Water, and Wind, though others exist.
According to legend, there exists a strange phenomena where a sage's domain seems to be magic itself, though it is
often chaotic and near impossible to control. Such sages are called Sages of Discord. Though often shunned as ill
omens and dangerous mistakes, the gifts of a Sage of Discord are still divine in nature, and are thought to be the
embodiments of natural change.
A sage is usually, but not always, of a good alignment.

Sage
Proficiency Cantrips Max Spell
Level Features Magic Points Spell Level MP Cost
Bonus Known Level
1st +2 Sage Domain, Spell Casting 2 1st Wisdom mod 1st 2
2nd +2 Sage Domain Feature 2 1st +6 2nd 3
3rd +2 Sacrifice 2 2nd +12 3rd 5
4th +2 Ability Score Improvement 2 2nd +18 4th 6
5th +3 Bless or Bane 2 3rd +24 5th 7
6th +3 Sage Domain Feature 3 3rd +30 6th 9
7th +3 Divine Body 3 4th +36 7th 10
8th +3 Ability Score Improvement 3 4th +42 8th 11
9th +4 Sacred Sage (2 uses) 3 5th +48 9th 12
10th +4 Sage Domain Feature 4 5th +54
11th +4 — 4 6th +60
12th +4 Ability Score Improvement 4 6th +66
13th +5 — 4 7th +72
14th +5 Sage Domain Feature 4 7th +78
15th +5 Sacred Sage (3 uses) 4 8th +84
16th +5 Ability Score Improvement 4 8th +90
17th +6 — 4 9th +96
18th +6 Sage Domain Feature 4 9th +102
Ability Score Improvement, Immortal
19th +6 4 9th +108
Body
20th +6 Miracle 4 9th +114
Sage
Quick Build Equipment
You can make a sage quickly by following these You start with the following equipment, in addition to the
suggestions: equipment granted by your background:
1. Wisdom should be your highest ability score. ■ (a) studded leather armor or (b) scale mail (if
Constitution should be your second or third highest proficient)
ability score. ■ (a) any simple melee weapon or (b) a slingshot with
2. For your background, choose hermit. 50 bullets
3. For your Sage Domain, choose Sage of Light. ■ (a) any simple melee weapon or (b) a wooden shield
4. For your cantrips, choose guidance and minor ward. ■ a musical instrument in which you are proficient, a
5. For your equipment, choose scale mail, a longsword, backpack, a bedroll, a mess kit, a tinderbox, 10
and a wooden shield. torches, 10 days of rations, a waterskin, and 50 feet
of hemp rope

Class Features Alternatively, your DM may allow you to choose your


own starting equipment using 1,250 (5d4 x 100) rupees.
If you choose this option, you forgo the equipment
As a Sage you gain the following class features. granted by your background.

Hit Points
Hit Dice: 1d8 per Sage level.
Sage Domain
Hit Points at 1st Level: 8 + your Con mod
Hit Points at Higher Levels: 1d8 + your Con mod per At 1st level, you choose a sage domain. This domain
Sage level after 1st. generally describes the landscape or aspect of nature
from which your powers are drawn. Your domain usually
Proficiencies correlates to your upbringing, background, or race. A
Armor: Light armor, shields (except heavy shields) sage who grew up near an active volcano, for instance, is
most often a Sage of Fire. You usually discover your
Weapons: All simple weapons.
domain and your supernatural powers when you
Tools: One musical instrument complete a great task of will or faith, or experience a
Saving Throws: Wisdom, Charisma personal trauma.
Skills: You are proficient in your choice of one skill in the Your sage domain affects what sage spells you can cast,
following list: Animal Handling, History, Insight, Medicine, and may grant you bonus proficiencies at 1st level. Your
Nature, Performance, Persuasion, and Religion. choice also grants you features at 2nd level, and again at
6th, 10th, 14th, and 18th levels.
If your Intelligence score is or becomes at least 11, you
See below for details on each of the eight most plentiful
gain proficiency in one more of the listed skills, for a total
domains: Earth, Forest, Fire, Light, Shadow, Spirit,
of two.
Water, Wind, and Discord.
If your Intelligence score is or becomes at least 15, you
gain proficiency in one more of the listed skills, for a total
of three.
If your Intelligence score is or becomes at least 19, you Spellcasting
gain proficiency in one more of the listed skills, for a total
of four. You draw your powers from vague forces derived from
In place of gaining proficiency in a skill, you can instead the land and the gods, and even you do not completely
gain proficiency in any one tool or vehicle of your choice. understand them. You cast spells through instinct and
faith.
Cantrips Any Hit Dice you expend on this feature cannot otherwise
You initially know two cantrips of your choice from the be used during a short rest, and are restored when you
sage spell list appropriate to your sage domain, though finish a long rest.
Sages of Discord learn cantrips and prepare spells
somewhat differently. You learn additional cantrips of
your choice at higher levels, as shown in the Cantrips
Ability Score Improvement
Known column of the Sage table.
When you reach 4th level, and again at 8th, 12th, 16th,
Magic Meter
and 19th level, you can increase one ability score of your
At 1st level, you gain a number of magic points equal to
choice by 2, or you can increase two ability scores of
your Wisdom modifier. At 2nd level and every sage level
your choice by 1. As normal, you can't increase an ability
thereafter, you gain 6 more magic points. To cast a spell,
score above 20 using this feature.
you must expend a number of magic points dependent
If your campaign is using the feats optional rule, you can
on the level of the spell. See the adjacent table.
replace this feature with a feat for which you qualify.
You can cast a spell at a higher level than normal by
expending additional magic points. For example, casting
fly, a 3rd-level spell, normally costs 5 magic points. It can Bless or Bane
be cast as a 5th level spell, allowing it to affect more
creatures, by expending the magic points needed to cast Beginning at 5th level, you can channel your supernatural
a 5th level spell—which is 7 magic points. gifts into a powerful blessing or a debilitating curse. A
Your magic points are fully restored after a long rest. creature with a blessing or bane gives off a faint magical
Some class features and magic items can otherwise aura that can instantly be detected by any sage, or by
restore magic points. any creature using a sense like detect magic.
Spellcasting Focus Regardless of whether you bless, bane, or cancel, you
You can use a musical instrument in which you are can only use this feature once and regain the capability
proficient as a spellcasting focus for your sage spells. to use it when you finish a long rest. Any blessing or
You can instead use either a divine focus or a druidic bane you make ends when you either fall unconscious or
focus. finish a long rest.
Preparing Spells Bless
You prepare the list of sage spells that are available for As an action, you can bless a creature within 5 feet of
you to cast, choosing from the sage spell list appropriate you, causing it to feel resolute and warding it from harm.
to your sage domain. When you do so, choose a number You cannot bless yourself. While blessed, the creature
of sage spells equal to your Wisdom modifier + your sage has a +2 bonus to saving throws.
level (minimum of one spell). The spells cannot exceed When a creature you have blessed makes a saving
your Max Spell Level, as listed on the Sage table. throw, you or the creature can use a reaction to end the
You can also change your list of prepared spells when blessing and grant advantage on that saving throw.
you finish a long rest. Preparing a new list of sage spells Immediately after the save is made, the blessing ends.
requires time spent in prayer and meditation: at least 1 When a creature you have blessed is targeted by an
minute per spell level for each spell on your list. attack, the creature can take the Dodge action as a
Spellcasting Ability reaction, which imposes disadvantage on the attack roll
Wisdom is your spellcasting ability for sage spells, since and all attack rolls against the creature until the start of
you learn your spells through instinct, and exert them its next turn. Immediately after the creature uses this
through willpower. You use your Wisdom whenever a reaction, the blessing ends.
spell refers to your spellcasting ability. In addition, you When a creature you have blessed makes a death saving
use your Wisdom modifier when setting the saving throw throw, it gains advantage on all death saving throws. The
DC for a spell learned through this class and when blessing ends when the creature becomes stable,
making an attack roll with one. regains 1 hit point, or dies.
A creature can only benefit from one blessing at a time,
and cannot simultaneously be affected by the spell bless.
Sacrifice Bane
As an action, you can curse a creature within 5 feet of
Starting from 3rd level, you can sacrifice some of your
you with a bane, causing it to feel weak and unfocused.
own health to heal or harm others.
While a creature is affected by your bane, the creature
As an action, you can expend one Hit Die from this class
has a -2 penalty to attack rolls and saving throws.
to cast, inflict wounds or cure wounds at its lowest level
without expending magic points.
When a creature you have used a bane on makes an
ability check or attack roll, you can use your reaction to Bonus Proficiencies
impose disadvantage on the roll. Immediately after the
You gain proficiency with medium armor, as well as
roll is made, this bane ends.
battleaxes, crushers, flails, and warhammers.
A creature's bane ends immediately if it is targeted by an
You can read, write, and speak your choice of either the
effect like remove curse, or if it completes a short or long
Goro or Stal language.
rest. A creature with the Legendary Resistance feature
can use one instance of this feature to end its bane at
any time. Grit
A creature can only be afflicted with one bane at a time,
and cannot simultaneously be affected by the spell bane. At 2nd level, your maximum hit points increases by 2.
Cancel Your maximum hit points increases by 1 for every level
As a reaction, you end the effect of a bane or bless on you gain in this class after this.
any creature within 60 feet of you, even if it is derived
from another sage.
Courage
Divine Body Starting from 6th level, you have advantage on saving
throws against being frightened or charmed.
At 7th level, the divine magic that flows from you has
begun to augment your body. You have advantage on
any Constitution saving throw made to go without food or
Earthen Safeguard
water, or made to prevent disease. Beginning from 6th level, you have resistance to both
acid and poison damage, and have advantage on saving
Sacred Sage throws against being poisoned.
Any creature you have blessed also gains the benefit of
Beginning at 9th level, your capacity to bless or bane your Earthen Safeguard while it is blessed.
begins to grow. You can use your Bless or Bane feature
one additional time before you need to finish a long rest.
At 15th level, you can use Bless or Bane feature three
Down to Earth
times before you need to finish a long rest. Beginning from 10th level, you can augment your curses
with earthen pull. Any creature you have used bane on
Immortal Body that attempts to move away from you treats that
movement as difficult terrain. Movement towards you is
At 19th level, the divine magic surges and protects your not affected.
body so strongly that you do not need to eat or drink, you When a creature you have used bane on moves, you can
are immune to disease, and you no longer age. use your reaction to reduce its speed to 0 until the end of
its turn. You can use this effect to halt its movement

Miracle mid-stride. The bane ends at the end of the creature's


turn.
When you reach 20th level, you can call upon the gods
and the forces that be, to reshape the world in a dramatic Tremorsense
fashion. As an action, you can cast the wish spell.
Once you use this feature, you must complete a long rest Beginning at 14th level, you can detect movement or the
before you can do so again. presence of other creatures through the ground beneath
you. You can detect and pinpoint the origin of vibrations

Sage of Earth within a radius of 10 feet, provided that you and the
source of the vibrations are in contact with the same
ground or substance. Tremorsense can’t be used to
You draw power from subterranean caverns most of all,
detect flying or incorporeal creatures.
but can draw some strength from any area of dry earth.
The magic you wield deals in large amounts with ground,
caves, tremors, stone, gems, and to some extent the
afterlife.
Stalwart Stance Any creature you have blessed also gains the benefits of
your Fire Resistance.

Starting at 18th level, you automatically succeed on any


saving throw to avoid being knocked prone. Furious Flame
Sage of Fire At 10th level, you learn to augment your cursing
capability.
A creature you have used bane on loses any resistance
You draw power primarily from active volcanoes but can
or immunity it has to fire damage.
also draw some from mountains in general. As a sage of
When a creature you have used bane on is targeted by
fire, you likely have a vigorous spirit. The magic you wield
an attack, you can use your reaction to grant advantage
often deals with flame and heat.
on that attack roll made against it. The curse ends after
the attack is made.
Bonus Proficiencies
You gain proficiency with all martial melee weapons (but
Heat Sense
not martial ranged weapons), with bombs, and with fire
Beginning at 14th level, you can focus to detect and
rods.
pinpoint objects and creatures around you based on how
You can read, write, and speak the Subrosian language.
hot or cold they are. When you use your action to
If you already know this language, you can learn another
activate your heat sense, you gain blindsight out to a
language of your choice.
range of 20 feet, which persists until the start of your next
turn.
Extra Cantrip
At 2nd level, you gain the produce flame cantrip, and it
Fire Immunity
does not count against your Cantrips Known. If you
Starting at 18th level, you are immune to fire damage,
already have this cantrip, you can gain another cantrip
and you cannot catch flame.
from your sage spell list.

Wise Defense Sage of Forest


You draw power from woodland terrain, including
Starting at 2nd level, you can rely more on predicting and
marshes and jungles. As a sage of forest, you are
reading opponents' attacks to evade them, rather than
attuned to fauna-laden wilderness and the animal life that
relying on your reaction time or nimbleness of movement.
dwells within. Your magic often is related to these
Whenever you would add your Dexterity modifier to your
domains.
AC, you can choose to add your Wisdom modifier
instead. You cannot do this if you are already adding your
Wisdom modifier to your AC, such as with a monk's Bonus Proficiencies
Unarmored Defense.
You gain proficiency with hide armor, as well as hand

Climbing crossbows, nets, seed shooters, shortswords, and whips.


You gain proficiency in one of the following skills: Animal
Handling, Nature, or Survival. Alternatively, you can gain
At 6th level, you gain a climb speed equal to your base
proficiency in woodworker's tools.
walking speed.
You can read, write, and speak the Deku language. If you
already know this language, you can instead learn any
Fire Resistance one language of your choice.

At 6th level, you gain resistance to fire damage.


If you otherwise have or gain fire resistance, you also
Forest Discipline
gain advantage on saving throws to mitigate or avoid fire
At 2nd level, you gain one of the following disciplines of
damage.
your choice.
Climber
You gain a climb speed equal to your base walking
speed. If you take damage from falling, you can use your Nature’s Sanctuary
reaction to halve the damage you take from the fall.
When you reach 14th level, creatures of the natural world
Druid
sense your connection to nature and become hesitant to
You gain the druidcraft cantrip, and it does not count
attack you. When a beast or plant creature attacks you,
against your Cantrips Known. If you already have this
that creature must make a Wisdom saving throw against
cantrip, you can gain another cantrip from your sage spell
your sage spell save DC. On a failed save, the creature
list. You gain proficiency in the Animal Handling skill. If
must choose a different target, or the attack automatically
you are already proficient, or would later become
misses. On a successful save, the creature is immune to
proficient a second time, you instead gain expertise in
this effect for 24 hours.
this skill.
The creature is aware of this effect before it makes its
Nimble Defense
attack against you.
While you are wearing light armor, hide armor, or no
armor, you gain a +1 bonus to your AC and to Dexterity
saving throws. Wild Aura
Ranger
You gain proficiency with longbows. Starting at 18th level, you and friendly creatures within 30
You gain proficiency in the Survival skill. If you are feet of you can't be charmed while you are conscious.
already proficient, or would later become proficient a
second time, you instead gain expertise in this skill.
Woodland Navigation While in forests, swamps, or
Sage of Light
jungles, you have advantage on initiative rolls, Wisdom You draw power from areas of perpetual light, and during
(Perception) checks, Intelligence (Investigation) checks, the brightest times of day. As a sage of light, you likely
and Wisdom (Survival) checks. have a strong sense of courage and justice. The spells
you can cast often both smite your enemies and protect
Land’s Stride your allies, making you quite versatile and reliable in this
regard.
Starting at 6th level, moving through non magical difficult
terrain costs you no extra movement. You can also pass
through non magical plants without being slowed by them
Bonus Proficiencies
and without taking damage from them if they have thorns, You gain proficiency with medium armor, as well as
spines, or a similar hazard. longbows, longswords, and rapiers.
In addition, you have advantage on saving throws against
plants that are magically created or manipulated to
impede movement, such those created by the entangle Extra Cantrip
spell.
Any creature you have blessed also gains the benefits of At 2nd level, you gain the light cantrip, and it does not
your Land's Stride. count against your Cantrips Known. If you already have
this cantrip, you can gain another cantrip from your sage
spell list.
Restrictive Ground
At 10th level, you learn to augment your curses. Radiant Resistance
If a creature you have used bane on moves towards you,
it moves as though restricted by difficult terrain. This At 6th level, the radiant energy flowing through you
effect does not affect fly speed, nor movement not made protects you from certain kinds of harm. You gain
towards you. resistance to radiant damage.
When a creature you have used bane on moves, you can If you otherwise have or gain radiant resistance, you also
use your reaction to reduce its speed to 0 until the end of gain advantage on saving throws to mitigate or avoid
its turn. You can use this effect to halt its movement radiant damage.
mid-stride. The bane ends at the end of the creature's Any creature you have blessed also gains the benefits of
turn. your Radiant Resistance.
Blessed Smite Unarmored Defense
At 10th level, you learn to augment your blessings. While you are wearing no armor and not wielding a
Whenever a creature you have blessed hits with a shield, your AC equals 10 + your Dexterity modifier +
weapon attack, it inflicts an extra 1 radiant damage. your Wisdom modifier.
After a creature you have blessed attempts a weapon
attack on its turn, you or the creature can use a reaction
before the attack roll is made for the attack to
Shadow Discipline
automatically be a critical hit. The blessing ends at the
At 2nd level, you gain one of the following disciplines of
end of the creature's turn.
your choice.
Darkvision
Sealing Curse You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. You
Starting at 14th level, you learn to augment your curses can't discern color in darkness, only shades of gray.
to seal a creature's magic. Knife from the Dark
Any creature you have used bane on has a -2 penalty on You have a +2 bonus on damage rolls with daggers.
saving throws made to maintain concentration on a spell. Shadow Expertise
When a creature you have used bane on uses its action You gain expertise in one skill from Deception,
to cast a spell, and can use your reaction to cast Intimidation, Sleight of Hand, and Stealth. You must
counterspell against that spell, regardless if you can see already be proficient in the skill to gain this benefit.
the creature or it is more than 60 feet away from you.
When you cast counterspell in this way, it is cast as if
using a spell slot equal to your Max Spell Level, and you
Enveloping Darkness
expend no magic points to cast it. Once you use this
At 6th level, you learn to augment your blessings.
effect, the bane ends.
A creature you have blessed gains darkvision out to a
range of 60 feet, and has advantage on Dexterity
Inspiring Light (Stealth) checks made to move quietly.
When a creature you have blessed rolls initiative, you or
Starting from 18th level, you and friendly creatures within the creature can use a reaction to gain advantage on the
30 feet of you have advantage on saving throws against initiative roll. If your campaign uses static initiative, it
being charmed, frightened, and petrified. This effect ends instead adds a +5 bonus to its initiative score. Once you
while you are unconscious. use this effect, the blessing ends.

Sage of Shadow Unveil


You draw power from graveyards or other areas of the At 10th level, you learn to augment your curses.
dead, as well as areas of perpetual darkness. As a sage A creature you have used bane on has a -2 penalty on
of shadow, you likely have a strong belief that unfortunate Charisma (Deception) checks made to lie, and on
sacrifices must be made for the greater good. Your spells Dexterity (Stealth) checks made to hide or move quietly.
often manipulate others, set traps, or create illusions. You can use your reaction to end the invisibility condition
on a creature you have used bane on, and force it into its
Bonus Proficiencies true form if it has changed shape or masked its form with
an illusion. Once you use this effect, the bane ends.
You gain proficiency with hand crossbows, morningstars,
rapiers, scimitars, and shortswords. Swift Shadow
You gain proficiency with one of the following skills:
Deception, Intimidation, Sleight of Hand, and Stealth. Beginning at 14th level, your prowess with cunning magic
You can read, write, and speak the Stal language. If you accents your natural agility, and vice versa. You can add
already know this language, you can learn any one both your Dexterity modifier and Wisdom modifier to your
language of your choice. initiative.
Aura of Truth impose disadvantage on that saving throw. The bane
ends after the save is made.

Starting at 18th level, you and friendly creatures within 30


feet of you can't be blinded or deafened while you are Storm Safeguard
conscious.
Beginning from 10th level, you have resistance to

Sage of Spirit lightning damage.


As an action, you can touch another creature to grant it
the protection of your Storm Safeguard. Only one
You draw power from desert terrain and dry climates in
creature other than you can benefit from your Storm
general. As a sage of spirit, you wield unusual tenacity,
Safeguard at a time. You must maintain concentration to
ferocity, and cunning. Your spells often encourage
maintain this effect on another creature, as if
physical vigor and occasionally invoke the power of
concentrating on a spell, otherwise the effect on that
lightning.
creature ends.
Any creature you have blessed also gains the benefits of
Bonus Proficiencies your Storm Safeguard.
Starting from 14th level, your Storm Safeguard also
You gain proficiency with duplex bows, hand crossbows, provides resistance to thunder damage.
heavy crossbows, longbows, scimitars, shortswords, and
lightning rods.
Vigorous Aura
Unarmored Defense Starting at 18th level, you and friendly creatures within 30
feet of you can't be paralyzed or stunned while you are
While you are wearing no armor and not wielding a conscious.
shield, your AC equals 10 + your Dexterity modifier +
your Wisdom modifier.
Sage of Water
Climate Endurance As a sage of water, you are attuned to moisture, bodies
of water, and frigid temperatures. Your spells often invoke
Beginning at 2nd level, you can endure both extremely cold, water, and moisture in one of various forms.
hot and extremely cold environments without difficulty.

Bonus Proficiencies
Fast Movement
You gain proficiency with cutlasses, ice rods, and pikes.
Starting from 2nd level, while you are wearing light armor If you do not already have a swim speed, you gain a
or no armor, your base walking speed increases by 10 swim speed equal to your base walking speed. If you
feet. already have a swim speed or otherwise gain one, you
never provoke opportunity attacks when you use that
Dervish swim speed to move.

Starting from 6th level, while you are wearing light armor
or no armor, you can take the Disengage action as a Water Discipline
bonus action.
At 2nd level, you gain one of the following disciplines of
Stupefy your choice.
Amphibian
At 6th level, you learn to augment your curses. You can breathe both air and water. You have a swim
Any creature you have used bane on has disadvantage speed equal to your base walking speed plus 10 feet. For
on any opportunity attacks it makes. example, if your base walking speed is 30 feet, then the
When a creature you have used bane on makes a swim speed you gain from this feature would be 40 feet.
Constitution saving throw, you can use your reaction to This swim speed is enhanced as described under your
Bonus Proficiencies.
Biologist
You are proficient in the Nature skill, with fishing tackle, Bonus Proficiencies
and with the taxidermist's kit. If you were already
You gain proficiency with hand crossbows, heavy
proficient in Nature, you can instead gain proficiency in
crossbows, longbows, rapiers, scimitars, and
another skill available to a sage at 1st level.
shortswords.
Mariner
You are proficient in the Survival skill, with navigator's
tools, and with water vehicles. If you were already Air Sense
proficient in Survival, you can instead gain proficiency in
another skill available to a sage at 1st level. At 2nd level, you become more inherently more attuned
Sage of Ice to wind and air than most. You gain the following benefits:
You have resistance to cold damage, and can endure ■ You are always accurately aware of the direction and
even the harshest of cold climates with ease. speed of wind if you are able to feel it on your body.
■ You can instantly discern if the wind is derived from

Blue Veil natural, mechanical, or magical sources; and


whether or not the air you are breathing is created by
magic.
At 6th level, you learn to augment your blessings.
■ You have advantage on any Wisdom (Perception)
If you have resistance to cold damage, any creature you
check based on sound or smell.
have blessed also has resistance to cold damage.
■ You have advantage on any Intelligence (Nature)
If you have a swim speed, any creature you have blessed
check made to predict the weather.
without a swim speed faster than yours gains a swim
speed equal to yours.
Extra Cantrip
Purge At 2nd level, you gain the touch wind cantrip, and it does
not count against your Cantrips Known. If you already
At 10th level, you learn to augment your curses.
have this cantrip, you can gain another cantrip from your
Any creature you have used bane on loses any
sage spell list.
resistance or immunity it has to cold damage.
When a creature you have used bane on is offered a
saving throw to halve the damage it takes, you can use Flight
your reaction to impose disadvantage on that saving
throw. The curse ends after the saving throw is made. Starting from 6th level, you can use the power of wind to
enable or augment flight.

Swift Current If you do not otherwise have a fly speed, you gain a fly
speed of 30 feet. This fly speed increases by 10 feet
when you reach 10th level (40 feet), 14th level (50 feet),
Beginning at 14th level, your cunning accents your agility,
and 18th level (60 feet).
and vice versa. You can add both your Dexterity modifier
If you derive flight from another source other than this
and Wisdom modifier to your initiative.
feature, such as the fly spell, your movement does not
provoke opportunity attacks when you use that fly speed.
Adaptive Aura
Starting at 18th level, while you are conscious, you and Pure Breath
friendly creatures within 30 feet of you cannot be petrified
Starting from 10th level, you can hold your breath for a
nor have their forms magically altered.
number of minutes equal to your levels in this class.
Any creature you have blessed also gains the benefit of
Sage of Wind your Pure Breath.

You draw power in coasts and open fields, or other


terrain where the wind blows vigorously. As a sage of Blessed Flight
wind, you are attuned to air and air flow. Your spells often
At 14th level, you learn to augment your blessings.
invoke gas, wind, and the elements of weather.
Any creature you have blessed without a fly speed gains against your spells known, and you cannot change it
a fly speed equal to 30 feet. If it already has a fly speed, upon a long rest.
it gains resistance to damage from falling.
Magic Sense
Stiff Wind
Also at 2nd level as an action, you can open your
Starting at 18th level, while you are conscious, you and awareness to the presence of concentrated magic. Until
any friendly creature within 30 feet of you automatically the end of your next turn, you know the location of any
succeed on any saving throw to avoid being moved or spell or magic item within 60 feet of you that isn’t behind
shoved. total cover. When you sense a spell, you learn which
school of magic it belongs to.
Sage of Discord You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses
when you finish a long rest.
For reasons unknown, you are able to tap into the very
essence of magic itself, manifesting it in wild and chaotic
forms. Though you are functionally able to use all spells Shield of Havoc
known, they manifest in strange and unknowable ways,
sometimes even defying the rules of magic itself. The At 6th level, after every long rest roll 1d10. You gain
cause of this phenomenon is widely debated to this day; resistance to one of the following damage types until your
from a lineage of multiple sages to divine intervention, next long rest.
but regardless of reason; you are one of a kind.
d10 Damage Type

Wild Magic Surge


1 Radiant
2 Lightning
Your spellcasting can unleash surges of untamed magic. 3 Fire
Once per turn, the DM can have you roll a d20 4 Thunder
immediately after you cast a sage spell of 1st level or 5 Force
higher. If you roll a 1, roll on the Wild Magic Surge table 6 Cold
to create a magical effect. If that effect normally requires 7 Psychic
concentration, it doesn't require concentration in this
8 Necrotic
case; the spell lasts for its full duration.
9 Poison/Acid

Chaotic Spellcasting 10 Choose one from this list


If you roll the same damage type twice back to back (Or
As a Sage of Discord, your magic is fueled by all facets already had resistance to that damage type), you gain
of nature. You are able to choose your spells and cantrips immunity to that damage type until your next long rest.
from any sage domain's spell list. However, as this magic Any creature you have blessed may also roll a d10 when
is chaotic in nature, you are not always able to manifest blessed to gain resistance to the rolled damage type.
the same spells all the time. This damage type does not have to be the same as
Upon a long rest, instead of choosing to change your yours.
prepared spells, choose a number of prepared spells
equal to your proficiency bonus. You must replace these Chaotic Boon
prepared spells with another spell you are able to learn.
You cannot replace a spell that you have just gained the Beginning at 10th level, you can harness your wild magic
previous day from this class feature, a spell cannot be to bolster yourself or a companion. As an action, you can
replaced with one you already know, and it must be a touch one creature (which can be yourself) and confer
spell level you are able to learn. one of the following benefits of your choice to that
creature:
Extra Cantrip ■ For 10 minutes, the creature can roll a d3 whenever
making an attack roll or an ability check and add the
At 2nd level, you gain a cantrip unique to a Sage of number rolled to the d20 roll.
Discord: wild spark. This unique cantrip does not count
■ Roll a d3. The creature regains one expended spell For the next minute, you regain 5 hit points at the start of
slot, the level of which equals the number rolled or 12/13
each of your turns..
lower (the creature’s choice). Once a creature You grow a beak and long beard made of feathers that
receives this benefit, that creature can’t receive it remains until you sneeze, at which point the feathers
again until after a long rest. explode out from your face. When this happens, any
14/15
You can take this action a number of times equal to your creature within 60 ft. of a direction that you are facing must
proficiency bonus, and you regain all expended uses make a DC 16 Dexterity saving throw or take 2d6 piercing
when you finish a long rest. damage as the beak flies off of you.
16/17 You cast earth tremor at 3rd level centered on yourself.

Sealing Curse 18/19


Creatures have disadvantage on saving throws against the
next spell you cast in the next minute that involves a saving
throw.
Starting at 14th level, you learn to augment your curses
to seal a creature's magic. Your skin changes color every hour. You may choose which
color every time, but you cannot choose the same color twice
You can manipulate the forces of chance and chaos to 20/21
in one day. A remove curse spell at 3rd level removes this
give one creature you used bane on, disadvantage on
effect.
one attack roll, ability check, or saving throw. If the
An eye appears on your forehead that resembles the symbol
creature fails the saving throw, you roll on the Wild Magic
of the Sheikah. This effect lasts for one minute, during which
Surge table. The effect is targeted on the creature as 22/23
time you have advantage on Perception checks that rely on
opposed to yourself. sight.
For the next minute, all your spells with a casting time of 1
Mayhem Mastery 24/25
action have a casting time of 1 bonus action.
In a puff of leaves, you teleport up to 60 feet to an
26/27
At 14th level, you gain a modicum of control over the unoccupied space of your choice that you can see.
surges of your wild magic. Whenever you roll on the Wild You are transported to the Astral Realm until the end of your
Magic Surge table, you can roll twice and use either next turn, after which time you return to the space you
28/29
number. previously occupied or the nearest unoccupied space if that
space is occupied.

Exploding Spells 30/31


Maximize the damage of the next damaging spell you cast
within the next minute.
Starting from 18th level, the harmful energy of your spells Roll a d10. Your age changes by a number of years equal to
intensifies. When you roll damage for a spell and roll the 32/33 the roll. If the roll is odd, you get younger (minimum 1 year
old). If the roll is even, you get older.
highest number possible on any of the dice, choose one
of those dice, roll it again and add that roll to the damage. 1d6 skull puppets controlled by the DM appear in
unoccupied spaces within 60 feet of you. These creatures will
You can use the feature only once per turn, and the 34/35
attack any creature they can see or that attacks them, and
maximum dice you may reroll for one spell is 3.
vanish after 1 minute.
36/37 You regain 2d10 hit points.
You turn into a pot until the start of your next turn. While a
Wild Magic Table pot, you are incapacitated and have vulnerability to all
damage. While in this form, all creatures who can see you
d100 Effect must make a DC 20 Wisdom saving throw or become
Roll on this table at the start of each of your turns for the overwhelmed with the urge to break you. If you drop to 0 hit
1 38/39
next minute, ignoring this result on subsequent rolls. points, you break and your form and hit points revert. If a
For the next minute, you can see any invisible creature if you creature breaks you and failed the Wisdom saving throw,
2/3 they gain advantage on the next skill check or saving throw
have line of sight to it.
they make. All other creatures who failed the saving throw
A fairy controlled by the DM appears in an unoccupied space have disadvantage on their next skill check or saving throw.
4/5
within 5 feet of you, then disappears 1 minute later.
For the next minute, you can teleport up to 20 feet as a bonus
You cast arcane explosion as a 3rd level spell, centered on 40/41
6/7 action on each of your turns.
yourself.
All items that are not being carried within a 10 ft. radius of
8/9 You cast magic missile as a 5th level spell. 42/43
you are subject to the effects of floating figment.
Roll a d10. Your height changes by a number of inches equal A Fat Moblin controlled by the DM appears in a space within
10/11 to the roll. If the roll is odd, you shrink. If the roll is even, you 44/45
5 feet of you, then disappears 1 minute later.
grow.
You can't speak for the next minute. Whenever you try, you 83/84 You cast mirror image.
46/47
instead can only make basic grunts, cries and shouts. 85/86 You cast fly on a random creature within 60 feet of you.
Amidst the Chaos, you have found the equilibrium. Choose All creatures and objects within 20 ft of you are subject to
one minor magical effect, such as transforming a body part, 87/88
the pyre siphon spell.
affecting an object you can see or casting a spell you are able
If you die within the next minute, you immediately come
to learn that you do not have prepared. State your desired 89/90
back to life as if by the reincarnate spell.
48/49 effect to the DM as precisely as possible. The DM has a bit of
latitude in ruling what occurs in such an instance. The more Your size increases by two size categories for the next
91/92
elaborate or powerful the effect, the higher the chances the minute.
effect might simply fail, or come to pass in a way you did not You and all creatures within 30 feet of you gain vulnerability
intend. 93/94 to piercing damage and immunity to all bludgeoning
You and 1d6 creatures within range are subject to the effects damage for the next minute.
50 of the spell clothes beam. On a failed save, each creature is 95/96 You cast moonburst centered on yourself at 5th level.
changed into a different outfit of the DM's choice. You regain all spent magic points, and gain a
You are immune to being intoxicated by alcohol for the next number of temporary magic points equal to your Wisdom
51/52 97/98
5d6 days. modifier. These temporary magic points last until they are
53/54 All of your hair falls out, but grows back within 24 hours. spent.
For the next minute, any flammable object you touch that 99/100 Choose one from this list
55/56 isn't being worn or carried by another creature bursts into
flame.
You regain magic points equal to your proficiency bonus at
57/58
the start of each of your turns for the next minute.
59/60 For the next minute, you must shout when you speak.
You and every creature within a 60 ft. radius of you are
61/62 subject to the enemies abound spell. You do not need to
concentrate on this spell, nor can you end it early.
Up to three creatures you choose within 30 feet of you take
63/64
4d10 lightning damage.
You are frightened by the nearest creature until the end of
65/66
your next turn.
All creatures within a 60 ft. radius of you are subject to the
67/68 effects of the devilish charm cantrip for one minute,
regardless of whether or not you are fighting them.
Each creature within 30 feet of you becomes invisible for the
69/70 next minute. The invisibility ends on a creature when it
attacks or casts a spell.
A random creature within 60 feet of you becomes poisoned
71/72
for 1d4 hours.
You glow with bright light in a 30-foot radius for the next
73/74 minute. Any creature that ends its turn within 5 feet of you is
blinded until the end of its next turn.
You cast polymorph on yourself. If you fail the saving throw,
75/76
you turn into a cucco for the spell's duration.
Illusory butterflies and flower petals flutter in the air within
10 feet of you for the next minute. Any willing creature
77/78
within 5 ft of you is subject to the effects of calm emotions as
long as this effect persists, even if they move away from you.
Each creature within 30 feet of you takes 1d10 necrotic
79/80 damage. You regain hit points equal to the sum of the
necrotic damage dealt.
A 10 ft radius of water springs up at your feet for one minute.
A creature who enters the pool is subject to the effects of the
81/82
fairy fountain spell, though do not gain the benefits of
standing in it for the full duration.
Scion
In Hyrule, a scion has inherited a portion of a great being's supernatural power. This inheritance can be gained in one
of numerous ways. Often this comes in the form of a blessing, such as a hero being rewarded for aiding a Great Fairy
in her time of need. It could also be taken by force, such as a warrior slaying a powerful dragon for the sole purpose
of absorbing its energy. The inheritance may even be a contract, with the scion slowly gaining boons in exchange for
favors to a demon or minor deity. Indeed, the exact powers and means of a scion's gifts vary wildly from one to
another.
In all cases, however, a scion is able to train and expand these powers. Even if the supernatural benefactor has
passed on, it has already bestowed the seed in the scion, which the scion can independently grow further. The
powers gained are innate and instinctive, and exerted almost purely through sheer force of the scion's will.

Scion
Leve Proficiency Cantrips Spells Max Spell Spell MP
Features Magic Points
l Bonus Known Known Level Level Cost
1st +2 Scion Patron, Spellcasting 2 2 1st Charisma mod 1st 2
2nd +2 Patron Affinity 2 3 1st +2 2nd 3
3rd +2 Scion Patron feature 2 4 1st +4 3rd 5
4th +2 Ability Score Improvement 3 4 1st +6 4th 6
5th +3 Spell Versatility 3 5 2nd +8 5th 7
6th +3 Immutable 3 5 2nd +10
7th +3 Patron's Form 3 6 2nd +12
8th +3 Ability Score Improvement, Scion Patron feature 3 6 2nd +14
9th +4 — 3 7 3rd +16
10th +4 Minor Patron 3 7 3rd +18
11th +4 Scion Patron feature 3 8 3rd +20
12th +4 Ability Score Improvement 4 8 3rd +22
13th +5 — 4 9 4th +24
14th +5 Improved Spell Versatility 4 9 4th +26
15th +5 Scion Patron feature 4 10 4th +28
16th +5 Ability Score Improvement 5 10 4th +30
17th +6 — 5 11 5th +32
18th +6 Willful Reflex 5 11 5th +34
19th +6 Ability Score Improvement 5 12 5th +36
20th +6 Scion Patron feature, True Patron, Lengthened Longevity 5 12 5th +38

Scion
3. For your Scion Patron, choose dragon if you favor
Quick Build relentless destruction, choose fairy if you want to
You can make a Scion quickly by following these focus on supporting your allies, choose poe if you
suggestions: prefer versatility and unusual capabilities, or choose
1. Charisma should be your highest ability score. Your Mask if you like changing your skills to fit the
next highest score should be Dexterity, or optionally situation.
Strength if you are a dragon scion. Your third highest 4. Finally, choose your spells:
should be Constitution.
2. Choose the pariah background.
■ If you are a dragon scion, choose the claws of the
Equipment
dragon and power beam cantrips. For your 1st-level
spells, choose command and spin attack. You start with the following equipment, in addition to the
■ If you are a fairy scion, choose the guidance and equipment granted by your background:
virtue cantrips. For your 1st-level spells, choose cure ■ (a) studded leather or (b) scale mail (if you are a
wounds and faerie fire. dragon scion)
■ If you are a sword scion, choose the "magical blade" ■ (a) any simple melee weapon or (b) a shortsword
and "sword burst" cantrips. For your 1st-level spells, ■ (a) six javelins or (b) a shortbow and 50 arrows or (c)
choose "spin attack" and "skyward strike". a wooden shield (if you are a fairy scion)
■ If you are a mask scion, choose the "primal ■ a backpack, a bedroll, a mess kit, a tinderbox, 10
savagery" and "vicious mockery" cantrips. For your torches, 10 days of rations, and a waterskin
1st-level spells, choose "hideous laughter" and Alternatively, your DM may allow you to choose your own
"transfer pain". starting equipment using 1,000 (4d4 x 100) rupees. If you
■ If you are a poe scion, choose the death bolt and choose this option, you forgo the equipment granted by
minor illusion cantrips. For your 1st-level spells, your background.
choose false life and inflict wounds.
Scion Patron
Class Features Choose the type of patron from which your supernatural
capabilities are derived: Dragon, Fairy, Mask, Sword, or
As a Scion you gain the following class features.
Poe. Each of these choices is described in more detail at
the end of this section. This choice represents your
Hit Points subclass, and determines what spells you can cast. Your
Hit Dice: 1d8 per Scion level. subclass grants you features at 1st level, and again at
Hit Points at 1st Level: 8 + your Con mod 3rd, 8th, 11th, 15th, and 20th levels.
Hit Points at Higher Levels: 1d8 + your Con mod per
Scion level after 1st. Spellcasting
Proficiencies As an inheRitor of supernatural power, you inherently
Armor: Light armor know how to cast a small array of spells. Casting these
Weapons: Simple weapons, fire rods, ice rods, lightning spells is a talent that feels instinctive to you and grows
rods, fire staffs, ice staffs, lightning staffs, scimitars, and stronger with practice.
shortswords Cantrips
Tools: None You know two cantrips of your choice from the spell list
provided by your scion patron. You learn additional
Saving Throws: Constitution, Charisma cantrips of your choice at higher levels, as shown in the
Skills: You are proficient in your choice of one skill in the Cantrips Known column of the Scion table.
following list: Acrobatics, Arcana, Deception, Insight, Magic Meter
Intimidation, Nature, Persuasion, and Religion. At 1st level, you gain a number of magic points equal to
If your Intelligence score is or becomes at least 11, you your Charisma modifier, and you gain an additional 2 for
gain proficiency in one more of the listed skills, for a total every level you gain in this class. (Your scion patron may
of two. grant you even more magic points.) To cast a spell, you
If your Intelligence score is or becomes at least 15, you must expend a number of magic points dependent on the
gain proficiency in one more of the listed skills, for a total level of the spell. See the adjacent table.
of three. You can cast a spell at a higher level than normal by
If your Intelligence score is or becomes at least 19, you expending additional magic points. For example, casting
gain proficiency in one more of the listed skills, for a total fly, a 3rd-level spell, normally costs 5 magic points. It can
of four. be cast as a 5th level spell, allowing it to affect more
In place of gaining proficiency in a skill, you can instead creatures, by expending the magic points needed to cast
gain proficiency in any one tool or vehicle of your choice. a 5th level spell—which is 7 magic points.
Your magic points are fully restored after a long rest.
Some class features and magic items can otherwise
restore magic points.
Spells Known of 1st Level and Higher
You know two 1st-level spells from the spell list provided Spell Versatility
by your scion patron (Dragon, Fairy, Mask, Sword, or
At 5th level, you learn to weave spellcasting and martial
Poe.)
prowess more swiftly. When you use your action to cast a
The Spells Known column of the Scion table shows when
scion spell, you can expend 1 magic point to use your
you learn more scion spells of your choice of 1st level
bonus action to either make one weapon attack or take
and higher. A spell you choose must be of a level no
the Dash action.
higher than what’s shown in the table’s Max Spell Level
column for your level.
When you gain a level in this class, you can choose one Transmutation Opposition
of the scion spells you know and replace it with another
spell from your scion patron's spell lists. A spell you Your patron has made you more resistant to magic. At
choose must be of a level no higher than what’s shown in 5th level, when you are subjected to a spell that affords a
the table’s Max Spell Level column for your level. saving throw, you can add your Charisma modifier as a
Spellcasting Ability bonus to that saving throw. If this is done for a Charisma
Charisma is your spellcasting ability for your scion spells, saving throw, you effectively add this modifier twice.
since the power of your magic relies on your ability to
project your will into the world. You use your Charisma
whenever a spell refers to your spellcasting ability. In
Immutable
addition, you use your Charisma modifier when setting Starting at 6th level, the supernatural alterations derived
the saving throw DC for a scion spell you cast and when from your patron take deep root, and aid in avoiding
making an attack roll with one. some magical ailments. You become immune to any
magic effect that only affects certain types of creatures,
Patron Affinity such as the hold person spell which only affects
humanoids. You can similarly choose to be immune to
Starting from 2nd level, you become inherently attuned to any magic effect that would alter your form, including
creatures who share the heritage of your patron; on an spells like polymorph.
instinctive level, you understand their hopes, fears, and
rationality. You have advantage on all Intelligence,
Wisdom, and Charisma ability checks made against or
Patron’s Form
about creatures of a certain type. The type is determined Starting from 7th level, you learn to superficially change
by your scion patron: your appearance to more closely resemble a creature
Patron Creature Type associated with your patron.
As an action, you can change your appearance to more
Dragon Dragon
closely resemble a dragon, fairy, construct, undead, or
Fairy Fey
aberration creature as decided by your subclass. You
Mask Aberration otherwise decide what you look like, including your
Sword Construct height, weight, facial features, sound of your voice, hair
Poe Undead length, coloration, and distinguishing characteristics, if
any. If appropriate, you can make yourself appear as a
member of another race that more closely resembles
Ability Score Improvement your patron. You can change your size to Medium if you
are smaller. If you have a fairy patron, you can change
When you reach 4th level, and again at 8th, 12th, 16th your size to Small if you are larger. While transformed,
and 19th level, you can increase one ability score of your you are treated as the creature type appropriate to your
choice by 2, or you can increase two ability scores of patron (see the table under Patron Affinity): dragon, fey,
your choice by 1. As normal, you can't increase an ability aberration, construct or undead.
score above 20 using this feature. A mask scion uses this feature somewhat differently. You
If your campaign is using the feats optional rule, you can can still change your appearance, but instead of
replace this feature with a feat for which you qualify. resembling an aberration, you change to superficially
resemble a humanoid race, such as a Hylian, Deku
scrub, Goron or Zora. This ability counts as a
transformation ability.
In no case does this transformation alter any of your forever. If the individual cannot otherwise meet the
statistics other than your size. multiclass prerequisites, it can only gain the subclass you
This transformation lasts until you fall unconscious or use chose.
an action to end it. A creature cannot gain the benefit of your True Patron
feature more than once. You can perform the ritual again
Minor Patron to change the 1st-level spell granted to it, however.

Starting at 10th level, your supernatural magic has Lengthened Longevity


become so great that you can become a minor patron in
your own right. You can conduct a ritual with another At 20th level, your time gaining influence from creatures
willing creature to grant it minor spellcasting capability. of great power has increased your lifespan. A Fairy Scion
This ritual takes 10 minutes and requires consuming 100 becomes functionally ageless, and as a bastion of life
rupees' worth of material components. At the end of this cannot die of old age. A Dragon Scion gains their
ritual, the target gains temporary mastery over some patron's great lifespan, being functionally immortal unless
magic you can perform. It gains the capability to cast any they are killed, though they still show signs of age that
one 1st-level scion spell you are able to cast at its lowest stop before they would die naturally. Poe Scions and
level, and must expend its own magic points or stamina Mask Scions take this feature somewhat differently, as
points to do so. You decide which spell to grant when you their natural lifespans do not grow any longer.
perform the ritual, but you cannot grant a spell which has A Poe Scion, once it reaches its natural lifespan, upon its
a duration of 'permanent' or 'until dispelled.' death after a day's time will rise from the dead as if
The target retains this capability until you use this feature nothing had happened. You are treated as if you are an
again. At 15th level, you may conduct this ritual with a undead, you can no longer die of old age, nor do you
number of creatures equal to your Charisma modifier. physically age any longer and you do not require food,
water or sleep. Your body appears cold, your face
Improved Spell Versatility appears drained of any life and your eyes do not have
the spark of life, though they faintly glow in the dark.
A Sword Scion has become one with their blade, and has
At 15th level, you learn to weave spellcasting and martial
unlocked the ability to become a Sword Spirit
prowess with even greater ease than before. When you
themselves. You may now spend 1000 r's worth of
use your action to cast a scion spell, you can use your
materials to create a weapon that will house your spirit.
bonus action to either make one attack or take the Dash
Upon your death, your spirit flies to your weapon,
action, and do not need to expend magic points to do so.
transforming you into a Sword Spirit. You may keep your
ability score increases and languages, but all other
Willful Reflex features are replaced by those of a Sword Spirit. Until
then, as long as you have your weapon, you do not age
At 18th level, your experience with martial and magical and continue to live even at the end of your lifespan
prowess enables you to more acutely evade certain unless directly killed.
forms of harm. You gain proficiency in your choice of A Mask Scion, upon their death, can choose to transfer
either Dexterity saving throws or Wisdom saving throws. their consciousness into their created mask. If this is
done, they are treated as a construct, they cannot age
True Patron and do not require food, water or sleep. As a mask, they
gain Truesight for 120 ft. in front of them, can hover up to
At 20th level, you can choose to become a patron of your 10 ft. in the air and cast spells using themselves as a
own accord. When you complete the ritual of the Minor spellcasting focus. Though like this you treat your
Patron feature, you can expend an additional 900 rupees strength score as 7. In addition, as they can now become
of material components. Even if you can become a minor a patron to others, another creature can wear their mask
patron of multiple creatures, you may only conduct this and be able to use their spells if the mask scion wishes.
stronger ritual with one creature. In doing so, the However, the Mask Scion can choose to attempt to
benefiting creature retains the ability to cast the 1st-level dominate the creature wearing their mask for 24 hours. A
spell of your choice indefinitely, even if you use this creature wearing their mask must make a Charisma
feature again. Furthermore, the benefitting creature can saving throw against your spell save dc or be dominated
gain levels in the scion class even if it does not meet the by the mask for 24 hours. While dominated, the mask
multiclass prerequisites, and retains the ability to do so can animate their body and use it for their own, taking
their voice, mannerisms and memories, but only for as
long as their are worn. The creature is aware of what the
mask is making them do. They gain any weapon, armor, Dragon Wings
tool and language proficiencies, and can cast spells
Starting from 3rd level, you can temporarily grow magic
known by the creature. Once you have inhabited a body
draconic wings from your back, enabling flight. You can
for at least 2 hours you may treat the physical abilities
grow these wings as a bonus action by expending 1
scores as your original bodies' scores. Upon reaching 24
magic point, and they last until the start of your next turn.
hours, the creature can attempt to repeat the saving
You can maintain these wings seamlessly if you use this
throw. On a success, the mask's dominion over the
bonus action at the start of consecutive turns.
creature ends, and the mask can be removed. The Mask
While these wings are present, you have a fly speed
Scion can choose to end this domination early.
equal to your base walking speed or 40 feet (whichever is
greater).
Dragon Scion
Commonly called a dragon knight or dragon warrior, a Fighting Style
scion of this subclass draws its power from a draconic
At 3rd level, you adopt a particular style of fighting as
origin. This is usually a consequence of absorbing the
your specialty. Choose one of the following options.
power of a slain dragon, or ritual worship of a draconic
Ranged: You gain a +2 bonus to attack rolls you make
benefactor, but there are many other possibilities. In any
with ranged weapons.
case, a dragon scion embodies the ferocity and vitality of
Defense: While you are wearing armor, you gain a +1
the beast it embodies. This is most apparent in a dragon
bonus to AC.
scion's capability to temporarily transform parts of its
Dual-Wielding: You can engage in two-weapon fighting
body into those of a dragon, such as growing claws or
without penalty even when the one-handed melee
functional wings. Much as a dragon breathes fire or spits
weapons you are wielding aren't light.
beams of force, so too do a dragon scion's spells embody
Dueling: When you are wielding a melee weapon in one
such visceral destruction. Dragon scions are infamous for
hand and no other weapons, you gain a +2 bonus to
their tenacity, as it seems their magical and physical
damage rolls with that weapon.
prowess can tear through entire legions of lesser foes
Endurance: You can use a bonus action to regain hit
with little rest.
points equal to your scion level plus your Constitution
A scion of this subclass casts spells drawn from the
modifier. Once you use this feature, you must complete a
dragon scion spell list.
long rest before you can use it again.
Heavy Strikes: After you roll damage with a weapon you
Bonus Proficiencies are wielding in two hands, you can choose to roll one of
the damage dice again, but if you do so you must accept
You gain proficiency with medium armor and four martial the second roll even if it is lower. You can only gain this
melee weapons of your choice. benefit with a weapon that has the two-handed or
You gain proficiency in one skill from Animal Handling, versatile properties, and can only benefit from it once per
Arcana, Athletics, and Intimidation. turn.
You can read, write, and speak the Lizal language. If you Power Beams: While you are at full hit points and use
already know this language, you instead learn another the Attack action on your turn to make at least one melee
language of your choice. attack, you can cast power beam as a bonus action.
Choose one damage type from cold, acid, fire or When you cast power beam in this way, it inflicts half its
lightning. You gain resistance to that damage type. normal damage. You can also cast power beam as an
action by expending 1 stamina point.
Draconic Recovery Reckless Attacker: Before making any melee weapon
attack roll, you may spend 1 magic point to give yourself
Your dragon influence enables you to rapidly recover advantage on the attack roll. However, any attack made
from your magical feats. When you complete a short rest against you after this attack is made is made with
and expend at least one Hit Die to recover hit points, you advantage.
regain both hit points and magic points equal to the rolled Shoving: When you use your action to make at least one
total. You can only use this feature with Hit Dice derived melee attack, you can use your bonus action to attempt
from this class. to shove a creature you hit with your attack.
Dragon Rage: When in combat, you may use your
bonus action to enter a Rage. While raging, you have
advantage on all strength checks and saving throws; resistance to this damage type, such as the one gained
when you make a melee weapon attack using Strength, at 1st level, you gain immunity.
you gain a bonus to the damage roll equal to your In addition, when hit by this damage type, if you have
proficiency bonus; and you have resistance to gained immunity through this feature, you gain an
bludgeoning, piercing, and slashing damage. If you are amount of health equal to half the damage taken.
able to cast spells, you can't concentrate on them while
raging, with the exception of claws of the dragon, dragon
rend and dragon's breath, as well as the patron's form,
Extra Attack
dragon wings and dragon form features. Your rage lasts
Beginning at 11th level, you can attack twice, instead of
for one minute, and you can rage a number of times
once, whenever you take the Attack action on your turn.
equal to your Constitution modifier before needing a long
rest.
Weak Point Smash
Honed Strikes At 15th level, you learn to better exploit the weaknesses
of your foes when you strike with a weapon attack. On a
Starting from 8th level, you can augment your martial
hit, your weapon attack inflicts damage as if it was a
prowess and accuracy with magical finesse. For the
critical hit under any one of the following conditions:
purpose of making a called shot, you can expend magic
■ You have the advantage on the attack roll and the
points as if they were stamina points.
target of your attack is within 30 feet of you.
■ You make a called shot to hit a creature's weak
Soul of Cinder point, if it has one.

At 8th level, your power over draconic magic surges.


Choose one type of damage from acid, cold, fire or
Dragon Form
lightning. Any attack that inflicts this damage type has its
Starting at 20th level, you can very briefly assume the
damage dice increased one step when dealt by you. For
form of a Huge dragon at the start of your turn by
example, if a spell would normally inflict 4d6 fire damage,
expending 10 magic points. In doing so, you gain the
it instead inflicts 4d8 fire damage when you cast it. You
following benefits until the start of your next turn:
cannot increase a damage die above d12 with this
■ Your fly speed increases by 60 feet.
feature.
■ You gain temporary hit points equal to your level +
In addition to dealing more damage, your spells also rip
your Constitution modifier.
through resistances more easily. Attacks dealing your
■ You gain resistance to acid, cold, fire, and lightning
chosen damage ignore any damage resistance a
damage, and attacks dealing these damage types
creature has. You treat any immunity to this damage as
gain the effects of Soul of Cinder.
though it was damage resistance instead.
■ You can choose for your unarmed strike to inflict
Normal Die Empowered Die slashing damage equal to 3d6 + your Strength
modifier, and your unarmed strikes become magic
d2 or d3 d4
weapons. If you are concentrating on claws of the
d4 d6
dragon, you use the spell's attack damage, and it is
d6 d8 considered a light weapon.
d8 d10 ■ You have advantage on every attack roll made with a
d10 d12 melee weapon.
d12 d12 ■ You have advantage on all saving throws.
■ You have advantage on Strength and Constitution
checks, and on Charisma (Intimidation) checks.
Dragon Resilience ■ You can cast a scion spell you are otherwise able to
cast with 1 action as if it had a casting time of 1
Starting from 11th level, you have resistance to one type bonus action.
of damage when you are transformed by your Patron's You can maintain this form seamlessly if you expend 2
Form feature. Choose from acid, cold, fire, or lightning. magic points at the start of consecutive turns.This effect
Whenever you use your action to alter your appearance is magical, and can be dispelled as if it was a 7th-level
using the Patron's Form feature, you can change this spell. Once you use this feature, you must complete a
resistance to one of the other types. If you already have short or long rest before you can use it again.
Fairy Scion Smiting Attack
As its name implies, a fairy scion is one who has been Starting from 3rd level, you become able to energize your
blessed with a significant portion of a Great Fairy's strikes with glistening magical power. Once per turn,
magical power. A scion of this subclass often transforms when you hit a creature with a weapon attack during your
over time to be remarkably beautiful or handsome, with turn, you can expend 1 magic point to inflict an extra
fey-like features or accents that superficially resemble its amount of radiant damage equal to your Charisma
patron. The spells and powers invoked by a fairy scion modifier. The weapon is considered magical for this
tend towards protection, restoration, and harmony. As attack.
such, those who seek and gain this power tend to be If you use this feature when you hit with an unarmed
good-natured. strike, you can treat the damage dice for your unarmed
A scion of this subclass casts spells drawn from the fairy strike as 1d4 instead of 1.
scion spell list.
Fairy Form
Bonus Proficiencies
Starting from 8th level, your transforming abilities
You gain proficiency with shields, including heavy shields. become more robust. When you transform with your
You gain proficiency in two skills from Acrobatics, Animal Patron's Form feature, you can gain any or all of the
Handling, Medicine, Nature, Performance, and Stealth. following effects for the duration of the transformation:
You can read, write, and speak the Deku language. If you ■ You have resistance to radiant damage.
already know this language, you instead learn another ■ You gain a fly speed equal to your base walking
language of your choice. speed, and can hover in place.
■ You gain the reduced condition. If you do so, your
Restful Aura speed isn't reduced from the condition, and your fly
speed from this feature is increased by 20 feet.
■ Your entire body glows, emitting bright light to a
Beginning at 1st level, your mere presence helps to
radius of 20 feet, and dim light for an additional 20
revitalize allies and soothe wounds. If you complete a
feet.
short rest alongside your allies and they expend at least
As an action, you can change which of these effects are
one Hit Die to restore hit points, they regain an additional
affecting you.
number of hit points equal to your proficiency modifier. A
creature cannot benefit from more than one Restful Aura
(or one Song of Rest) during its short rest. Mending Magic
Avatar of Life At 8th level, your ability to heal wounded creatures is
nigh-unparalleled. Any spell you cast that heals a target
or object has its dice increased one step. For example, if
Starting from 3rd level, your healing spells are more
a spell would normally heal 4d6 hit point, it instead heals
effective. Whenever you use your action to cast a spell of
4d8 hit point when you cast it. You cannot increase a
1st level or higher to restore hit points to a creature, the
damage die above d12 with this feature.
creature regains additional hit points equal to your
In addition to healing more health, your spells also can
proficiency modifier + the spell's level.
affect more creatures. Instead of being unable to heal
undead or constructs, your healing spells only heal for
Half Magic half the health you would otherwise give.

At 3rd level, your magic point maximum permanently Normal Die Empowered Die
increases by an amount equal to your Charisma modifier d2 or d3 d4
+ 4, and increases by an additional 2 for every scion level d4 d6
you gain after this. (This effectively doubles the number d6 d8
of magic points you gain from this class.)
d8 d10
d10 d12
d12 d12
Healing Surge permanent until you use this feature again, and does
not require concentration to persist. This can only
affect a spell that requires concentration.
Starting from 11th level, you can channel life energy from
■ Fully recover the hit points of up to ten creatures you
any spell you cast. Whenever you expend magic points
can see. These targets are also affected as if by the
to cast a scion spell, you can expend 1 extra magic point
lesser restoration and greater restoration spells.
to regain 1d4 hit points per level of the spell. For
This is considered a magic effect. When appropriate, its
example, casting a 3rd level spell and using this feature
effect can be dispelled as if it were a 9th level spell.
causes you to regain 3d4 hit points. You can choose for a
Once you use this feature, you must finish a long rest
living creature within 10 feet of you to regain these hit
before you can use it again.
points instead.

Fairy Magic Mask Scion


You draw your supernatural abilities from one or more
Starting at 15th level, you can flex your magic to perform
mysterious, unknowable forces that seem to defy the
a magical blessing or cast an esoteric spell. As if casting
logic or limitations that seem to apply to most races.
a spell that requires somatic and vocal components, you
These forces can change the very being of those who
can use your action do one of the following:
draw power from them, granting them power beyond
■ Grant yourself or any creature within 10 feet of you
mortal imagining.
the ability to cast any single cantrip of your choice,
Drawing on the power of these aberrant forces, you
until you use this feature again.
become capable of magic that transforms your body in
■ Choose any spell that does not exceed your Max
numerous and fundamentally different ways. Many of
Spell Level, and has a casting time of 1 action. You
your spells are cast by you donning a literal mask you
cast the spell.
have crafted or otherwise obtained, which helps to house
■ Grant yourself or any creature within 10 feet of you
the bizarre magic you wield.
resistance to one type of damage you choose (other
These masks can be simple casting focuses, objects that
than bludgeoning, piercing, or slashing) until you use
whisper suggestions to their hosts though they lack a will
this feature again.
of their own, or even sentient beings with their own
This effect is considered magical. It can be ended by
personalities and goals. Whatever the case, Mask Scions
dispel magic or a similar feature as if it was a 6th-level
are often seen as evil, or at the very least chaotic beings,
spell. Once you use this feature, you must complete a
dabbling in forces they do not understand.
long rest before you can use it again.

Fairy's Wish Bonus Proficiencies


You gain proficiency in one artisan's tool, which must be
At 20th level, you embody fairy magic as thoroughly as a
a tool you can use to craft a wearable mask for yourself.
Great Fairy, if not more so. You can periodically hone this
If you already have proficiency in such a tool, you can
magic to provide a blessing or cast a powerful spell,
instead gain proficiency in any artisan's tool, the disguise
among other possibilities. As if casting a spell that
kit, or any musical instrument.
requires somatic and vocal components, you can use
You gain proficiency in one skill from Animal Handling,
your action do one of the following:
Deception, Insight, Sleight of Hand, and Perception.
■ Cast any spell of 8th level or lower that has a casting
You must create a mask of your own design in order to
time of 1 action.
cast spells and use the other abilities of your subclass.
■ Grant yourself or any creature within 10 feet of you
The mask is created using 50 rupees’ worth of materials
the ability to cast any single 1st or 2nd level spell
and an arcane focus, and takes 5 hours to create. If the
until you use this feature again. The benefiting
mask is destroyed or otherwise lost, another can be
creature must expend magic points or stamina points
created in its place. If another creature wears your mask,
to cast this spell. If the creature has none of either, it
they will be subjected to a polymorph into a Fairy of
can cast the spell once at its lowest level, and
Navigation, a Deku Scrub or a beast of CR 1 or lower at
regains the ability to do so when it finishes a long
your discretion, unless they succeed a Charisma Saving
rest.
Throw against your spell save DC. On a failed save, they
■ Enhance any spell effect of 5th level or lower that
cannot remove the mask unless you allow it for 1 hour
you or another creature within 10 feet of you is
per level you have in the scion subclass. However, if they
concentrating to maintain. That spell effect becomes
are dropped to 0 hit points, the mask falls off and they are self or primal savagery). For example, if a spell would
restored to their true form. If they succeed, they normally inflict 4d6 slashing damage, it instead inflicts
immediately drop the mask. 4d8 slashing damage when you cast it. You cannot
If a mask is destroyed or lost, you maintain the spell increase a damage die above d12 with this feature.
levels gained in the class, but must re-choose new spells In addition to dealing more damage, your transformation
and cantrips, though you may choose to create a replica abilities are also more potent. Your transformation
of the original mask. abilities' durations last twice as long. In addition you gain
the extra attack option when you make an unarmed,
Shapechanger natural, or melee transmutation spell such as primal
savagery.
Your mask has unlocked the power to change your being. Normal Die Empowered Die
You can cast alter self by expending 1 magic point. This
d2 or d3 d4
does not count against your known spells.
d4 d6
d6 d8
Enduring Mask d8 d10
Beginning at 3rd level, you can begin and maintain your d10 d12
mask-based transformations with ease. When you use d12 d12
your action to cast a transformation ability or
transmutation spell, you can expend 1 less magic point
than usual to do so (minimum of 1 magic point). You may
Dispel Defense
also transform or change shape without using
At 11th level, you learn to fortify your magic against
concentration.
dispelling effects. When one of your scion spells is
targeted by dispel magic or a similar effect, you can make
Expert Shapechanger a Charisma ability check. The caster or source of dispel
magic must make an ability check with its casting ability,
At 8th level, your mask has unlocked the power to and unless its result exceeds yours, the effect fails and
change your form more efficiently. When you gain this the spell (if any) is lost. If the source of dispel magic is an
feature, choose a number of beasts up to your charisma object or otherwise does not have a casting ability,
modifier. When you do so, your max CR is equal to your replace its check result with a d20 roll that has a +10
level in the scion class as a CR. You may change your bonus.
chosen transformations on a level up. You still need to
maintain concentration to remain in whatever form you
change into.
Two-Faced
As an action, you can spend 5 magic points to transform
Starting from 11th level, you become able to blend the
yourself into one of your chosen beasts as if using
effects of two of your transforming spells into one.
polymorph, using your Mask as your spellcasting focus.
Whenever you are concentrating on, casting, or under
You keep your mental ability scores (Charisma,
the effects of a transmutation spell or transformation
Intelligence and Wisdom), while your physical ability
ability, you can use your bonus action to cast another
scores (Strength, Dexterity and Constitution) become that
transmutation spell on yourself, and you can maintain
of the creature you transform into. Instead of assuming
concentration on both of these spells simultaneously as if
the hit points of the new form, you use the creature's hit
you were concentrating on one spell. You cannot cast the
points as temporary hit points, and you transform back
other spell on another creature.
into your original form when they drop to 0. You can end
If you wish you may use your expert shapechanger while
the transformation as a bonus action.
under the effect of it already this would make the second
use of it cost an additional 2 magic points on top of the
Shifter's Craft original cost. You would take the best stats of both
creatures and have both sets of abilities and actions.
At 8th level, your transformations are more potent - and Using this feature often results in you transforming into a
more dangerous. Any damage you deal has its damage bizarre fusion of two different kinds of creatures, which
dice increased by one step while under the effects of a may not resemble any natural creature. You can freely
transmutation spell or transformation spell (Such as alter change your appearance at any time to more closely
resemble one form or another, but not in such a way that or your Charisma modifier. This weapon disappears
a form's features are hidden. (For example, if you can when your concentration ends.
breathe underwater due to one of these spells, you may ■ Every turn, you can cast any single cantrip you know
be unable to completely hide your gills.) as a bonus action. The cantrip must otherwise have
a casting time of 1 action and a duration of
Master Shapechanger instantaneous.
■ You have resistance to any type of damage derived
from any attack. (If the source of damage did not
At 15th level, you have mastered the art of shape
require an attack roll, you do not resist that damage.)
changing.
■ You have advantage on Strength, Constitution, and
Your expert shapechanger now allows you to turn into
Charisma saving throws.
any creature the same CR as you or lower; not just
■ You have advantage on Strength and Constitution
beasts. The cost becomes 6 magic points and the base
checks, and on Charisma (Intimidation) checks.
duration becomes 2 hours. In addition you may keep your
■ Your AC increases by 2.
physical ability scores if they are higher than the creature
Your concentration ends immediately if all creatures you
you turn into. You may also transform into your normal
can detect that enable it are killed, become non-hostile,
form and back as a bonus action, as long as the duration
become unable to harm you (such as being imprisoned in
hasn't ended yet. For the purpose of dispel magic and
an inescapable cage), or move far enough away from
similar abilities, treat this feature as if you are under the
you that you can no longer detect them. There is a period
effects of true polymorph.
of 10 minutes if, where said enemies re-engage with you,
you may transform back into this form.
Fierce Deity Once you use this feature, you cannot use it again until
you finish a long rest.
At 20th level, you can use your action and expend 1
magic point to transform. This form usually resembles a
Large, accented, and visibly powerful version of your Sword Scion
normal form, mixed with that of your mask. You can only
Throughout time, many legendary armaments have had
take this action if there is a hostile creature you can see
their tales lost to history. Such weapons can be
or otherwise detect that is able to inflict harm on you, and
armaments of legendary quality, abhorrent history or but
has a CR equal to or exceeding your Scion level. (Your
a simple creation of a talented smith. Regardless of
GM may determine that other creatures that are "boss
origin, such sentient weapons have become known to the
monsters" may enable this feature.) You are inherently
world as Sword Spirits.
aware of whether or not a creature meets these
You have stumbled upon one of these weapons in your
conditions.
travels, and it has made a pact of service with you.
You must maintain concentration on this effect as if
Whether it is serving you or you are serving it remains to
concentrating on a spell, though you automatically
be seen, but this pact has awakened magical power
succeed on Constitution saving throws to do so.
within you.
Two-Faced applies to this transformation; you can cast
another spell and still maintain concentration on this
transformation, though this form cannot be altered by true Bonus Proficiencies
polymorph, polymorph or alter self. This effect is magical,
and can be dispelled as if it was a 9th-level spell. You gain the knowledge needed to properly arm yourself
While you are in this Fierce Deity form, you gain the in battle. You gain proficiency in Medium Armor, Shields
following effects: and two martial weapons of your choice.
■ Your base walking speed doubles, and you gain a
boost in height to the point where you are counted
as a Large creature (10 ft.-15 ft.).
Lesser Sword Spirit
■ You gain a Large magical weapon of your choice,
You have come into possession of a rare weapon known
which has a +3 bonus to attack and damage rolls.
as a Lesser Sword Spirit. This weapon is sentient, and
You are proficient with this weapon. You may use
has an alignment, form and origin determined by you
either your Strength, Dexterity or your Charisma
and/or your DM. Though it is relatively new to the world,
modifier on attack rolls with this weapon. On a hit,
this weapon has the potential to become a thing of
the weapon inflicts unresistable, magical slashing
legend.
damage equal to 4d6 + 3 + your Strength, Dexterity
Choose one Simple or Martial weapon. This weapon
cannot be a piece of ammunition. This weapon houses Blade Art Alignment Effect
your Sword Spirit, and you gain the following benefits
When a creature you can see attacks a target
when wielding this weapon:
Lawful other than you that is within 5 feet of you, you
■ You may use your Charisma modifier for attack and Protection
Good can use your reaction to impose disadvantage
damage rolls with this weapon, instead of Strength on the attack roll.
or Dexterity.
When you are targeted by a ranged weapon
■ You are always proficient with this weapon.
Neutral attack from a creature you can see, you can use
■ You may use the Sword Spirit as a spellcasting Deflection
Good your reaction to impose disadvantage on the
focus, and ignore somatic and material components attack roll.
(That are not consumed by the spell or have a GP/R When an enemy you can see makes a melee or
cost). Reactive Chaotic melee spell attack against you, you may spend 1
■ The Sword Spirit can take the help action targeting Defense Good magic point and add half your proficiency
you once per short rest. bonus rounded down to your AC for that attack.
Despite its strange nature, this weapon is not considered Lawful While you are wielding your Sword Spirit, you
magical for the purposes of overcoming damage Defense
Neutral gain a +1 bonus to AC.
resistance. If the Sword Spirit is lost or destroyed, you You can use a bonus action to regain hit points
can perform a 1 hour ritual which requires 500r of True equal to your Scion level plus your Charisma
material components to summon or re-create your Endurance
Neutral modifier. Once you use this feature, you must
weapon. complete a long rest before you can use it again.
You excel at finding openings in your foes'
Ethereal Energy guard. As a bonus action, you can enter a
reactive stance that lasts until the start of your
Opportunity Chaotic next turn. While in your reactive stance, you can
Your Sword Spirit is tied to a unique form of energy that it
Attacking Neutral make opportunity attacks without using your
can channel energy through. reaction, and you can use your reaction to make
When you gain this feature, choose one form of damage. a weapon attack against a creature that moves
You learn the elemental edge Cantrip. You may only more than 5 feet while within your reach.
choose your damage type once. When cast in this way, When you are wielding your Sword Spirit
you may only use the edge of your chosen damage type. Dueling Lawful Evil weapon and no other weapons, you gain a +2
Each element is akin to the Sword Spirit’s alignment, bonus to damage rolls with that weapon.
though it is not mandatory that the Sword Spirit have the While you are at full hit points and use the
edge corresponding to its alignment. Attack action on your turn to make at least one
melee attack, you can cast power beam as a
Element Damage Type Alignment
bonus action. When you cast power beam in
Light Radiant Lawful Good Neutral
Power Beam this way, it inflicts half its normal damage, and
Evil
Storm Lightning Neutral Good deals the damage type of your chosen Ethereal
Energy. You can also cast power beam as an
Flame Fire Chaotic Good
action by expending 1 magic point. This does
Wind Thunder Lawful Neutral not count against your spells known.
Magic Force True Neutral Before making any melee weapon attack roll,
Frost Cold Chaotic Neutral you may spend 1 magic point to give yourself
Reckless
Psionic Psychic Lawful Evil Chaotic Evil advantage on the attack roll. However, any
Attacker
attack made against you after this attack is
Evil Necrotic Neutral Evil
made is made with advantage.
Toxic/Biting Poison/Acid Chaotic Evil
As an action, you may choose to spend a
number of magic points equal to your
proficiency bonus to channel your sword’s fury
and unleash a scream in a radius with a
Blade Arts Death
Sword's
*Unaligned diameter of 5 x magic points spent in feet. Any
/Any creature in this radius must make a Wisdom
Scream
At 3rd level, your Sword Spirit has unlocked hidden saving throw against your spell save DC or be
potential within itself, and by proxy: you. Depending on its paralyzed until the end of their next turn. A
creature immune to the frightened condition is
alignment, choose one of the following fighting style for
immune to this effect.
your sword spirit:
Blade Art Alignment Effect damage roll, it would increase to 1d8. This effect also
You learn the Skyward Strike spell, and spend extends to the damage type chosen for your Ethereal
half the magic points required to cast it. This Energy. You may also cast spells that would normally not
Ethereal spell does not count against your maximum affect magical or sentient weapons on your Sword Spirit’s
Any weapon.
Strike spells known. In addition, this spell deals the
damage chosen for your Ethereal Energy
feature. Normal Die Empowered Die

You must be wielding your Sword Spirit to use these d2 or d3 d4


abilities. d4 d6
A Sword Spirit of any alignment can have any ability, but d6 d8
those of more benevolent alignments may have trouble d8 d10
coming to terms with having a more malevolent Blade d12
d10
Art. Work with your DM to discuss what effect such a
d12 d12
situation would have on your Sword Spirit.
You may choose another Blade Art at 11th level. This can In addition, your Sword Spirit weapon is considered
be reflected by a change in alignment or through magical for overcoming damage resistance. It is also
practice, but it is not necessary. counted as a Silvered Weapon for this same purpose.
■ NOTE: Death Sword's Scream is a skill particular to
ancient, almost insane Sword Spirits in the process Extra Attack
of becoming a Death Sword. Such Sword Spirits are
borderline mindless, but do have some semblance of At 11th level, you may attack twice, instead of once,
intelligence. Work with your DM to determine what when taking the attack action.
effect this has on both the Sword Spirit and your
character.
Two Minds, One Blade
Greater Sword Spirit At 15th level, if you miss an attack roll while wielding your
Sword Spirit, you may reroll the attack once per turn.
At 8th level, your Sword Spirit has gained enough power
to become a Greater Sword Spirit. As a bonus action,
you may summon your Sword Spirit to a space within Master Sword Spirit
your weapon's melee range. When your Sword Spirit
At 20th level, your Sword Spirit has gained enough power
appears, roll initiative for it, as has its own turns. It obeys
to become a Master Sword Spirit. This Sword Spirit can
your verbal commands, has an unarmed attack that deals
inhabit any weapon of its choosing, inhabiting a new
1d6 bludgeoning, slashing, piercing or your Ethereal
blade as a bonus action and exiting it as an action. Any
Edge damage (You choose this damage only once when
wielder of the Sword Spirit (Other than you) may use its
you gain this feature), and it gains a special bonus to its
Blade Arts and Ethereal Energy features, but all others
attack and damage rolls equal to your Charisma modifier
(Including spellcasting) are unique to the bond you share.
(minimum of +0).
If the Sword Spirit’s original weapon is destroyed, the
If you are not wielding the weapon, it can also wield itself,
Sword Spirit is not harmed. However, you must create a
though it cannot give itself the help action, and cannot
new copy of the weapon, otherwise you must use the
cast spells.
Sword Spirit as if you were not the original wielder.
The Sword Spirit remains in physical form until the end of
In addition, the Sword Spirit is counted as Adamantine for
your next long rest or if you dismiss it as a bonus action,
the purposes of overcoming damage resistance, and it
at which point it vanishes back into its blade.
can cast your spells using your magic points and attack
and damage bonuses.
Arcana Unleashed
At 8th level, your Sword Spirit has become more Variant Rule: Dual Sword
accustomed to magic, and has gained the ability to make
spells more potent. Spirits
Any spell that enhances or affects your melee weapon
If you wish, and with your DM’s permission, you may
(Such as Skyward Strike) has its damage dice increased
have a pair of these weapons as your Sword Spirits.
by one step. For example, if a spell would add 1d6 to a
They can both be individuals or the same spirit, but they You can read, write, and speak the Stal language. If you
have the following restrictions when this rule is used: already know this language, you instead learn another
■ You gain access to the following blade art. You may language of your choice.
have this blade art in addition to another above, but
you cannot take two blade arts unless one of them is
Dual Wielder.
Darkvision
Blade Art Alignment Effect Your eyes take on a faint eerie glow, cuing to your
unnatural powers. You gain darkvision out to a range of
You may dual wield weapons that are not
Dual light without disadvantage, and can add 60 feet. More specifically, you can see in dim light within
Any 60 feet of you as if it were bright light, and in darkness as
Wielder your ability modifier to the damage of your
second attack. if it were dim light. You can't discern color in darkness,
■ Dual Sword Spirits may have different Ethereal only shades of gray. If you already were capable of
Energies, and both can be active at the same time. darkvision, its range increases by 60 feet.
However, this puts incredible strain on the wielder,
and can only be done once without repercussions. If Soul Drinker
done more than once before a short rest, you gain
one level of exhaustion per use. Both can still be You can regain energy from consuming the life energy of
used individually without issue, however.. undead beings. When you consume a poe soul, you
■ Dual Sword Spirits can both be summoned at one always regain the maximum amount of hit points from it,
time once they become Greater Sword Spirits and and you are filled as if eating a hearty meal.
Master Sword Spirits. However, they both share the


same turn, action, bonus action and reaction.
Dual Sword Spirits gain the usual benefits of Two
Poe Levitation
Minds, One Blade. You do not gain an extra reroll
Drawing on the power of your patron's gift, your effort can
from having a second blade.
attain brief and limited flight. Starting from 1st level, you
■ Only one Sword Spirit can take the help action at a
can use your bonus action to gain a fly speed equal to
time.
your base walking speed until the start of your next turn.
You cannot ascend more than 5 feet above ground when
Poe Scion you initiate this flight, but while it persists you can glide at
the same altitude even over chasms or cliffs.
A poe scion is so named because it often takes on a By using this bonus action on consecutive turns before
ghastly appearance reminiscent of poes, though they are you move, you can maintain seamless flight.
known among many other names—poe collector, twisted
wizard, necromancer, and so on. If you choose this
subclass, you derive your power from undead beings.
Poe Vanish
Among other possibilities, this can come in the form of a
At 3rd level, you learn to use the magic within you to
pact with a powerful undead monster, or by collecting and
briefly vanish from sight. When you take the Dodge
absorbing the energy of deceased souls. As your powers
action on your turn you can spend 1 magic point for you
grow, you become an embodiment of undeath and
and any objects on your person become invisible until the
shadows yourself, capable of draining the life of your foes
start of your next turn. By using this action on
to empower yourself. The boundaries of life, death, and
consecutive turns, you can maintain seamless invisibility.
undeath become your playground. You can gradually
On a turn you use this action, your bonus action can only
learn to mimic the powers of various undead monsters,
be used for Poe Levitation, and you cannot use any
from Stalfos to Redead, and even reanimate corpses to
reaction until the start of your next turn.
your aid.
A scion of this subclass casts spells drawn from the poe
scion spell list. Regenerate Magic
Bonus Proficiencies
Starting from 3rd level, you can sacrifice your life energy
to regain magic power you have expended. As a bonus
action, you can sacrifice any number of your hit dice to
You gain proficiency in one skill from Deception,
regain magic points for each one. The hit dice are lost as
Intimidation, Persuasion, Religion, and Stealth.
if you expended them during a short rest, and are
regained when you complete a long rest. The amount of You cannot increase a damage die above d12 with this
magic points you regain is equal to half the size of the Hit feature.
Die. For example, a d8 Hit Die recovers 4 magic points. In addition to dealing more damage, your evil spells also
rip through resistances more easily. Your spells ignore
Phantom Tongue any damage resistance a creature has to necrotic, poison
and psychic damage. Your scion spells treat any
immunity to necrotic, poison or psychic damage as
At 3rd level, you can channel undeath's uncanny nature
though it was damage resistance instead.
to confuse your target. You may speak to a target inside
their mind up to 30 ft. away. They cannot choose whether Normal Die Empowered Die
or not to hear your words, but they can choose to
d2 or d3 d4
respond. When this is done, the target must make a
d4 d6
Wisdom saving throw equal to your spell save or be
frightened of you for 1 hour. d6 d8
d8 d10

Undead Resilience d10 d12


d12 d12
At 8th level, you gain resistance to poison damage and
necrotic damage. You have advantage on saving throws
against poison and on Constitution checks or saving
Effortless Levitation
throws to go without sleep. You can also hold your breath
Starting from 11th level, levitation becomes easy for
for up to 10 minutes at a time, and you can go a number
of days equal to your Constitution modifier (minimum of you. You gain a fly speed equal to your base
one) without water before suffering any ill effects. walking speed or 30 feet (whichever is greater), and
can hover in place effortlessly. You can hover in
Drain Magic place even if you are incapacitated or have your
speed reduced to 0 feet, but cannot continue to
Starting from 8th level, you learn to drain life from others hover if you are unconscious.
to restore your own magic power. Whenever you use
your action to inflict necrotic damage with a scion spell, Improved Undead Resilience
you can use your bonus action to inflict an additional
amount of necrotic damage equal to your Charisma At 15th level, your Undead Resilience improves. While
modifier to one living creature damaged by the spell. In you are transformed with your Patron's Form feature, you
doing so, you regain a number of magic points equal to gain the following benefits:
your Charisma modifier. ■ You have immunity to poison damage and necrotic
Prior to 15th level, you must complete a long rest before damage. If you already have immunity, being hit by
you can use this feature again. these damage types restore hit points equal to half
Starting from 15th level, you can instead use this feature the damage you would have taken.
a number of times equal to your Charisma modifier if it is ■ You cannot be poisoned.
positive. All of these uses are restored when you finish a ■ You have no need to breathe, eat, drink, or sleep,
long rest. but you can still fall unconscious. Instead of
In addition, when consuming a poe soul, any knowledge sleeping, you enter an inactive state for 4 hours each
the target possesses becomes yours. No spells can be day. You do not dream in this state; you are fully
cast this way, but any important research or strategic info aware of your surroundings and notice approaching
is passed unto you. enemies and other events as normal. If you already
enter such a state, the time of your inactive state is
Necrotic Power reduced to 2 hours.

At 8th level, your power over evil magic surges. Any spell Nether Knowledge
you cast that inflicts necrotic, poison and psychic damage
has its damage dice increased one step. For example, if Starting at 15th level, you can rip knowledge from the
a spell would normally inflict 4d6 necrotic damage, it eternal depths of the undead void—from countless minds
instead inflicts 4d8 necrotic damage when you cast it.
that have lived and died. On your turn, you can do one of
Hit Points
the following:
■ Immediately before making an Intelligence ability Hit Dice: 1d12 per Goron Warrior level
check or Intelligence saving throw, you can choose Hit Points at 1st Level: 12 + your Con mod
for the d20 roll to be treated as an 18 without rolling. Hit Points at Higher Levels: 1d12 + your Con mod per
■ Choose any spell that does not exceed your Max Goron Warrior level after 1st
Spell Level. You cast the spell, using the normal
components and casting time. Proficiencies
■ As a reaction, cause any creature that died since the Armor: shields
end of your last turn to come back to life with 1 hit
Weapons: Simple weapons, bombs, warhammers
point. You must be able to see the creature or be
aware that it has just died. This effect can't return to Tools: Choose one from the prospector's kit, any
life a creature that has died of old age, nor can it artisan’s tool, or any musical instrument.
restore any missing body parts. Saving Throws: Strength, Constitution
Once you use this feature, you must complete a long rest Skills: You are proficient in Athletics, plus one skill from
before you can use it again. History, Insight, Intimidation, Medicine, and Religion.

Melody of Darkness Equipment


You start with the following equipment, in addition to the
Beginning at 20th level, your mere presence can drain equipment granted by your background:
the life force of that which surrounds you. At the start of ⦁ (a) a warhammer or (b) any simple weapon
your turn, you can choose for any or all living creatures
⦁ (a) an iron shield or (b) two throwing hammers
within 120 feet of you to suffer 2 necrotic damage. You
can choose for non magical plants in this range to wither ⦁ (a) an tool in which you are proficient or (b) 50 feet of
and die when this occurs, killing flora as small as weeds hempen rope, 10 pitons, and a grappling hook
and flowers instantly, and trees within minutes. ⦁ a backpack, a crowbar, a hammer, a tinderbox, 10
days of rations, and a waterskin

Racial Classes Goron Duality

Goron Warrior
If you are a cave Goron, you gain the "Goron Fortitude"
racial features of mountain Gorons.
If you are a mountain Goron, you gain the "Darkvision"
A member of the Goron race can gain levels in Goron and "Goron Toughness" racial features of Cave Gorons.
warrior as if it were a normal class. He must still meet
multiclass requirements for gaining levels in this class or
other classes, regardless of which one he first gains
Goron Fists
levels. A character can only gain levels in the Goron The bludgeoning damage from your unarmed strike
warrior class if he is of the Goron race. increases to 1d6 + your Strength modifier. You can treat
Proficiency your unarmed strike as a light weapon.
Level Features
Bonus Starting from 4th level, the bludgeoning damage from
Goron Duality, Goron Fists (1d6), Unarmored your unarmed strikes increases to 1d8 + your Strength
1 +2
Defense modifier. Furthermore, your unarmed strikes are
2 +2 Reckless Attack, Stamina Meter considered to be adamantine weapons for the purpose of
3 +2 Goron Ability Improvement, Breathless overcoming damage resistance and immunity.
5 +2 Goron Fists (1d8), Shock Resistant

5 +3
Extra Attack, Goron Ability Improvement, Stone Unarmored Defense
Skin
While you are not wearing any armor, you can choose for
your Armor Class to equal 10 + your Dexterity modifier +
Class Features your Constitution modifier, replacing the natural armor
provided by your Stone Armor racial feature if that would
As a Goron Warrior you gain the following class features. be lower. You can use a shield and still gain this benefit.
Reckless Attack Shock Resistant
Starting at 2nd level, you can throw aside all concern for Starting from 4th level, you have resistance to lightning
defense to attack with fierce desperation. When you damage.
make your first attack on your turn, you can decide to
attack recklessly. Doing so gives you advantage on
melee weapon attack rolls using Strength during this turn, Extra Attack
but attack rolls against you have advantage until your
next turn. Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

Stamina Meter
Stone Skin
At 2nd level, your stamina point maximum increases by
an amount equal to your Constitution modifier (minimum Starting at 5th level, your crystalline skin toughens
0). If your Constitution modifier later increases, so does against conventional weaponry. When you take fire,
your stamina point maximum. At 3rd, 4th, and 5th level, lightning, bludgeoning, piercing, or slashing damage, you
you gain an additional 2 stamina points. You can expend can choose to instead lose 1 stamina point for every 2 hit
your stamina points for various actions. Normally all of points you would have lost.
your stamina points are replenished when you complete
a short or long rest. Multiclass Advancement
Called Shot
Whenever you make a weapon attack, but before you If you have attained five levels in the Goron warrior class,
make the attack roll, you can expend 2 stamina points to it becomes easier for you to multiclass into fighter. If you
make it a called shot. You can't do so if you would have multiclass into fighter, you can start gaining features with
disadvantage on the attack roll. If the weapon attack hits, its 6th level, skipping over the first five levels of the class.
it inflicts the maximum amount of damage for its damage In doing so, you do not gain any of the features from the
dice. (For example, a weapon die of 1d8 would inflict 8 first five levels of fighter, but can more quickly reach its
damage without rolling.) The damage dice from a critical higher levels. You still gain another 2 stamina points per
hit, magic weapons, or class features are also level with your Stamina Meter.
maximized. If you multiclass into fighter using this feature, you still
Your DM may allow alternative effects for a called shot. choose a subclass, but do not gain any benefits from the
subclass below 6th level. Your subclass must be either
Goron Ability Improvement brute or darknut.

At 3rd level and again at 5th level, increase your Strength


score by 2, your Constitution score by 2, or both scores Rito Sharpshooter
by 1 each. Your maximum for both scores increases by 1
(default maximum is 20), but your maximum for any Rito employ a variety of professions, including postmen,
score can never exceed 30. fishermen, merchants, and more. Perhaps none among
If your campaign uses the feats variant rule, you can them, however, bears the same weight and honor as
replace this feature with only a certain type of feat. The hunter-warriors. These elites wield wing and bow in
feat must either increase your Strength or Constitution skillful unison, hunting with expertly aimed shots
score by 1, or be one of the three following feats: the mid-flight. A sharpshooter's arrows rain upon foes below,
Titan Fighter, Tough as Nails, and Vessel of Stamina. all while he or she nimbly evades whatever retaliation
less agile foes can return. Maintaining flight for a Rito is
usually so taxing a task that engaging in combat with
Breathless wings spread is almost unfeasible, but for a Rito
sharpshooter it becomes second nature.
Starting at 3rd level, you can hold your breath indefinitely. A member of the Rito race can gain levels in Rito
While you hold your breath for longer than you would sharpshooter class as if it were a normal class, but only if
otherwise be able, however, you have disadvantage on the Rito has the Labored Flight racial feature. The Rito
all ability checks and attack rolls. must still meet multiclass requirements for gaining levels
in this class or other classes, regardless of which one the you attack, but you strike so swiftly your flight is not
Rito first gains levels. significantly interrupted.
Starting from 3rd level, you can instead perform your
Proficiency Labored Flight as a bonus action.
Level Features
Bonus
1
2
+2
+2
Aerial Combat, Fighting Style, Stamina Meter
Swift Action
Fighting Style
3 +2 Aerial Combat (advanced) You adopt a particular style of fighting as your specialty.
5 +2 Ability Score Increase, Agile Initiative Choose one of the following options.
Extra Attack, Swift Action (advanced), True Archery: You gain a +2 bonus to attack rolls you
5 +3
Flight
make with ranged weapons.

Class Features Defense: While you are wearing armor, you gain a +1
bonus to AC.
As a Rito Sharpshooter you gain the following class
Dueling: When you are wielding a melee weapon in
features.
one hand and no other weapons, you gain a +2
Hit Points bonus to damage rolls with that weapon.
Hit Dice: 1d10 per Rito Sharpshooter level
Hit Points at 1st Level: 10 + your Con mod Improvised Fighting: You are talented with turning

Hit Points at Higher Levels: 1d10 + your Con mod per anything into a weapon, and can surprise your foes
Rito Sharpshooter level after 1st with underhanded tactics. You add your proficiency
bonus to attack rolls with improvised weapons. If you
Proficiencies
acquire and use a new improvised weapon in the
Armor: Light armor
same turn, you gain a +2 bonus to attack rolls with
Weapons: Simple weapons, hand crossbows, longbows,
shortswords that weapon until the start of your next turn.
Tools: Choose one from fishing tackle, any artisan’s tool,
Opportunity Attacker: You excel at finding openings
or any musical instrument
in your foes' guard. As a bonus action, you can enter
Saving Throws: Dexterity, Charisma
a reactive stance that lasts until the start of your next
Skills: Choose two skills form Acrobatics, Athletics,
Deception, History, Insight, Medicine, Nature, turn. While in your reactive stance, you can make
Performance, Religion, and Survival opportunity attacks without using your reaction, and
you can use your reaction to make a melee attack
Equipment
against a creature that moves more than 5 feet while
You start with the following equipment, in addition to the
equipment granted by your background: within your reach.
⦁ leather armor
Shoving: When you use your action to make at least
⦁ (a) a hand crossbow with 20 bolts or (b) a shortbow
with 60 arrows one melee attack, you can use your bonus action to
⦁ (a) an artisan's tool or musical instrument in which attempt to shove a creature you hit with your attack.
you are proficient or (b) any two simple weapons
Two-Weapon Fighting: When you engage in
⦁ a backpack, a bedroll, a mess kit, a tinderbox, 10
torches, 10 days of rations, and a waterskin two-weapon fighting, you can add your ability modifier
to the damage of the second attack.
Aerial Combat
When you use your action to perform your Labored
Flight, you can also use a bonus action to make one
melee attack. The beating of your wings ceases while
Stamina Meter Agile Initiative
At 1st level, your stamina point maximum increases by 2, Starting from 4th level, you can add your Dexterity
and it increases by an additional 2 for every level you modifier to your initiative in place of your Wisdom
gain in this class. You can expend your stamina points for modifier.
various actions. Normally all of your stamina points are
replenished when you complete a short or long rest.
Called Shot
Extra Attack
Whenever you make a weapon attack, but before you
Beginning at 5th level, you can attack twice, instead of
make the attack roll, you can expend 2 stamina points to once, whenever you take the Attack action on your turn.
make it a called shot. You can't do so if you would have
disadvantage on the attack roll. If the weapon attack hits,
it inflicts the maximum amount of damage for its damage True Flight
dice. (For example, a weapon die of 1d8 would inflict 8
damage without rolling.) The damage dice critical hit, At 5th level, you master the art of aerial combat and can
magic weapons, or class features are also maximized. perform advanced aerial maneuvers. You gain a fly
Your DM may allow alternative effects for a called shot. speed of 60 feet.
This effectively replaces your Labored Flight racial trait
and your Aerial Combat feature.
Swift Action
Starting from 2nd level, you can push yourself to make Multiclass Advancement
swift use of your capabilities. As a bonus action, you can
expend 1 stamina point to do one of the following: If you have attained five levels in the Rito sharpshooter
■ Make a ranged weapon attack with disadvantage on class, it becomes easier for you to multiclass into fighter.
the attack roll. If the weapon has a normal range and If you multiclass into fighter, you can start gaining
a long range, you can only attack a target within its features with its 6th level, skipping over the first five
normal range. levels of the class. In doing so, you do not gain any of the
■ Take the Disengage action. features from the first five levels of fighter, but can more
■ Take the Dash action. quickly reach its higher levels. You still gain another 2
Starting at 5th level, you can expend 3 stamina points to stamina points per level with your Stamina Meter.
do one of the following as a bonus action: If you multiclass into fighter using this feature, you still
■ Make a ranged weapon attack. choose a subclass, but do not gain any benefits from the
■ Gain advantage on Dexterity (Acrobatics) checks subclass below 6th level. Your subclass must be either
you make until the start of your next turn. archer or brute.
■ Expend one of your Hit Dice. Roll the Hit Die and
add your Constitution modifier to the result. You Multiclassing
regain hit points equal to the total.
■ Expend one of your Hit Dice. Roll the Hit Die and Multiclassing in this campaign setting follows the
add your Dexterity modifier to the result. You regain standard multiclassing rules. Listed below is information
stamina points equal to the total. relevant to the classes and class features present in this
setting.
Ability Score Increase
Prerequisites
When you reach 4th level, you can increase one ability
score of your choice by 2, or you can increase two ability To qualify for a new class, you must meet the ability
scores of your choice by 1. As normal, you can't increase score prerequisites for both your current class and your
an ability score above 20 using this feature. new one, as shown in the Multiclassing Prerequisites
table. For example, a researcher who decides to
multiclass into the sage class must have both Intelligence
and Wisdom scores of 13 or higher. Without the full
training that a beginning character receives, you must be
a quick study in your new class, having a natural aptitude
that is reflected by higher-than-average ability scores.
Hylian Fighter Proficiencies. When you multiclass into the scion class,
you gain proficiency with light armor.

Prerequisites. To qualify for multiclassing into the Hylian


fighter class, you must have a Strength or Dexterity score Goron Warrior
of at least 13.
Proficiencies. When you multiclass into the Hylian Prerequisites. To qualify for multiclassing into the Goron
fighter class, you gain the following proficiencies: light Warrior class, you must have Strength score of at least
armor, medium armor, heavy armor, shields (but not 13 and Constitution score of at least 13 each and be of
heavy shields), simple weapons and martial weapons. the Goron race.
Proficiencies. When you multiclass into the Goron
Warrior class, you gain proficiency with Simple weapons,

Hylian Hunter warhammers, Athletics skill.

Prerequisites. To qualify for multiclassing into the Hylian Rito Sharpshooter


hunter class, you must have a Strength or Dexterity and
a Wisdom, Intelligence, or Charisma score of at least 13. Prerequisites. To qualify for multiclassing into the Rito
Proficiencies. When you multiclass into the Hylian Sharpshooter class, you must have a 13 Dexterity; Rito
hunter class, you gain the following proficiencies: light race and the Labored Flight racial feature.
armor, medium armor, simple weapons and martial Proficiencies. When you multiclass into the Rito
weapons. Sharpshooter class, you gain proficiency with Simple
weapons, light armor, Acrobatics skill.

Opportunist
Prerequisites. To qualify for multiclassing into the
opportunist class, you must have a Dexterity or
Intelligence score of at least 13.
Proficiencies. When you multiclass into the opportunist
class, you gain the following proficiencies: light armor,
simple weapons, and one tool of your choice.

Researcher
Prerequisites. To qualify for multiclassing into the
researcher class, you must have an Intelligence score of
13 or higher.
Proficiencies. When you multiclass into the researcher
class, you do not inherently gain any proficiencies.

Sage
Prerequisites. To qualify for multiclassing into the sage
class, you must have a Wisdom score of 13 or higher.
Proficiencies. When you multiclass into the sage class,
you gain proficiency with light armor and all simple
weapons.

Scion
Prerequisites. To qualify for multiclassing into the scion
class, you must have a Constitution score and a
Charisma score of at least 13 each.
Chapter 3: Backgrounds & Languages
Languages
Backgrounds
Languages spoken by races and creatures dedicated to
the Hyrule setting are rooted firmly in The Legend of Most conventional Dungeons & Dragons backgrounds
Zelda series. If a DM would prefer to use Hyrule content can fit into Hyrule. Particularly suitable options include
in a more traditional Dungeons & Dragons setting, it's Charlatan, Folk Hero, Hermit, Outlander, and Sailor. For
best if the languages listed below are replaced with their backgrounds listed here that do not have equipment
listed equivalent. listed you can work with your DM to make a list.
Common Languages
Language Other Names Typical Speakers Script Barbarian
Common Hylian Hylians and their allies Common
Skill Proficiencies: Athletics, Survival
Gorons, Mogma, earth
Goro Goron, Terran Common Tool Proficiency: Choose any one musical instrument,
elementals
and one from brewer's supplies, fishing tackle,
Zora, Parella, aquatic
Zoran Aquan Common leatherworker's tools, and woodcarver's tools
creatures, water elementals
Rito, flying creatures, wind
Ritan Auran
elementals
Common
Biologist
Anouki,
Anook Anouki, yeti, ice elementals Common Skill Proficiencies: Investigation, Nature
Tundran, Yook
Minish and other diminutive Tools: Choose either fishing tackle or taxidermist's kit
Minish Picoran Common
creatures Languages: Choose one from Blin, Deku, Lizal, and
Gerudo, Zuna, lightning Zoran
Gerudo — Common
elementals
Blin Moblin Moblins and allies of Ganon Stal Black Marketeer
Draconic, Lizalfos, most intelligent
Lizal Stal
Lizalfos reptiles Skill Proficiencies: Deception, Persuasion
Undead, Garo, spirit Tool Proficiencies: Choose two from forgery kit,
Stal Poe, Stalfos Stal
elementals poisoner's kit, and taxidermist's kit
Exotic Languages
Language Other Names Typical Speakers Script Breeder
Old Ancient Hylian, Sheikah, researchers,
Old Common
Common Sheikah robots Skill Proficiencies: Animal Handling, Insight
Subrosian Ignan Subrosians, fire elementals Subrosian Tool Proficiencies: Choose one from cook's utensils,
Fairies, Deku scrubs, leatherworker's tools, taxidermist's kit, and weaver's tools
Deku Sylvan Koroks, Kokiri, forest Ancient Languages: Choose any one
elementals
Twilit
Zonai


Twili, shadow elementals
Zonai
Ancient
Ancient
Bug Collector
Gold Skill Proficiencies: Nature, Stealth
— Gods, weapon spirits Old Ancient
Divinity
Tool Proficiencies: Taxidermist's kit
Black
— Evil gods, demons Old Ancient Languages: Choose any one
Divinity
Equipment: A bug-catching net, glass jar, common
clothing, pouch holding 50 rupees, magnifying glass, 1 Farmhand
ration, lantern.
Skill Proficiencies: Athletics, Nature

Chef Tool Proficiency: Farmer's tools


Languages: Choose any one
Skill Proficiencies: Insight, Performance
Tool Proficiencies: Cook's utensils, plus one of your Gravekeeper
choice from brewer's supplies, fishing tackle, and potter's
tools Skill Proficiencies: Intimidation, Religion
Tool Proficiency: Choose one from mason's tools,
Cultist potter's tools, and prospector's kit
Languages: Stal
Skill Proficiencies: Deception, Religion Equipment: common clothes, a shovel, a wooden
Tool Proficiency: Forgery kit scroll case containing 5 scrolls detailing various religious
Language: Choose one from Old Common, Blin, burial rites, one tool in which you are proficient due to this
Gerudo, Stal, Twilit, and Black Divinity background, and a belt pouch containing 100 rupees. --
245 rupees: 100 (tool), 20 (shovel), ~20 (scroll), 105
d20 Deity (pouch)
1-2 Demise, the Origin of Evil
3 Ghirahim, the Sword of Demise
Hunter/Fisherman
4-5 Ganon, the King of Evil
6 Agahnim, the Dark Wizard; the King's Alter-Ego Skill Proficiencies: Stealth, Survival
7 Zant, the Usurper King Tool Proficiencies: Choose two from fishing tackle,
8 Yuga, the Imprisoning Artist leatherworker's tools, taxidermist's kit, and woodcarver's
9 Astor, the Prophet of Doom tools
10 Twinrova, the Sorceress Sisters; the Surrogate Mothers of Evil Equipment: Common clothes, a hunting trap a signal
whistle, a small knife, a tinderbox, a trophy from a beast
11 Veran, the Fae Sorceress of Shadows
you killed, and a belt pouch containing 80 rupees. 245
12 Onox, the Draconic General of Darkness
13 Vaati, the Wind Sorcerer
14 Majora, the Deceiving Puppeteer
Hylian Guard
15 Bellum, the Swirling Chaos Skill Proficiencies: Athletics, Perception
16 Malladus, the Demon King of Possession Languages: Choose two from Anook, Deku, Gerudo,
You believe what everyone else perceives as reality is nothing Goro, and Zoran
17
but a dream. You seek to find the dreamer and awaken it. Equipment: A military uniform consisting of a tunic,
A minor patron deity of a village which, due to a which can be worn on its own or draped over armor; an
18
misunderstanding, has been abandoned by the villagers. ornamental spear; manacles with a common lock for
No one recognizes the name, but when you begin to explain the restraining a criminal; a signal whistle for alerting other
19
rites and worship involved, listeners become visibly disturbed. guards, and a belt pouch containing 80 rupees. 235 = 20
The gods are a lie. The world needs to see that all so-called (manacles), 100 (lock), 20 (whistle), 85 (pouch), 10
20 (spear)
deities are naught but false beings.

Desert Vagabond Hylian Noble


Skill Proficiencies: Acrobatics, Survival Skill Proficiencies: History, Persuasion
Tool Proficiencies: Choose one from glassworker's Tool Proficiencies: Choose either calligrapher's
tools, jeweler's tools, or any musical instrument supplies or any one musical instrument
Languages: Choose one from Blin, Gerudo, Goro, and Languages: Choose any one
Lizal
Lone Survivor Equipment: Common clothes, 20 feet of hemp rope
tied into a lasso, a mule with a riding saddle and a sack
containing 10 days of Feed, and a belt pouch containing
Skill Proficiencies: History, Survival 30 rupees. -- 229.1 rupees: 80 (mule), 100 (saddle), 10.1
Tool Proficiencies: Choose one artisan tool or one (sack w/feed), 4 (rope), 25 (pouch w/20r)
musical instrument
Languages: Choose one from Anook, Blin, Deku,
Gerudo, Goro, Lizal, and Zoran
Ritualist
Skill Proficiencies: Medicine, Religion
Mountain Hermit Tool Proficiency: Choose one from brewer's supplies,
glassworker's tools, jeweler's tools, painter's supplies,
Mountaineer and weaver's tools
Skill Proficiencies: Athletics, Medicine Languages: Choose one from Ancient, Stal, or Twilit
Special: You have a climb speed equal to your base
walking speed. Scavenger
Pariah Skill Proficiencies: Investigation, Perception
Tool Proficiency: Choose any two from Fishing tackle,
Skill Proficiencies: Insight, Survival prospector's kit, and woodcarver's tools
Tool Proficiencies: Choose one from brewer's
supplies, carpenter's tools, cobbler's tools, fishing tackle,
painter's supplies, potter's supplies, or any musical
Street Performer
instrument Skill Proficiencies: Performance, Sleight of Hand
Languages: Choose any one Tool Proficiency: Choose one musical instrument or
gaming set
Pirate Languages: Choose one from Deku, Gerudo, Goro,
and Zoran
Skill Proficiencies: Athletics, Intimidation
Tools: Choose two from fishing tackle, navigator's kit,
and water vehicles
Yiga Clan
Skill Proficiencies: Arcana, Deception
Postman Tool Proficiencies: Disguise kit
Languages: Ancient
Skill Proficiencies: Sleight of Hand, plus your choice
Equipment: Traveler's clothes, a disguise kit, a mask
of either Animal Handling or Athletics
of the Yiga clan, a small knife, a banana, and a pelt
Tool Proficiencies: Calligrapher's supplies pouch containing 50 rupees.
Languages: Choose one from Anook, Deku, Gerudo,
Goro, and Zoran.

Prospector
Skill Proficiencies: Athletics, Investigation
Tool Proficiency: Prospector's kit, plus one of your
choice from bombsmith's tools and mason's tools

Rancher
Skill Proficiencies: Animal Handling, Athletics
Tool Proficiencies: Choose two from carpenter's
tools, farmer's tools, land vehicles, and taxidermist's kit.
Chapter 4: Feats
Gaining Feats ■ Increase your Constitution score by 1, if doing so
does not exceed your maximum score for that ability.
■ You never need to sleep. You can complete and gain
A feat represents a talent or competence that gives a
the benefits of a long rest while remaining conscious
character extraordinary capabilities. It embodies training,
throughout.
experience, and abilities beyond what a class provides.
■ Magic can't render you unconscious. You otherwise
You must meet any prerequisite specified in a feat to have advantage on any ability checks and saving
take that feat. If you ever lose a feat's prerequisite, you throws made to avoid falling unconscious.
can't use that feat until you regain the prerequisite. For
■ Unless your eyes are damaged, you have no need to
example, a feat might require you to have a Strength of
blink. You have advantage on saving throws to avoid
13 or higher. If your Strength is reduced below 13
being blinded.
somehow—perhaps by a withering curse—you can't
benefit from that feat until your Strength is restored. You
can take each feat only once, unless the feat’s Ambusher
description says otherwise.
There are two main ways to gain a feat, though your You are well-trained in guerilla warfare. You gain the
DM may allow additional options. following benefits:
Gaining a feat at 1st level ■ When you attack a creature that is surprised, you
gain +2 bonus on the attack roll.
At character creation only, you can choose to decrease
■ You add a +2 bonus to your initiative rolls.
four of your ability scores by 1 each to gain a feat of your
■ You can't be surprised while you are conscious.
choice. This sacrifice represents a deficiency in other
■ Other creatures don't gain advantage on attack rolls
areas of your life spent dedicated to training and
experience to master the feat you choose. The scores against you as a result of being hidden from you.
you choose to decrease are subject to two restrictions:
You must choose four different ability scores to Attuned Elemental
decrease, and cannot decrease the same ability score
multiple times. Either through natural talent, practice or preference, you
If you are of a race that grants a bonus of 2 or higher to have a particular fondness for a specific element. You
an ability score, you must choose any or all ability scores gain the following benefits:
that your race increases by more than 1. For example, ■ Increase your Intelligence, Wisdom or Charisma
due to his or her race, a Zora has +2 Wisdom, so if using score by 1.
this option a Zora must choose to decrease Wisdom in ■ Choose 1 damage type other than slashing,
addition to three other ability scores. bludgeoning or piercing. When casting spells, you
Gaining a feat at later levels can change the damage type to the type you
selected. However, any other damage type from
At certain levels, your class gives you the Ability Score
spells or magic items deal half damage.
Improvement feature. You can forgo taking that feature to
take a feat of your choice instead. ■ You gain resistance to your selected damage type. If
you already had resistance to this damage, you gain
immunity instead.
General Feats You can take this feat multiple times, adding the damage
type to the type(s) that don't get their damage halved.

All-Nighter
Climate Resistance
You have mastered an ancient and infamous form of
sleep deprivation. You gain the following benefits: Through repeated and prolonged exposure to either heat
or cold, you have built up a powerful tolerance to
temperature extremes and harsh environments. Your ■ You have advantage on Wisdom (Survival) checks
Constitution score increases by 1, but does not exceed made to track your chosen foe, and any Intelligence
your maximum score for that ability. You also gain one of checks made to recall lore about them.
the following benefits: ■ When you are targeted by an attack from your
■ You have resistance to cold damage. If you already chosen foe, you can use your reaction to impose
have resistance to this damage, you instead gain disadvantage on the attack roll.
immunity. You can easily endure environments of ■ You have a +2 bonus on any saving throw forced on
extreme cold. you by your chosen foe.
■ You have resistance to fire damage. If you already
have resistance to this damage, you instead gain
immunity. You can easily endure environments of
Grappler
extreme heat.
Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in
Evasive Footwork close-quarters grappling. You gain the following benefits:
■ You have advantage on attack rolls against a
Prerequisite: Dexterity 13 or higher creature you are grappling.
You have learned to nimbly weave through melee combat ■ You can use your action to try to pin a creature
without exposing yourself. You gain the following grappled by you. To do so, make another grapple
benefits: check. If you succeed, you and the creature are both
■ The first 5 feet you move on your turn never restrained until the grapple ends.
provokes opportunity attacks.
■ When you use your action to Dash, your movement
does not provoke opportunity attacks until the end of
Hearty
your turn.
Whether through intentional training or pure luck, you
■ When you are hit with a melee attack, you can use
always seem to cling to consciousness even when you
your reaction to move up to your speed without
are at death's door. You gain the following benefits:
provoking opportunity attacks from that creature. If
■ Increase your Constitution score by 1, if doing so
you do so, you cannot move again until after the end
does not exceed your maximum score for that ability.
of your next turn.
■ When you are reduced from full hit points to 0 hit
points, but not killed outright, you are reduced to 1
Fated hit point instead. You must complete a short or long
rest before this feature can be used again.
The gods have already decided your fate. Whenever you ■ When you finish a long rest, you gain temporary hit
finish a long rest, the DM rolls a d20 in secret. Until you points equal to your proficiency bonus plus your
next finish a long rest, anytime you make an ability Constitution modifier.
check, attack roll, or saving throw and the d20 lands on a
2 or a 3, the result is replaced with the result the DM
rolled earlier. You can discern a degree of success or
Hero's Shade
failure for each replaced roll, but never gain knowledge of
Prerequisite: Know or be someone with levels in the
the exact number of your fated roll.
Tunic subclass or who knows tunic techniques.
Through extensive guidance, you have learned the ways
Foe Hunter of the ancient Heroes of Hyrule. You gain the following
benefit:
With study, practice, and perhaps a grudge, you have ■ Choose one ability score. That ability score
learned to excel at tracking and defeating your chosen increases by one.
quarry. Choose a creature type from aberrations, beasts, If you are a Tunic, have learned Tunic Techniques via the
dragons, elementals, fey, fiends, giants, monstrosities, Skirmisher subclass or through this feat once before,
oozes, plants, constructs or undead. You can elect to you gain the following benefit:
instead choose two humanoid races (such as moblins ■ You may learn one extra Tunic technique. Your level
and Lizalfos). You gain the following benefits: still must equal or exceed the number of stamina
■ In the first round of any combat, you have advantage points required to learn the technique, but otherwise
on attack rolls against your chosen foe. it is up to you. If you are a 14th level tunic, you may
learn one extra Heroic technique. You cannot have
both an extra heroic and an extra tunic technique; ■ If you take the use an object action and a roll is
you can only have one or the other. However, you required to activate or use the item, you have
may change this technique whenever you level up. advantage on that roll.
If you are none of the above, you gain the following ■ During a short rest you can sift through your items to
benefits provided you have an instructor: see if they might be applicable to your current
■ You may learn one tunic technique of your choice. situation. If a particular object you possess is key to
Your instructor does not have to know this technique, progressing further, you become aware of its
but they must be at a level where they are able to importance upon finishing your rest, though not
learn the technique they are trying to teach you. Your necessarily how you’re supposed to use it. If none of
level still must equal or exceed the number of your gear is relevant to the task in any readily
stamina points required to learn the technique, but apparent way, you instead gain a +1 bonus to the
otherwise it is up to you. You may change this next roll you make that involves the use of a
technique at every level up, provided your instructor non-magical item. This bonus only applies outside of
is still available to give you a new one. If your combat and expires within an hour if not used.
instructor is a Tunic of 14th level or higher, you may
also learn one heroic technique, which can also be
changed upon level up with the assistance of your
Leaper of Roc
instructor.
You have trained your capability to jump to the extremes.
You may take this feat again, to a maximum of three
You gain the following benefits:
times. However, you can only ever have one heroic
■ Increase your Strength score by 1, if doing so does
technique through this feat.
not exceed your maximum score for that ability.
■ When determining how far or high you can jump,
Impostor your Strength score is doubled. You make every
jump as though you had a running start of 10 feet.
You have developed impeccable mimicry and acting ■ You have advantage on any ability check made to
ability, and gain the following benefits: jump.
■ Increase your Charisma score by 1, if doing so does ■ You can perform a single long jump or high jump in
not exceed your maximum score for that ability. place of your normal movement. This movement still
■ You can mimic the speech of another person or the provokes opportunity attacks, but may enable you to
sounds made by other creatures. You must have ignore difficult terrain or other hazards more easily.
heard the person speaking. or heard the creature ■ While you aren't incapacitated, you have resistance
make the sound, for at least 1 minute. A successful to damage incurred from falling.
Wisdom (Insight) check contested by your Charisma
(Deception) check allows a listener to determine that
the effect is faked.
Magic Container
■ You have advantage on Charisma checks made to
Prerequisite: Spellcasting feature
pass yourself off as a different creature.
You are able to store magic power more efficiently than
■ You gain proficiency with the disguise kit. If you are
others, and gain the following benefits:
already proficient, or later would gain proficiency a
■ Increase your Intelligence, Wisdom or Charisma by
second time, you instead gain expertise with the
1, if it does not exceed your maximum.
disguise kit.
■ When you gain this feat, add half your level (rounded
down) to your magic point maximum. Your magic
Item Master point maximum increases by 1 at every
even-numbered level you gain after this.
Prerequisite: Dexterity 13 or higher, or Proficiency with ■ When you complete a short rest and have 2 or fewer
Sleight of Hand magic points remaining, you regain a number of
You have an innate understanding of the tools at your magic points equal to your proficiency bonus.
disposal and move swiftly enough to switch between
them at a moment’s notice. You gain the following
benefits:
Martial Artist
■ You can take one additional free object interaction on
You have mastered the esoteric art of fighting unarmed.
your turns.
You gain the following benefits:
■ You can roll a d6 in place of the normal damage of
your unarmed strike. This kind of unarmed strike is Neophyte
considered a light weapon for the purpose of
Through heroism, pacts or research, you have gained
two-weapon fighting.
limited magical power. Your magic point maximum
■ You can substitute your Dexterity modifier for your
increases by 2.
Strength modifier on attack and damage rolls with
Choose a Scion subclass. You learn two cantrips of your
unarmed strikes.
choice from that subclass's spell list. In addition, choose
■ When you hit a creature with an unarmed strike on
one 1st-level spell from that same list. You learn that spell
your turn, you can use a bonus action to attempt to
and can cast it at its lowest level by expending 2 magic
grapple the target.
points.
■ When you are unarmed and both of your hands are
Charisma is your spellcasting ability for these spells
free, you add a +1 bonus to your AC.

Medic Night Seer


You have spent many years honing your eyes to perceive
You are trained and knowledgeable in treating injuries on
clearly in darkness or areas of limited vision, and gain the
the field of battle, and other dire situations. You gain the
following benefits:
following benefits:
■ Increase your Wisdom score by 1, if doing so does
■ You gain proficiency in your choice of either the
not exceed your maximum score for that ability.
Medicine skill or the apothecary's kit. If you are
■ You can see in dim light within 60 feet of you as if it
already proficient in both of these, you can instead
were bright light, and in darkness as if it were dim
gain proficiency in any tool of your choice.
light. You can't discern color in darkness, only
■ When you use your action to successfully stabilize a
shades of gray.
dying creature, that creature also regains 1 hit point.
■ You treat any lightly obscured area as if it wasn't
■ When you complete a short rest, you can treat your
obscured.
wounds and those of nearby creatures resting with
■ Other creatures don't gain advantage on attack rolls
you. When an affected creature rolls Hit Dice to
against you as a result of being hidden from you.
restore hit points at the end of this rest, it can add
your Wisdom or Intelligence modifier to the roll
instead of its Constitution modifier. Paragon
Mounted Warrior You have spent countless hours honing your mind or
body to new peaks not often attainable by mere mortals.
Choose one ability score. Your maximum score for your
You are a dangerous foe to face while mounted. While
chosen ability increases by 2.
you are mounted and aren't incapacitated, you gain the
You may take this feat multiple times, but not for the
following benefits:
same ability score.
■ You have advantage on Strength-based melee
attack rolls against any unmounted creature that is
smaller than your mount. Pegasus
■ You can force an attack targeted at your mount to
target you instead, and vice-versa. You are exceptionally swift on your feet. You gain the
■ If your mount is subjected to an effect that allows it to following benefits:
make a saving throw to take only half damage, it ■ Your base walking speed increases by 10 feet.
instead takes no damage if it succeeds on the saving ■ The distance of your long jump increases by 5 feet if
throw, and only half damage if it fails. you have a running start.
■ Any weapon with the reach property gains a bonus ■ When you make a melee attack against a creature,
to attack and damage rolls equal to your proficiency you don't provoke opportunity attacks from that
bonus while on a mount. creature for the rest of the turn, whether you hit or
not.
■ If you use your action to Dash, you can use a bonus
action to make one melee weapon attack or to shove
a creature. If you move at least 10 feet in a straight
line immediately before taking this bonus action, you
can roll one extra damage die for a Strength-based ■ When you make an initiative roll, you can gain
weapon attack if you hit with it, or gain advantage on advantage on it by expending 4 stamina points
the Strength (Athletics) check. before you make the roll.

Perceptive Sheikah Yogi


You are quick to notice details in your environment, and You have mastered ancient Sheikah arts of focus and
analyze visible phenomena with relative ease. You gain self-preservation. You gain the following benefits:
the following benefits: ■ Increase your Constitution or Wisdom score by 1, if
■ Increase your Intelligence or Wisdom score by 1, if doing so does not exceed your maximum score for
doing so does not exceed your maximum score for that ability.
that ability. ■ You have a +2 bonus on all saving throws made to
■ If you can see a creature's mouth while it is speaking maintain concentration, and on saving throws made
a language you understand, you can interpret what against disease.
it's saying by reading its lips. ■ You know the spell Sheikah meditation. As an action,
■ You have a +5 bonus to your passive Wisdom you can cast it on yourself without expending magic
(Perception) and passive Intelligence (Investigation) points. Wisdom is your casting ability for this spell.
scores.
■ You have advantage on sight-based Wisdom
(Perception) and Intelligence (Investigation) checks.
Spellcasting Apprentice
Your magic point maximum increases by 2.
Powerlifter Choose a class and subclass from researcher or sage.
You learn two cantrips of your choice from that subclass's
Prerequisite: Strength 13 or higher spell list. In addition, choose one 1st-level spell from that
You have trained to lift weights and push your physical same list. You learn that spell and can cast it at its lowest
limits. You gain the following benefits: level by expending 2 magic points.
■ Increase your Strength score by 1, if doing so does Your spellcasting ability for these spells depends on the
not exceed your maximum score for that ability. class you chose: Intelligence for researcher, or Wisdom
■ The weight you can push, drag, or lift is doubled. for sage.
Your carrying capacity or encumbrance is similarly
doubled, unless you already benefit from an effect
which doubles it.
Tough as Nails
■ You have advantage on all Strength checks made to
When you gain this feat, all of your Hit Dice increase in
push, drag, or lift objects.
size by one step, and your hit points increase by an
■ You have advantage on all Strength (Athletics)
amount equal to your level. Whenever you gain Hit Dice
checks to avoid being shoved or grappled.
and hit points after this, your newly gained Hit Die is
■ You can use weapons one size larger than yourself
treated as though it was one size larger. You cannot
without disadvantage.
increase a Hit Die above d12.
Normal Enhanced
Reactionary HD HD
d4 d6
Prerequisite: Stamina Meter feature
d6 d8
You have learned how to react faster than most can think,
and this carries over to your combat capabilities. You d8 d10
gain the following benefits: d10 d12
■ Every round you can take one additional reaction by d12 d12
expending 2 stamina points. You can still only take
one readied action each round.
■ When you make a Dexterity saving throw, you can
Trained Warrior
gain advantage on it by expending 2 stamina points
You have trained your physical prowess in a certain
before you make the roll.
manner that changes how you fight. You may learn one
fighting style from the fighter class. If your fighting style
requires stamina points and you do not have this ■ When you gain this feat, add half your level (rounded
subfeature, you may use magic points in their place. down) to your stamina point maximum. Your stamina
point maximum increases by 1 at every
Twilight Shifter ■
even-numbered level you gain after this.
As a bonus action, you can expend 1 stamina point
to take the Dash action.
Prerequisite: Must be a different race than Twili
■ You have advantage on Constitution saving throws
At some point in your past, you touched the Twilight
and ability checks to push your body to the extremes
Realm. It's dark magic seeped into your soul,
of athletic stamina over an abnormally long period of
destabilizing your form and granting you another more
time, such as running a marathon or climbing a
suited to the inhospitable realm. You gain the following
mountain.
benefits:
■ Increase your Constitution or Wisdom score by 1, if
doing so does not exceed your maximum score for Wild Attacker
that ability.
■ When you gain this feat, select any one beast of Prerequisite: Have multiclassed and have got the Extra
challenge rating 1/4 or lower. As an action, you can Attack feature twice
transform into that creature for up to 10 minutes. Your wide range of training has led to you being able to
Your transformation mostly follows the rules of a attack quickly and efficiently. Choose two of the following
druid's wild shape class feature, though you benefits:
additionally acquire the benefits of the spell see ■ You may attack three times, instead of twice, when
invisibility until you revert. You must finish a long rest you take the attack action. If you have already
before transforming again. gained this benefit (though the Brute class or
■ If you are targeted by a spell or effect that would otherwise), you gain an extra attack to a maximum of
forcibly alter your form, you may use your reaction to five attacks.
instead transform into your chosen creature. If you ■ You may cast the spin attack spell with a cost of 4
elect to do so then the duration of your stamina. If you have less than 4 Maximum Stamina,
transformation is determined as normal for the spell you may cast this spell once for free per long rest.
or effect. You cannot use a bonus action to revert if Spin attack has a level equal to the number of
you transform this way and, as per the second attacks your character can make with the attack
feature, must complete a long rest before action. If you can already cast Spin Attack with
transforming again stamina, gain another basic tunic technique.
You may take this feat again, to a maximum of three ■ If you are not suffering from any status effect, melee
times. If you take it multiple times, you gain the following attacks against you can not have advantage.
benefits: ■ You may use your bonus action to make two melee
■ The second time you take this feat, the beast you attacks. You may use this feature a number of times
select can be of challenge rating 1/2. The third time up to your Constitution modifier before needing a
you take this feat, it can be of challenge rating 1. long rest to use this feature again.
■ If you use the second or third feature, the long rest
required to regain access to it only applies to the
form you assumed. For example, if you chose a wolf
Wild Chef
the first time you took this feat and a skulltula the
As accustomed to the road as you are to the kitchen,
second, transforming into the former wouldn’t
you’ve got a lot of experience cooking with unusual
remove your ability to shift into the latter. However,
ingredients. You gain the following benefits:
you must revert to your original form before
■ You gain proficiency with cook’s utensils if you don’t
transforming into one of your other chosen
already have it. Additionally you can use cook’s
creatures.
utensils in place of an apothecary’s kit to brew
potions.
Vessel of Stamina ■ As part of a short rest, you can cook special food,
provided you have access to ingredients and cook’s
Prerequisite: Stamina Meter feature utensils on hand. You can prepare enough of this
You are a paragon of athletic endurance, and gain the food for a number of creatures equal to 4 + your
following benefits: proficiency bonus. At the end of the short rest, any
creature who eats the food and spends one or more
Hit Dice to regain hit points regains an extra 1d6 hit didn't understand, you can reproduce the characters
points. You can cook monster parts in this way, and if or runes you saw.
you do so the food you prepare is safely edible and


restores 1d8 hit points to creatures that consume it.
With one hour of work or when you finish a long rest,
Master of Bombs
you can prepare a number of treats equal to your
Prerequisite: Proficiency with at least one martial weapon
proficiency bonus. These special treats last 8 hours
You gain the following benefits:
after being made. A creature can use a bonus action
■ Increase your Strength or Dexterity score by 1, if
to eat one of those treats to gain temporary hit points
doing so does not exceed your maximum score for
equal to your proficiency bonus. You may choose to
that ability.
use monster parts when making these treats, and if
■ You gain proficiency with bombs, including bombchu
you do creatures that eat those treats gain
and other explosive weapons.
temporary hit points equal to your proficiency bonus
■ On a successful save, creatures take half damage
+1.
from a bomb's explosion.

Whirling Blade Master of Armor


Prerequisite: Extra Attack feature or another feature
You have trained extensively with armor. Choose two of
granting multiple attacks to the attack action
the following benefits. You gain those two benefits.
After much effort and training, you have mastered the
■ Increase your Strength, Dexterity, or Constitution
esoteric martial technique referred to by some as the spin
score by 1, if doing so does not exceed your
attack. You gain the following benefits:
maximum score for that ability.
■ As an action, you can make one melee weapon
■ You gain proficiency with light armor.
attack against any or all creatures within 5 feet of
■ You gain proficiency with medium armor, and with
you. If you hit a swarm with this attack, it does not
shields (but not heavy shields). To choose this
resist the damage you deal.
option, you either must have been proficient with
■ You can expend 3 stamina points or 3 magic points
light armor before you gained this feat, or must gain
to either perform a spin attack, increasing the
proficiency with light armor as one of the two
damage by 1d6 or increasing its range to 10 feet as
benefits from this feat.
if you had taken two actions to cast it.
■ You gain proficiency with heavy armor and all
■ When you use your action to break free from being
shields. To choose this option, you must have been
grappled or restrained, you spin your body in such a
proficient with medium armor before you gained this
way that you gain advantage on any ability check or
feat, or must gain proficiency with medium armor as
saving throw to escape.
one of the two benefits from this feat.
■ While wearing armor, you gain a +1 bonus to your
AC. To choose this option, you must have been
Mastery Feats proficient with heavy armor before you gained this
feat, or must gain proficiency with heavy armor as
Feats in this section primarily grant proficiency. one of the two benefits from this feat.
You can gain this feat multiple times.

Library of Knowledge
Master of Rods
You have studied and retained more book-borne
knowledge than should be humanly possible, and gain You gain the following benefits:
the following benefits: ■ Increase your Intelligence, Wisdom or Charisma
■ Increase your Intelligence score by 1, if doing so score by 1, if doing so does not exceed your
does not exceed your maximum score for that ability. maximum score for that ability.
■ You gain proficiency in any two of the following skills: ■ You gain proficiency with fire rods, ice rods, lightning
Arcana, History, Medicine, Nature, and Religion. You rods, fire staffs, ice staffs, and lightning staffs.
can replace any or all of these skills with proficiency If already proficient in these weapons, you instead gain
in an equal number of tools. the following benefits:
■ You can accurately remember anything you've read
in the past month. Even if it was in a language you
■ You gain a bonus to attack and damage rolls equal ■ If you choose Intelligence, your heightened mental
to half your proficiency bonus rounded down with the resilience also gives advantage on saving throws
rods and staffs you are proficient in. against the charmed and frightened conditions.

Master of Skills Expertise Feats


You gain proficiency with a combination of any three skills The feats in this section primarily grant expertise in at
or tools of your choice. least one tool or skill.

Master of Weapons Aggressor


You gain the following benefits: You are unnaturally eager to take out your aggression on
■ Increase your Strength or Dexterity score by 1, if your enemies, and gain the following benefits:
doing so does not exceed your maximum score for ■ As a bonus action, you can move up to half your
that ability. speed directly towards a hostile creature you can
You may choose one of the following two benefits. see or hear.
■ You gain proficiency with all simple weapons, or any ■ You gain proficiency in the Intimidation skill. If you
combination of four simple or martial weapons of are already proficient, or would gain proficiency a
your choice. second time, you instead gain expertise in
■ Choose one weapon you are proficient with. This Intimidation.
can be a weapon you are already proficient in or one
gained with this feat. You gain a bonus to attack and
damage rolls equal to half your proficiency bonus Beast Kin
rounded down.
You have an unusually strong bond with animals, and can
even converse with them as easily as humanoids
Masterful Musician converse with another. You gain the following benefits:
■ You gain proficiency in the Animal Handling skill. If
Prerequisite: Proficiency in at least one musical you are otherwise proficient, or would later gain
instrument proficiency a second time, you instead gain expertise
Through legendary talent or unending practice, your skill in Animal Handling.
in the art of music is unrivaled. You gain the following ■ You know the speak with animals spell, and can cast
benefits: it without expending magic points.
■ Increase your Charisma score by 1, if doing so does
not exceed your maximum score for that ability.
■ You have expertise in all musical instruments you Expert
are proficient in.
You have trained and studied to be the very best, like no
■ If you make a Charisma (Performance) check
one ever was. Choose one skill or one professional tool
focused around you performing with a musical
in which you are proficient. You gain the following
instrument with which you are proficient, you make
benefits:
the check with advantage.
■ You gain expertise in the skill or tool you chose.
■ When you use a musical instrument to make a living
■ If you choose a professional tool, the Medicine skill,
during a downtime activity, you make double the
or an Intelligence-based skill, increase your
amount of rupees you otherwise would.
Intelligence score by 1 if doing so does not exceed
your maximum score for that ability.
Resilience ■ When you make an ability check with the chosen
skill or tool and the d20 lands on a 1 or 2, you can
Choose one ability score. You gain the following benefits: roll again and use the new result.
■ Increase the chosen ability score by 1, if doing so
does not exceed your maximum score for that ability.
■ You gain proficiency in saving throws using the Masterful Artisan
chosen ability.
Prerequisite: Proficiency with an artisan's tool
Whether by natural talent or exceptional training, you are
abnormally talented with tools. Choose one artisan's tool with a weapon or unarmed strike that has the
with which you are proficient. You gain the following returning property.
benefits: ■ Attacks made by a weapon or unarmed strike that
■ Increase your Intelligence, Wisdom or Charisma has the returning property ignore half cover and
score by 1, if doing so does not exceed your three-quarters cover.
maximum score for that ability.
■ You gain expertise in the chosen tool.
■ When you use your chosen tool to craft an item as a
Ball and Chain Soldier
downtime activity, you make progress per day in 100
Prerequisite: Proficiency with the ball and chain / Ball
rupee increments instead of 50 rupee increments,
and Chain (Variant)
and make double the amount of rupees you
You have trained to notorious levels of skill and power
otherwise would.
with the fearsome weapon known as the ball and chain.
■ When you use your chosen tool to craft an item as a
You gain the following benefits:
downtime activity, you require half the materials at
■ Increase your Strength score by 1, if doing so does
half of the cost than usual.
not exceed your maximum score for that ability.
■ You may use your artisan's tools to work on magic
■ You master wide, sweeping attacks with the ball and
items to repair them. You must be proficient in
chain. When you wield one it has a reach of 10 feet
Arcana to receive this benefit.
instead of 5 feet.
■ If an item has been damaged by rust, fractures, or
■ You can use the weapon's bulk as an improvised
other repairable damage, you can flawlessly repair
shield. While wielding a ball and chain in two hands,
that item as part of a short rest if you have access to
you add a +1 bonus to your AC.
appropriate tools. You can do this even if you aren't
■ If you use your action to throw a ball and chain a
proficient with the appropriate tools.
distance of 20 feet or less, you can maintain a grip
on the chain. While you maintain this grip, you can
Weapon and Shield Feats use your interaction for the turn to hurl the thrown
weapon back to your space. Alternatively, you can
The feats in this section primarily improve your use your normal movement to move to where the
capabilities with a type of weapon or a type of shield with weapon landed. In either case you are considered to
which you are already proficient. be wielding the thrown weapon again.

Bomberman Deft Aegis


Prerequisite: Proficiency with Bombs Prerequisite: Proficiency with shields
■ When you roll a bomb, you may add your Your familiarity with shields allows you to handle them
intelligence or wisdom modifier to the DC of the with an ease others envy. You gain the following benefits:
Bomb's explosion ■ You can don or doff a shield (but not a heavy shield)
■ You may roll a bomb up to 60ft. as if you were drawing or stowing a weapon, rather
■ You may roll a bomb into the space occupied by a than as an action.
large or larger creature. ■ You can hold or grasp an item with an arm that's
■ Creatures occupying the same space as a bomb wearing a shield (but not a heavy shield). You can't
have disadvantage on their save against the bomb. make attacks using anything you're grasping with
this arm.

Boomeranger ■ When making ranged attacks using a one-handed


weapon and wearing a shield (but not a heavy
shield), you are considered to have a hand free for
You gain the following benefits when you throw a weapon
the purposes of both the Ammunition and Loading
or make an unarmed strike with the returning property:
weapon properties.
■ The weapon returns to you even if you hit your
■ You know just how to maneuver your shield to help
target.
you in sticky situations. Whenever you make an
■ There are no space requirements. The weapon
ability score contest to avoid being shoved or
returns to you even if there are obstructions near the
grappled, you may use your reaction to move your
target.
shield in the way, adding a +2 bonus to the check.
■ Being within 5 feet of a hostile creature doesn't
impose disadvantage on your ranged attack rolls
Dual-Wielding Ace modifier. Once you have used this feature up, you
must finish a long rest before you can do it again. If
your Strength is 20 or higher, you may do this an
You have mastered the art of two-weapon fighting. You
unlimited number of times.
gain the following benefits while you wield a separate
You may take this feat twice, though not the same
weapon in each hand:
weapon path.
■ You gain a +1 bonus to your AC.
■ You can add your ability modifier to the damage of
the attack you make as a bonus action. Man-at-Arms
■ When you use the Attack action and land a critical hit
with at least one attack, you gain advantage on the You have extensively trained with many weapons, to the
attack roll you make as a bonus action from point where you know how to use a weapon property it
two-weapon fighting. normally wouldn't have. You gain the following benefits:
■ Increase your Strength or Dexterity by 1.

Weapon Specialist ■ Unless it has the ammunition or light property, any


weapon you wield gains one of the following
properties: Versatile (increase the weapon's damage
Prerequisite: Proficiency with simple and martial melee
die by one stage while two-handing, 1d4 -> 1d6 ->
weapons
1d8, etc.), finesse, dire or thrown (30/60) (You may
You are at your best when you know your weapon.
use the returning property if the weapon is curved in
Choose one of the following set of benefits based on your
any way, such as a scimitar or a battleaxe). You are
chosen weapon:
the only one who gains this benefit. You cannot use
One Handed:
the finesse or returning property on a heavy weapon,
■ All One-Handed weapons you wield have their
or the versatile property on a two-handed weapon.
damage dice split into two smaller dice. For
example, if you are wielding a weapon that deals
1d8 damage, it becomes 2d4 damage instead. Perfect Guard
Weapons with the versatile property gain this benefit
as well. You do not gain this benefit if a One-Handed Prerequisite: Dexterity 13 or higher; or Proficiency with
weapon deals 1d4 damage. shields
■ You can utilize the versatile properties of a weapon While you are wielding a finesse weapon, heavy weapon
even if you are wielding a shield. or a shield with which you are proficient and another
■ You may use your action to use your attack action to creature hits you with a weapon attack, you can use your
make 2 attacks using one attack action. You must reaction to add your proficiency bonus to your AC for that
finish a long rest before using this feature again. attack, potentially causing it to miss you.
■ On a critical hit, you may choose to make an attack If you use this reaction against a ranged weapon attack
that throws your weight into the opponent. The and the attack misses you, you can redirect the attack
opponent must make a Strength saving throw or be back at who sent it as part of this same reaction. Make a
knocked prone. if they are capable, they begin to ranged attack roll against the target, adding your
bleed profusely, taking 1d4 necrotic damage at the Dexterity bonus but not your proficiency modifier. On a
start of their next 3 turns. Once this feature is used, hit, damage for the attack is rolled as normal, using the
you must finish a long rest before using it again. original attacker's ability modifiers and features.
Two-Handed:
■ All Two-Handed weapons you wield have their
damage dice split in half. For example, if wielding a
Titan Fighter
weapon that deals 2d6 damage, it deals 3d4 Prerequisite: Small or Medium size, and 13 Strength or
damage instead. higher
■ When you make an attack roll with a Two-Handed You've trained extensively to battle with weapons built for
weapon, you may choose to put all of your weight creatures larger than you. Regardless of your size, you
into your attack. In exchange for taking disadvantage gain the following benefit:
on the attack roll, you may choose to deal an extra ■ Your Strength score increases by 1, if doing so does
1d4 damage. You cannot use this feature more than not exceed your maximum score for that ability.
once in one turn. If you are Small, you gain the following benefits:
■ You may swing a Two-Handed weapon one handed ■ You can wield weapons as if you were of Medium
an amount of times equal to your Constitution size.
■ Your size is considered Medium for the purpose of
grappling.
If you are Medium, you instead only gain the following
benefit:
■ You can wield unusually sized weapons as if your
size was Large.

Iron Knuckle
Prerequisite: Proficiency with gauntlets, heavy
gauntlets, clawed gloves and/or Lizal gauntlet
Your metal gauntlets and your fist are almost as one. In
your time using them, you've learned to hit harder and
get hit less.
■ While wielding a Glove or Gauntlet weapon, your
damage die increases by one stage.
■ If wielding two gauntlets, you may wield these
weapons even if they are not light, and you may add
your ability modifier to the damage of the second
attack.
■ Your AC increases by +1 for each gauntlet you wear.
■ You can wield weapons while wearing gauntlets,
provided they do not possess the finesse or light
properties and do not require ammunition.
■ When attacked, you may choose to enter a guard
stance until the end of your next turn. If a melee
attack from an enemy does not exceed your AC or
enemy enters your range, you may make one attack
against them. If an enemy exceeds your AC, your
stance ends.
Chapter 4: Spellcasting & Spells

In Hyrule, player-characters gain a certain amount of Stamina Points


stamina points or magic points per level. The type and
amount gained vary depending on the class in which the Stamina points are used mainly to make called shots, for
character is gaining a level. certain class features, and for a few magic items. Of the
base classes, only fighters and opportunists gain stamina
As with hit points, a character's current points can be
points.
any number from the character's point maximum down to
Any character with stamina points can expend them in
0.
place of magic points. Doing so simply requires
expending 1 stamina point for every 1 magic point that
Magic Points would need to be expended. Any stamina points used in
this way do not replenish until the character completes a
Magic points are used primarily to cast spells, and long rest. Otherwise, stamina points are fully replenished
replace spell slots in this setting. Casting a spell normally upon completing a short rest.
requires the expenditure of a specific number of magic
points. (See the adjacent table.)
Initially, casting a spell requires expending a number of Maximum Spell Level
points equal to 1 + spell level. From 3rd level spells up, it
requires 2 + spell level. From 6th level spells up, it Regardless of your class or spell list, you can never learn
requires 3 + spell level. a spell with a level that exceeds your maximum spell
A character can cast a spell at a higher level than normal level. Determine your maximum spell level as follows:
by expending additional magic points. For example, Maximum Level = (Spellcaster Level + 1) / 2
casting magic missile, a 1st-level spell, normally costs 2 You determine your spellcaster level by adding together
magic points. It can be cast as a 3rd level spell, all your levels in the researcher and sage classes, and
improving its damage output, by expending the magic half your levels (rounded down) in the scion class. You
points needed to cast a 3rd level spell—which is 5 magic add half your levels (rounded down) in the opportunist
points. class, but only if you are of the Garo subclass. You add
Spells of 6th level and higher are particularly taxing to half your levels (rounded down) in the fighter class, but
cast. Once a character casts a spell of 6th, 7th, 8th, or only if you are of the spellsword subclass.
9th level, the character cannot cast a spell of that level Spellcaster Level Max Spell Level
again until after completing a long rest, even if there are 1 1st
magic points to spare. 3 2nd
Magic points are fully restored after a long rest. Some 5 3rd
class features and magic items can restore magic points. 7 4th
Spell Level Magic Cost
9 5th
1st 2
11 6th
2nd 3
13 7th
3rd 5
15 8th
4th 6
17 9th
5th 7

Spell List
6th 9
7th 10
8th 11 Researchers and sages each have a base spell list
9th 12 provided by their class, and an expanded spell list
provided by a subclass.
Although scions all cast spells, a scion's spell list is Disarm Faithful Hound
almost completely dependent upon its subclass. Fairy Freedom of Movement
Opportunists and fighters can only gain spellcasting Find Steed Gravity Hammer
capability and a spell list upon gaining a certain subclass.
Lesser Restoration Hands of Elements
To easily find the spell list for a given class and subclass,
click the arrow or diamond next to the subclass's name in Locate Animals or Plants Locate Creature
the following table. Locate Object Private Sanctum
Spellsword Spells Arcane Crush Nightmare Secret Chest
Cantrips (0 Level) Blade Blend Overcompensated Weaponry Hylian Shield
Arc burning hands Pass Without Trace Wall of Fire
Aqua Push conjure spirit wolf Pictograph
Arcane Bolt Cure Wounds Quicksand 5th Level
Aura of Blades Dark Dive Scorcher Ballista Kinesis
Brutal Blade Earth Barrier Scorching Ray Banishing Smite
Create Bonfire Earth Tremor See Invisibility Blinding Flash
Cryonis Expeditious Retreat Somaria Swift Quiver
Descent Feather Fall Whirlwind Strike Commune with Nature
Elemental Edge Fellhammer Conjure Volley
Flare Counter Find Familiar 3rd Level Control Winds
Fire Bolt Flurry Blinding Smite Dream
Firebrand Ganon's Fist Conjure Barrage Fire Volley
Fiery Disengage Identify Counterspell Forceful Smite
Gust Infinite Pockets Create Food and Water Legend Lore
Ice Blade Jump Daylight Mass Cure Wounds
Light Longstrider Dispel Magic Steel Wind Strike
Lightning Orb Mage Armor Fire Swing Swirling Storm
Lightning Lure Magnesis Flame Arrows Teleportation Circle
Mage Hand Protection from Evil and Good Frigid Smite Water Volley
Magical Blade Remote Bomb Glyph of Warding Wave of Obliteration
Magic Stone Sanctuary Ice Spear
Mending Shield Lightning arrow Garo
Power Beam Speak with Animals Lightning bolt Cantrip (0 Level)
Prestidigitation Spin Attack Nondetection Flare Counter
Produce Flame Stone Bolt Phantom Steed Fiery Disengage
Pyrokinesis Sword Split Sending Pyrokinesis
Ray of Frost Volatile Vortex Spellbreaking smite Uncanny Outfitting
Resistance Witch Bolt Teleport slash
Shocking Grasp Tongue 1st Level
Static Strike 2nd Level Warrior's Weapon Alarm
Uncanny Outfitting Alter Self Beguile Person
Weapon Shift Barkskin 4th Level Bestial Empowerment
Wind Strike Branding Smite Aura of Victory Blade Blend
Chromatic Weapon Banishment Color Spray
1st Level Continual Flame Blade Bane Comprehend Languages
Air Wave Cordon of Arrows Control Water Dark Dive
Alter Object Dancing Rune Weapon Death Ward Disguise Self
Animal Friendship Darkvision Dowse Location Expeditious Retreat
Feather Fall Dispel Magic Blazing Slash Shocking Bolt
Fog Cloud Fade Bolt of Time Shocking Grasp
Hideous Laughter Fear Bounding Flame Soul Drain
Jump Fire Swing Chill Touch Spare the Dying
Longstrider Fireball Clothes Beam Static Strike
Remote Bomb Glitterdust Control Flames Sword Burst
Shield Glyph of Warding Create Bonfire Sylvanism
Silent Image Haste Cryonis Thaumaturgy
Sleep Hypnotic Pattern Dancing Lights Thorn Whip
Snare Nondetection Death Bolt Touch Wind
Sword Split Spellbreaking Smite Death Blade Twilight Blast
Death Sight Unholy Flame
2nd Level 4th Level Devilish Charm Venomous Spit
Acid Arrow Arcane Eye Eldritch Blast Weave Shadows
Alter Self Black Tentacles Elemental Sdge
Blur Charm Monster Ember Strike 1st Level
Darkness Dowse Location Emberbolt Absorb Elements
Darkvision Greater Invisibility Flame Shot Arcane Crush
Dead Man's Volley Lava Line Floating Figment Arcane Mark
Disarm Locate Creature Fire Bolt Burning Hands
Earthbind Secret Chest Firebrand Catapult
Find Traps Splitting Orb Fiery Disengage Cause Fear
Flame Blade Wall of Fire Furious Charge Ceremony
Gust of Wind Ghostly Hands Chromatic Orb
Invisibility 5th Level Gust Command
Knock Arcane Hand Holy Blade Comprehend Languages
Locate Object Blinding Flash Ice Blade Create or Destroy Water
Magic Weapon Chromatic Explosion Light Desecrate Weapon
Mirror Image Contagion Lullaby Detect Evil and Good
Misty Step Control Person Magical Blade Detect Magic
Nightmare Far Step Message Disguise Self
Pass Without Trace Mislead Minor Illusion Elemental Armor
Phantasmal Force Seeming Minor Ward Endure Elements
Phantom Laughter Steel Wind Strike Moonbeam Bolt Ensnaring Strike
Poof Stun Monster Necrotic Glare Entangle
Pursuers Wall of Force Nightly Terrors Expeditious Retreat
Scorching Ray Phantasmal Notebook Faerie Fire
See Invisibility Researcher Poison Spray Feather Fall
Shadow Blade Occultist Power Beam Flurry
Silence Cantrip (0 Level) Prestidigitation Gift of Alacrity
Stun Person Acid Splash Produce Flame Glacial Crash
Tractor Cannon Arcane Bolt Psychic Attack Grease
Arrow of Dusk Radiant Lance Guiding Bolt
3rd Level Astral Light Razor Tome Hellish Rebuke
Counterspell Bardcraft Sacred Flame Identify
Dark Transport Blastbolt Shape Water Illusory Script
Infinite Pockets Knock Remove Curse 5th Level
Inflict Wounds Light Binding Rift Astral Entity
Mage Armor Locate Object Rhyme Animate Objects
Magic Missile Needle Hex Scout Arcane Hand
Mental Bindings Moonbeam Searing Blow Banishing Smite
Notes of Lesser Death Phantasmal Force Sensory Field Clinding Flash
Petal Glide Pictograph Slashing Darkness Chromatic Explosion
Protection from Evil and Good Pulling Shade Speak with Dead Contact Other Plane
Purify Food and Drink Pursuers Speak with Images Dawn
Sanctuary See Invisibility Speak with Skull Dispel Evil and Good
Searing Smite Shadow Blade Tiny Hut Control Person
Shadow Spray Shield of Honor Tiny Servant Eldritch Strike
Shield Skywrite Tongues Far Step
Shield of Faith Split Write Contract Final Move
Silent Image Sticky Spellbook Holy Weapon
Sleep Stun Person 4th Level Legend Lore
Snare Suggestion Abyssal Invocation Mislead
Tale of a Million Nights Void Rupture Arcane Eye Modify Memory
Transfer Pain Wood Shape Arcane Storage Moonblast
Unseen Servant Blade Bane Reincarnate
Venomous Ray 3rd Level Black Tentacles Sphere of Simulated Antimagic
Volatile Vortex Arcane Explosion Charm Monster Stun Monster
Witch Bolt Bura of Embers Dimension Door Teleportation Circle
Wrathful Smite Bestow Curse Divine Power Wall of Light
Blink Dowse Location War Song
2nd Level Bonesword Elemental Bane Wave of Obliteration
Alter Size Chorus of Awe Fabricate
Alter Terrain Chorus of Destruction Faithful Hound 6th Level
Analyze Item Conceal Item Fog from the Void Aura of Invisibility
Barkskin Counterspell Hands of Elements Antilife Shell
Blur Create Food and Water Hallucinatory Terrain Bone Telling
Bone Lore Curse Weapon Leafify Channel Divinity
Brambles Dark Flare Light Beam Circle of Death
Dark Force Dispel Magic Locate Creature Irresistible Dance
Dead Man's Volley Fire Swing Moonburst Magic Talisman
Eldritch Blade Fool's Speech Sickening Radiance Misty Gate
Explosive Touch Gaseous Form Splitting Orb Primordial Ward
Faithful Dead Haste Steal Voice Scatter
Fiendish Claws Hypnotic Pattern Swiftbolt Solar/Lunar Blast
Find Traps Lesser Purge Touched by the Sun Soul Cage
Flame Blade Lunar Serenity Twin Bolts of Demonfire Sunbeam
Flame Spiral Major Image Vitriolic Sphere Transport via Plants
Flaming Sphere Nondetection Wall of Tentacles True Seeing
Heat Metal Orb of Discord Warping Step Wall of Thorns
Heat Shot Phantom Steed Woeful Stab
Impart Knowledge Razor Leaf Zone of Power
7th Level Shapechange 1st Level 2nd Level
Animate Plants Soul Strike Absorb Elements Analyze Item
Arcane Sword True Annihilation Alarm Arcane Lock
Breath of Malice Warsong Alter Object Arcanist's Magic Aura
Forcecage Arcane Arrow Blur
Infernal Binding Technomancer Arcane Crush Continual Flame
Last Laugh Cantrip (0 Level) Broken Ward Darkvision
Power Word Pacify Acid Splash Catapult Dead Man's Volley
Power Word Pain Blade Ward Clear Thought Earthbind
Project Image Clothes Beam Color Spray Enhance Ability
Quincy's Investiture Create Bonfire Comprehend Languages Explosive Touch
Symbol Cryonis Create or Destroy Water Find Traps
Teleport Dancing Lights Detect Magic Flame Blade
Temple of the Gods Descent Detect Weapons Gentle Repose
Waves of Exhaustion Forceful Hand Disguise Self Impart Knowledge
Wild Winds of Chaos Green-Flame Blade Earth Tremor Invisibility
Withering Destruction Gust Endure Elements Knock
Homing Needles Ensnaring Strike Lethal Weapons
8th Level Light Expeditious Retreat Locate Object
Antimagic Field Lightning Field Feather Fall Magic Mouth
Blasting Bolt Lightning Lure Floating Disk Magic Weapon
Demiplane Lightning Orb Fog Cloud Misty Step
Control Monster Mage Hand Grease Pictograph
Eclipse Magi Mine Identify Protection from Arrows
Feeblemind Magic Stone Illusory Script Pulling Shade
Fusion Mending Jump Pyrotechnics
Greed Minor Ward Longstrider See Invisibility
Holy Aura Mold Earth Mage Armor Silence
Horrid Wilting Phantasmal Notebook Magic Missile Skywrite
Kraken's Tentacle Power Beam Magnesis Spider Climb
Maddening Darkness Prestidigitation Magnet Orb Stun Person
Power Word Stun Produce Flame Protective Barrier Sun Strike
Protection from Spells Psychic Attack Purify Food and Drink Tractor Cannon
Soul Bomb Push Remote Bomb Web
Star Fire Radiant Lance Sanctuary
Sunburst Razor Tome Shield 3rd Level
Telepathy Resistance Shield of Faith Arcane Explosion
Touch of the Void Shape Water Silent Image Aura of Embers
Shocking Grasp Sleep Blink
9th Level Spark Shower Spin Attack Clairvoyance
Calamitous Strike Step Up Unseen Servant Conceal Item
Hallowed Lances Sword Burst Zephyr Strike Conjure Barrage
Imprisonment True Strike Counterspell
Psychic Scream Uncanny Outfitting Create Food and Water
Power Word Heal Weapon Shift Dispel Magic
Power Word Kill Fade
Flame Arrows Conjure Volley 8th Level Prestidigitation
Gaseous Form Creation Antimagic Field Primal Savagery
Glitterdust Legend Lore Demiplane Produce Flame
Glyph of Warding Mislead Gravity Surge Psychic Attack
Haste Passwall Mass Blade Bane Push
Hypnotic Pattern Seeming Maze Razor Tome
Lightning Arrow Sphere of Simulated Antimagic Mind Blank Shape Water
Magic Vestment Steel Wind Strike Power Word Stun Spare the Dying
Major Image Stone Drill Sunburst Sylvanism
Nondetection Stun Monster Telepathy Venomous Spit
Protection from Energy Swift Quiver Vicious Mockery
Sending Synaptic Static 9th Level
Sensory Field Telekinesis Calamitous Strike 1st Level
Slow Telepathic Bond Gate Absorb Elements
Tiny Servant Teleportation Circle Hallowed Lances Beguile Person
Tongues Transmute Rock Imprisonment Catapult
Water Breathing Wall of Force Psychic Scream Cause Fear
Wall of Stone Power Word Kill Ceremony
4th Level Time Stop Clear Thought
Arcane Eye 6th Level Color Spray
Arcane Storage Aura of Invisibility Witch Command
Banishment Blade Barrier Cantrip (0 Level) Comprehend Languages
Control Water Bones of the Earth Acid Splash Conjure Marionettes
Death Ward Find the Path Blade of Grass Create or Destroy Water
Dimension Door Globe of Invulnerability Bounding Flame Cure Wounds
Dowse Location Instant Summons Friends Detect Magic
Echoes Ironwood Chill Touch Detect Poison and Disease
Fabricate Magic Talisman Clothes Beam Disguise Self
Freedom of Movement Misty Gate Create Bonfire Earth Tremor
Gravity Hammer Move Earth Cryonis Endure Elements
Greater Invisibility Programmed Illusion Dancing Lights Entangle
Hylian Shield True Seeing Flavor Blast Expeditious Retreat
Illumination Wind Walk Floating Figment Faerie Fire
Locate Creature Woeful Stab Forceful Hand False Life
Private Sanctum Word of Recall Gust Feather Fall
Resilient Sphere Infestation Find Familiar
Secret Chest 7th Level Light Fog Cloud
Sentinel Arcane Sword Mage Hand Ganon's Fist
Sheikah Meditation Fantastic Arcane Contraption Magic Stone Goodberry
Stone Shape Forcecage Mending Grease
Warping Step Project image Message Hex
Reverse gravity Minor Illusion Hideous Laughter
5th Level Sequester Mold Earth Identify
Arcane Hand Symbol Nature's Ward Illusory Script
Ballista Kinesis Teleport Nightly Terrors Hump
Blinding Flash Phantasmal Notebook Lesser Confusion
Longstrider Magic Mouth Nondetection 5th Level
Mage Armor Mirror Image Razor Leaf Animate Objects
Mental Bindings Misty Step Remove Curse Blinding Flash
Nurture Moonbeam Sending Cloudkill
Petal Glide Needle Hex Speak with Dead Contact Other Plane
Purify Food and Drink Phantasmal Force Speak with Images Contagion
Shield Putrefy Food Stinking Cloud Control Person
Silent Image Quicksand Tiny Hut Earthen Prison
Sleep Ray of Enfeeblement Tiny Servant Final Move
Speak with Animals Rope Trick Tongues Flesh to Jelly
transfer Pain See Invisibility Wall of Sand Geas
Tree Silence Water Breathing Greater Restoration
Unseen Servant Skywrite Immolation
Venomous Ray Spider Climb 4th Level Insect Plague
Witch Bolt Split Abyssal Invocation Legend Lore
Sticky Spellbook Arcane Storage Maelstrom
2nd Level Stun Person Black Tentacles Mislead
Alter Self Suggestion Blight Modify Memory
Alter Size Vengeful Roots Charm Monster Reincarnate
Alter Terrain Web Compulsion Scrying
Analyze Item Wood Shape Corrosive Aura Seeming
Animal Conduit Death Ward Sphere of Simulated Antimagic
Animal Messenger 3rd Level Dimension Door Stun Monster
Arcanist's Magic Aura Animate Dead Dowse Location Synaptic Static
Augury Bestow Curse Elemental Bane Telekinesis
Barkskin Catnap Fabricate Telepathic Bond
Blindness/Deafness Clairvoyance Faithful Hound Teleportation Circle
Blood Boiling Cobra's Spit Giant Insect Temporal Shunt
Blur Counterspell Greater Invisibility
Bone Lore Create Food and Water Hands of Elements 6th Level
Brambles Curse Weapon Hallucinatory Terrain Aura of Invisibility
Continual Flame Dispel Magic Life Drain Bone Telling
Darkvision Enemies Abound Locate Creature Circle of Death
Dead Man's Volley Fade Polymorph Eyebite
Detect Thoughts Fear Private Sanctum Flesh to Stone
Earthbind Feign Death Secret Chest Heroes' Feast
Enhance Ability Fly Splitting Orb Ironwood
Faithful Dead Fool's Speech Steal Voice Irresistible Dance
Impart Knowledge Gaseous Form Stone Shape Mass Suggestion
Invisibility Glyph of Warding Stoneskin Mental Prison
Knock Hypnotic Pattern Wall of Tentacles Programmed Illusion
Lesser Restoration Lunar Serenity Warping Step Soul Cage
Locate Animals or Plants Major Image True Seeing
Locate Object Meld into Stone Wall of Thorns
7th Level Clothes Beam Chromatic Orb Earthen Grasp
Animate Plants Control Flames Clear Thought Explosive Touch
Forcecage Create Bonfire Color Spray Flame Blade
Last Laugh Cryonis Command Flame Charge
Mergewall Dancing Lights Comprehend Languages Flame Spiral
Power Word Pacify Earth Spike Create or Destroy Water Flaming Sphere
Power Word Pain Elemental Edge Dark Dive Gust of Wind
Project Image Emberbolt Detect Magic Heat Metal
Teleport Ember Strike Disguise Self Heat Shot
Waves of Exhaustion Fiery Disengage Earth Tremor Impart Knowledge
Withering Destruction Fire Bolt Elemental Armor Invisibility
Firebrand Endure Elements Knock
8th Level Flame Shot Expeditious Retreat Magic Mouth
Air Removal Flare Counter Feather Fall Mirror Image
Animal Shapes Floating Figment Floor of Ice Misty Step
Antimagic Field Forceful Hand Fog Cloud Poof
Control Monster Frostbite Frostwave Scorcher
Demiplane Gust Ganon's Fist Scorching Ray
Feeblemind Ice Blade Glacial Crash See Invisibility
Fusion Ice Shards Grease Serac
Greed Light Hellish Rebuke Silence
Horrid Wilting Lightning Field Ice Knife Skywrite
Illusory Dragon Lightning Lure Ice Wave Snowball Swarm
Mind Blank Lightning Orb Identify Split
Power Word Stun Mage Hand Illusory Script Stun Person
Soul Bomb Magical Blade Infinite Pockets Tile of Fire
Telepathy Magic Stone Jump Tractor Cannon
Mold Earth Longstrider Warding Wind
9th Level Phantasmal Notebook Mage Armor
Mass Polymorph Prestidigitation Purify Food and Drink 3rd Level
Power Word Kill Produce Flame Shield Aura of Embers
Psychic Scream Psychic Attack Shield of Faith Blink
Shapechange Push Silent Image Call Lightning
True Polymorph Pyrokinesis Sleep Conceal Item
Ultimate Earth Spikes Ray of Frost Unseen Servant Counterspell
Weird Razor Tome Dark Flare
Shape Water 2nd Level Dispel Magic
Wizzrobe Shocking Bolt Acid Arrow Elemental Weapon
Cantrip (0 Level) Shocking Grasp Analyze Item Fade
acid Splash Spark Shower Arcanist's Magic Aura Fear
Air Slash Blur Fireball
Aqua Push 1st Level Chromatic Weapon Fire Swing
Arc Absorb Elements Continual Flame Flame Arrows
Blastbolt Burning Hands Darkvision Fly
Blazing Slash Catapult Dead Man's Volley Frostball
Bounding Flame Cause Fear Earthbind Gaseous Form
Glacial Pass Maelstrom 8th Level Stonefists
Glyph of Warding Mislead Antimagic Field Summon Instrument
Hypnotic Pattern Seeming Blasting Bolt Thaumaturgy
Ice Spear Sphere of Simulated Antimagic Control Weather Weapon Shift
Lightning Arrow Stun Monster Darunia's Explosive Boulder
Lightning Bolt Swirling Storm Demiplane 1st Level
Magic Vestment Telekinesis Earthquake Absorb Elements
Major Image Telepathic Bond Incendiary Cloud Alarm
Protection from Energy Teleportation Circle Mind Blank Ceremony
Sending Temporal Shunt Polar Ray Chromatic Orb
Sleet Storm Wall of Force Power Word Stun Clear Thought
Tongues Water Volley Star Fire Comprehend Languages
Vampiric Touch Wave of Obliteration Telepathy Cure Wounds
Wall of Water Tornado Cemand Duel
Water Breathing 6th Level Tsunami Detect Evil and Good
Water Walk Aura of Invisibility Detect Magic
Wind Wall Chain Lightning 9th Level Detect Poison and Disease
Disintegrate Bombos Earth Barrier
4th Level Freezing Sphere Power Word Kill Earth Tremor
Arcane Storage Investiture of Flame Prismatic Wall Endure Elements
Control Water Investiture of Ice Psychic Scream Entangle
Dimension Door Investiture of Wind Soul Strike Grease
Elemental Bane Misty Gate Storm of Vengeance Healing Word
Enspell Primordial Ward Ultimate Earth Spikes Inflict Wounds
Fire Shield Programmed Illusion Wildfire Magnesis
Greater Invisibility Scatter Magnet Orb
Hallucinatory Terrain Sympathetic Vibrations Sage Protection from Evil and Good
Ice Storm True Seeing Earth Purify Food and Drink
Lava Line Wall of Ice Cantrip (0 Level) Sanctuary
Private Sanctum Zone of Power Acid splash Shield
Splitting Orb Blade Ward Shield of Faith
Stone Shape 7th Level Chill Touch Silent Image
Swiftbolt Breath of Malice Descent
Vitriolic Sphere Delayed Blast Fireball Earth Spike 2nd Level
Wall of Fire Firestorm Elemental Edge Aid
Prismatic Spray Furious Charge Augury
5th Level Project Image Guidance Barkskin
Chromatic Explosion Quincy's Investiture Light Blindness/Deafness
Cone of Cold Teleport Magic Stone Calm Emotions
Control Winds Thunder Mending Chromatic Weapon
Drowning Waves of Exhaustion Message Continual Flame
Fallen Meteor Whirlwind Minor Ward Darkness
Far Step Wild Winds of Chaos Mold Earth Darkvision
Fire Volley Withering Destruction Precipice Blade Dead Man's Volley
Immolation Resistance Dust Devil
Legend Lore Spare the Dying Earthbind
Earthen Grasp Divination Magic Talisman Ember Strike
Enhance Ability Divine Power Move Earth Fiery Disengage
Gentle Repose Dowse Location Programmed Illusion Firebrand
Heat Shot Gravity Hammer Word of Recall Flame Shot
Impart Knowledge Greater Invisibility Zone of Power Flare Counter
Invisibility Hallucinatory Terrain Furious Charge
Lesser Restoration Hands of Elements 7th Level Green-Flame Blade
Magic Mouth Locate Creature Divine Word Guidance
Mind Spike Private Sanctum Mirage Arcane Light
Prayer of Healing Sentinel Power Word Pain Message
Protection from Arrows Stone Shape Project Image Minor Ward
Quicksand Stoneskin Regenerate Precipice Blade
See Invisibility Stone Sphere Resurrection Produce Flame
Silence Stone Tell Sequester Pyrokinesis
Somaria Teleport Resistance
Spike Growth 5th Level Waves of Exhaustion Sacred Flame
Spiritual Weapon Animate Objects Spare The Dying
Warding Bond Circle of Magic Resistance 8th Level Step Up
Contact Other Plane Antimagic Field Summon Instrument
3rd Level Dispel Evil and Good Darunia's Explosive Boulder Thaumaturgy
Animate Dead Disrupting Weapon Earthquake Weapon Shift
Bestow Curse Dream Gravity Surge
Clairvoyance Earthen Prison Holy Aura 1st Level
Create Food and Water Greater Restoration Mighty Fortress Absorb Elements
Dispel Magic Hallow Nayru's Love Alarm
Erupting Earth Iron Flesh Protection from Spells Blaze Of Wrath
Mass Healing Word Mass Cure Wounds Telepathy Broken Ward
Meld Into Stone Passwall Burning Hands
Nondetection Raise Dead 9th Level Ceremony
Phantom Steed Scrying Gate Chromatic Orb
Protection from Energy Skill Empowerment Imprisonment Cure Wounds
Remove Curse Sphere of Simulated Antimagic Mass Heal Demand Duel
Revivify tone Drill Power Word Heal Detect Evil And Good
Sending Telepathic Bond Prismatic Wall Detect Magic
Slow Teleportation Circle Time Stop Elemental Armor
Speak with Dead Transmute Rock True Resurrection Endure Elements
Stinking Cloud Wall of Stone Ultimate Earth Spikes Faerie Fire
Tiny Hut Wish Fellhammer
Tongues 6th Level Flame Tongue
Wall of Sand Bones of The Earth Fire Healing Word
Flesh To Stone Cantrip (0 Level) Inflict Wounds
4th Level Forbiddance Bounding Flame Longstrider
Arcane Storage Harm Control Flames Power Within
Banishment Heal Create Bonfire Protection From Evil And Good
Corrosive Aura Intense Transformation Elemental Edge Purify Food And Drink
Death Ward Investiture Of Stone Emberbolt Sanctuary
Shield Nondetection Scrying Ultimate Earth Spikes
Shield Of Faith Protection from Energy Skill Empowerment Wildfire
Transfer Pain Remove Curse Sphere of Simulated Antimagic Wish
Revivify Telepathic Bond
2nd Level Sending Teleportation Circle Forest
Aid Speak with Dead Cantrip (0 Level)
Augury Spirit Guardians 6th Level Blade of Grass
Chromatic Weapon Tiny Hut Find the Path Create Bonfire
Continual Flame Tongues Forbiddance Druidcraft
Darkvision Harm Elemental Edge
Enhance Ability 4th Level Heal Guidance
Explosive Touch Arcane Storage Intense Transformation Infestation
Find Traps Banishment Investiture of Flame Light
Flame Blade Death Ward Magic Talisman Mending
Flame Charge Divination Primordial Ward Message
Flame Spiral Divine Power True Seeing Minor Ward
Gentle Repose Dowse Location Word of Recall Nature's Ward
Heat Metal Fire Shield Zone of Power Primal Savagery
Heat Shot Freedom of Movement Resistance
Impart Knowledge Hands of Elements 7th Level Shillelagh
Knock Hylian Shield Divine Word Spare the Dying
Lesser Restoration Incinerating Impacts Firestorm Summon Instrument
Magic Mouth Lava Burst Regenerate Thaumaturgy
Mind Spike Lava Line Resurrection Thorn Whip
Prayer of Healing Locate Creature Sequester Touch Wind
Protection from Arrows Private Sanctum Teleport Weapon Shift
Pyrotechnics Pyre Siphon Temple of The Gods
See Invisibility Sentinel 1st Level
Somaria Wall of Fire 8th Level Absorb Elements
Spiritual Weapon Antimagic Field Alarm
Sun Strike 5th Level Darunia's Explosive Boulder Animal Friendship
Tile of Fire Circle of Magic Resistance Holy Aura Beast Bond
Warding Bond Contact Other Plane Incendiary Cloud Bestial Empowerment
Dispel Evil and Good Nayru's Love Ceremony
3rd Level Disrupting Weapon Protection from Spells Chromatic Orb
Aura of Embers Dream Star Fire Conjure Marionettes
Bestow Curse Fallen Meteor Telepathy Conjure Spirit Wolf
Blazing Smite Flame Strike Cure Wounds
Clairvoyance Greater Restoration 9th Level Detect Evil and Good
Create Food and Water Hallow Bombos Detect Magic
Dispel Magic Immolation Gate Detect Poison and Disease
Fear Mass Cure Wounds Imprisonment Elemental Armor
Fire Swing Passwall Mass Heal Endure Elements
Glyph of Warding Phoenix Dash Power Word Heal Entangle
Mass Healing Word Rain of Fiery Blades Prismatic Wall Goodberry
Minute Meteors Raise Dead True Resurrection Healing Word
Inflict Wounds Web Circle of Magic Resistance 8th Level
Nurture Wood Shape Commune with Nature Animal Shapes
Petal Glide Contact Other Plane Antimagic Field
Protection from Evil and Good 3rd Level Dispel Evil and Good Holy Aura
Purify Food and Drink Bestow Curse Disrupting Weapon Maze
Sanctuary Clairvoyance Dream Nayru's Love
Shield of Faith Conjure Animals Earthen Prison Protection from Spells
Snare Create Food and Water Greater Restoration Telepathy
Speak with Animals Dispel Magic Hallow
Tree Glitterdust Insect Plague 9th Level
Venomous Ray Mass Healing Word Mass Cure Wounds Gate
Wild Cunning Nondetection Raise Dead Imprisonment
Wreath of Life Plant Growth Scrying Mass Heal
Protection from Energy Skill Empowerment Power Word Heal
2nd Level Razor Leaf Sphere of Simulated Antimagic Prismatic Wall
Aid Remove Curse Telepathic Bond Shapechange
Alter Self Revivify Teleportation Circle True Resurrection
Alter Terrain Sending Tree Stride Wish
Animal Conduit Speak with Dead Wrath of Nature
Animal Messenger Speak with Plants Light
Augury Tiny Hut 6th Level Cantrip (0 Level)
Barkskin Tongues Find the Path Astral Light
Brambles Forbiddance Blade Ward
Calm Emotions 4th Level Harm Bolt of Time
Chromatic Weapon Arcane Storage Heal Create Bonfire
Darkvision Banishment Investiture of Green Dancing Lights
Enhance Ability Conjure Woodland Beings Ironwood Elemental Edge
Find Steed Death Ward Magic Talisman Guidance
Gentle Repose Divination Primordial Ward Holy Blade
Impart Knowledge Divine Power Transport via Plants Light
Lesser Restoration Dominate Beast Wall of Thorns Lullaby
Locate Animals or Plants Dowse Location Word of Recall Mending
Magic Mouth Faithful Hound Zone of Power Message
Mind Spike Freedom of Movement Minor Ward
Mirror Image Giant Insect 7th Level Radiant Lance
Moonbeam Grasping Vine Animate Plants Resistance
Pass without Trace Guardian of Nature Divine Word Sacred Flame
Prayer of Healing Hallucinatory Terrain Mirage Arcane Spare the Dying
See Invisibility Hands of Elements Regenerate Summon Instrument
Silence Leafify Resurrection Thaumaturgy
Spider Climb Locate Creature Sequester True Strike
Spike Growth Private Sanctum Teleport Weapon Shift
Spiritual Weapon Sentinel Temple of the Gods Word of Radiance
Tree Shape Withering Destruction
Vengeful Roots 5th Level 1st Level
Warding Bond Antilife Shell Absorb Elements
Alarm Moonbeam Sentinel Power Word Pain
Ceremony Prayer of Healing Sickening Radiance Regenerate
Chromatic Orb See Invisibility Sun Ward Resurrection
Clear Thought Shield of Honor Touched by the Sun Sequester
Comprehend Languages Spiritual Weapon Teleport
Cure Wounds Step of Respite 5th Level Temple of the Gods
Demand Duel Sun Strike Blinding Flash
Detect Evil and Good Warding Bond Circle of Magic Resistance 8th Level
Detect Magic Contact Other Plane Antimagic Field
Detect Poison and Disease 3rd Level Dawn Holy Aura
Divine Favor Aura of Embers Dispel Evil and Good Mind Blank
Elemental Armor Bestow Curse Disrupting Weapon Nayru's Love
Endure Elements Chorus of Awe Dream Protection from Spells
Faerie Fire Clairvoyance Flame Strike Sunburst
Guiding Bolt Create Food and Water Greater Restoration Telepathy
Healing Word Crusader's Mantle Hallow
Infinite Pockets Daylight Holy Weapon 9th Level
Inflict Wounds Dispel Magic Mass Cure Wounds Gate
Light Drive Fear Raise Dead Imprisonment
Protection from Evil and Good Glitterdust Scrying Mass Heal
Purify Food and Drink Glyph of Warding Skill Empowerment Power Word Heal
Ray of Light Mass Healing Word Sphere of Simulated Antimagic Prismatic Wall
Sanctuary Nondetection Telepathic Bond Time Stop
Shield Protection from Energy Teleportation Circle True Resurrection
Shield of Faith Remove Curse Wall of Light Warsong
Revivify Wish
2nd Level Searing Blow 6th Level
Aid Sending Channel Divinity Shadow
Augury Spirit Guardians Find the Path Cantrip (0 Level)
Blindness/Deafness Tongues Forbiddance Arcane Bolt
Chromatic Weapon Harm Chill Touch
Continual Flame 4th Level Heal Death Blade
Darkvision Arcane Storage Investiture of Stone Death Sight
Dead Man's Volley Banishment Magic Talisman Elemental Edge
Enhance Ability Death Ward Primordial Ward Ghostly Hands
Find Steed Dimension Door Programmed Illusion Guidance
Find Traps Divination Solar/Lunar Blast Infestation
Flame Blade Divine Power Sunbeam Mage Hand
Gentle Repose Dowse Location True Seeing Mending
Impart Knowledge Faithful Hound Word of Recall Message
Knock Hylian Shield Zone of Power Minor Illusion
Lesser Restoration Illumination Minor Ward
Light Binding Light Beam 7th Level Resistance
Locate Object Locate Creature Crown of Stars Soul Drain
Magic Mouth Private Sanctum Divine Word Spare the Dying
Mind Spike Resilient Sphere Forcecage Step Up
Summon Instrument Chromatic Weapon Speak with Skull Heal
Thaumaturgy Darkness Spirit Guardians Magic Talisman
Unholy Flame Darkvision Tongues Mental Prison
Weapon Shift Dead Man's Volley Vampiric Touch Programmed Illusion
Weave Shadows Detect Thoughts Soul Cage
Enhance Ability 4th Level True Seeing
1st Level Gentle Repose Arcane Storage Woeful Stab
Alarm Impart Knowledge Banishment Word of Recall
Beguile Person Invisibility Charm Monster Zone of Power
Catapult Lesser Restoration Death Ward
Cause Fear Magic Mouth Dimension Door 7th Level
Ceremony Mind Spike Divination Divine Word
Chromatic Orb Mirror Image Divine Power Mirage Arcane
Clear Thought Misty Step Dowse Location Power Word Pacify
Comprehend Languages Nightmare Greater Invisibility Power Word Pain
Cure Wounds Pass without Trace Hallucinatory Terrain Project Image
Dark Dive Phantom Laughter Life Drain Regenerate
Detect Evil and Good Portent Locate Creature Resurrection
Detect Magic Prayer of Healing Private Sanctum Sequester
Detect Poison and Disease Pulling Shade Secret Chest Symbol
Elemental Armor See Invisibility Sentinel Teleport
Expeditious Retreat Shadow Blade
False Life Silence 5th Level 8th Level
Fellhammer Spider Climb Animate Objects Antimagic Field
Fog Cloud Spiritual Weapon Circle of Magic Resistance Control Monster
Ganon's Fist Warding Bond Contact Other Plane Holy Aura
Healing Word Web Control Person Illusory Dragon
Illusory Script Dispel Evil and Good Maddening Darkness
Inflict Wounds 3rd Level Disrupting Weapon Mind Blank
Muffle Animate Dead Dream Nayru's Love
Protection from Evil and Good Bestow Curse Greater Restoration Protection From Spells
Purify Food and Drink Clairvoyance Hallow Soul Bomb
Sanctuary Create Food and Water Mass Cure Wounds Telepathy
Shadow Spray Dark Transport Passwall
Shield of Faith Dispel Magic Raise Dead 9th Level
Silent Image Fear Scrying Gate
Snare Fool's Speech Skill Empowerment Imprisonment
Transfer Pain Major Image Sphere of Simulated Antimagic Mass Heal
Mass Healing Word Telepathic Bond Power Word Heal
2nd Level Nondetection Teleportation Circle Prismatic Wall
Aid Phantom Steed Wall of Force True Resurrection
Arcanist's Magic Aura Remove Curse Weird
Augury Revivify 6th Level Wish
Blindness/Deafness Searing Blow Aura of Invisibility
Blood Boiling Sending Forbiddance
Blur Speak with Dead Harm
Spirit Protection from Evil and Good Nondetection Sphere of Simulated Antimagic
Cantrip (0 Level) Purify Food and Drink Phantom Steed Steel Wind Strike
Death Sight Sanctuary Protection from Energy Swirling Storm
Elemental Edge Shield Remove Curse Synaptic Static
Forceful Hand Shield of Faith Revivify Telepathic Bond
Furious Charge Spin Attack Sending Teleportation Circle
Green-Flame Blade Zephyr Strike Speak with Dead Wall of Force
Guidance Storm Front
Light 2nd Level Tiny Hut 6th Level
Lightning Lure Aid Tongues Blade Barrier
Message Alter Size Wall of Sand Forbiddance
Minor Ward Augury Water Walk Harm
Resistance Calm Emotions Heal
Sandcast Chromatic Weapon 4th Level Intense Transformation
Shocking Grasp Darkvision Arcane Storage Investiture of Wind
Spare the Dying Dead Man's Volley Aura of Victory Magic Talisman
Step Up Detect Thoughts Banishment Primordial Ward
Summon Instrument Disarm Blade Lightning Programmed Illusion
Sword Burst Dust Devil Death Ward Scatter
Thaumaturgy Enhance Ability Dimension Door True Seeing
True Strike Find Traps Divination Word of Recall
Weapon Shift Flame Blade Divine Power Zone of Power
Gentle Repose Dowse Location
1st Level Impart Knowledge Freedom of Movement 7th Level
Absorb Elements Lesser Restoration Gravity Hammer Divine Word
Alarm Magic Mouth Hands of Elements Forcecage
Ceremony Mind Spike Hylian Shield Regenerate
Chromatic Orb Misty Step Illumination Resurrection
Comprehend Languages Prayer of Healing Locate Creature Sequester
Conjure Spirit Wolf Quicksand Private Sanctum Symbol
Cure Wounds See Invisibility Sentinel Teleport
Dark Dive Silence Temple of The Gods
Demand Duel Somaria 5th Level Thunder
Detect Evil and Good Spider Climb Circle of Magic Resistance
Detect Magic Spiritual Weapon Contact Other Plane 8th Level
Detect Weapons Step of Respite Dispel Evil and Good Antimagic Field
Elemental Armor Warding Bond Disrupting Weapon Gravity Surge
Endure Elements Dream Holy Aura
Expeditious Retreat 3rd Level Far Step Maze
Fog Cloud Bestow Curse Greater Restoration Mind Blank
Guiding Bolt Blink Hallow Nayru's Love
Healing Word Clairvoyance Mass Cure Wounds Protection from Spells
Inflict Wounds Create Food and Water Passwall Telepathy
Jump Dispel Magic Raise Dead
Longstrider Haste Scrying 9th Level
Mage Armor Mass Healing Word Skill Empowerment Foresight
Gate Frostwave Frigid Smite Flesh to Jelly
Mass Heal Glacial Crash Gaseous Form Greater Restoration
Power Word Heal Grease Glacial Pass Hallow
Prismatic Wall Healing Word Major Image Maelstrom
Storm of Vengeance Ice Knife Mass Healing Word Mass Cure Wounds
True Resurrection Inflict Wounds Nondetection Passwall
Warsong Protection from Evil and Good Protection from Energy Raise Dead
Wish Purify Food and Drink Remove Curse Scrying
Sanctuary Revivify Skill Empowerment
Water Shield of Faith Sending Sphere of Simulated Antimagic
Cantrip (0 Level) Silent Image Sleet Storm Telepathic Bond
Acid Splash Slow Teleportation Circle
Aqua Push 2nd Level Speak with Dead Wall of Force
Cryonis Aid Tidal Wave
Elemental Edge Alter Self Tongues 6th Level
Forceful Hand Augury Wall of Water Aura of Invisibility
Guidance Blur Water Breathing Forbiddance
Ice Blade Calm Emotions Water Walk Freezing Sphere
Light Chromatic Weapon Harm
Mending Darkness 4th Level Heal
Message Darkvision Arcane Storage Investiture of Ice
Minor Ward Enhance Ability Banishment Investiture of Water
Resistance Gentle Repose Control Water Magic Talisman
Shape Water Impart Knowledge Death Ward Primordial Ward
Spare the Dying Invisibility Dimension Door Programmed Illusion
Summon Instrument Knock Divination Wall of Ice
Thaumaturgy Lesser Restoration Divine Power Word of Recall
Weapon Shift Magic Mouth Dowse Location Zone of Power
Mind Spike Freedom of Movement
1st Level Mirror Image Greater Invisibility 7th Level
Absorb Elements Misty Step Hallucinatory Terrain Divine Word
Ceremony Prayer of Healing Hands of Elements Mirage Arcane
Chromatic Orb Quicksand Ice Storm Project Image
Clear Thought See Invisibility Locate Creature Regenerate
Comprehend Languages Silence Private Sanctum Resurrection
Create or Destroy Water Snowball Swarm Wall of Tentacles Sequester
Cure Wounds Spiritual Weapon Watery Sphere Teleport
Detect Evil and Good Split Waves of Exhaustion
Detect Magic Warding Bond 5th Level
Detect Poison and Disease Water Cube Circle of Magic Resistance 8th Level
Elemental Armor Commune with Nature Antimagic Field
Endure Elements 3rd Level Contact Other Plane Control Weather
Expeditious Retreat Bestow Curse Dispel Evil and Good Holy Aura
Fellhammer Clairvoyance Disrupting Weapon Kraken's Tentacle
Floor of Ice Create Food and Water Dream Nayru's Love
Fog Cloud Dispel Magic Drowning Protection from Spells
Telepathy Detect Magic 3rd Level Control Winds
Tsunami Elemental Armor Bestow Curse Dispel Evil and Good
Endure Elements Blink Disrupting Weapon
9th Level Expeditious Retreat Call Lightning Dream
Gate Feather Fall Clairvoyance Greater Restoration
Imprisonment Fellhammer Create Food and Water Hallow
Mass Heal Fog Cloud Dark Transport Mass Cure Wounds
Power Word Heal Healing Word Dispel Magic Passwall
Prismatic Wall Inflict Wounds Fly Raise Dead
Storm of Vengeance Jump Gaseous Form Scrying
True Resurrection Petal Glide Mass Healing Word Skill Empowerment
Wish Protection from Evil and Good Nondetection Sphere of Simulated Antimagic
Purify Food and Drink Razor Leaf Steel Wind Strike
Wind Sanctuary Remove Curse Swirling Storm
Cantrip (0 Level) Shield of Faith Revivify Telepathic Bond
Air Slash Zephyr Strike Sending Teleportation Circle
Arc Sleet Storm Wall of Force
Descent 2nd Level Speak with Dead
Elemental Edge Aid Spirit Guardians 6th Level
Forceful Hand Augury Stinking Cloud Blade Barrier
Guidance Blur Tongues Find the Path
Gust Chromatic Weapon Wall of Sand Forbiddance
Light Darkvision Water Walk Harm
Lightning Lure Dead Man's Volley Wind Wall Heal
Mending Dust Devil Investiture of Wind
Message Earthbind 4th Level Magic Talisman
Minor Ward Enhance Ability Arcane Storage Primordial Ward
Resistance Gentle Repose Banishment Programmed Illusion
Shocking Grasp Gust of Wind Death Ward Scatter
Spare the Dying Impart Knowledge Dimension Door Sympathetic Vibrations
Step Up Lesser Restoration Divination Wind Walk
Summon Instrument Magic Mouth Divine Power Word of Recall
Thaumaturgy Mind Spike Dowse Location Zone of Power
Touch Wind Misty Step Echoes
Weapon Shift Pass without Trace Freedom of Movement 7th Level
Wind Strike Prayer of Healing Gravity Hammer Divine Word
Protection from Arrows Hands of Elements Regenerate
1st Level See Invisibility Ice Storm Resurrection
Absorb Elements Silence Locate Creature Reverse Gravity
Air Wave Skywrite Private Sanctum Sequester
Catapult Spiritual Weapon Teleport
Ceremony Split 5th Level Thunder
Chromatic Orb Step of Respite Animate Objects Whirlwind
Comprehend Languages Tractor Cannon Circle of Magic Resistance
Cure Wounds Warding Bond Cloudkill
Detect Evil and Good Warding Wind Contact Other Plane
8th Level Lightning Field Sword Split Flame Arrows
Air Removal Lightning Orb Zephyr Strike Fly
Antimagic Field Mold Earth Haste
Control Weather Power Beam 2nd Level Ice Spear
Gravity Surge Precipice Blade Alter Self Lesser Purge
Holy Aura Produce Flame Alter Size Lightning Bolt
Incendiary Cloud Pyrokinesis Barkskin Protection from Energy
Nayru's Love Ray of Frost Chromatic Weapon Slow
Protection from Spells Resistance Cloud of Daggers Wind Wall
Telepathy Shocking Bolt Continual Flame
Tornado Shocking Grasp Dead Man's Volley 4th Level
Static Strike Disarm Blade Lightning
9th Level Step Up Dragon's Breath Dominate Beast
Gate Sword Burst Earthen Grasp Elemental Bane
Imprisonment True Strike Explosive Touch Enspell
Mass Heal Uncanny Outfitting Fire Dragon's Wing Attack Fire Shield
Power Word Heal Weapon Shift Flame Blade Freedom of Movement
Prismatic Wall Flame Charge Gravity Hammer
Storm of Vengeance 1st Level Flame Spiral Hands of Elements
True Resurrection Absorb Elements Flaming Sphere Incinerating Impacts
Wish Air Wave Gust of Wind Lava Burst
Blade Blend Heat Metal Lava Line
Scion Blaze of Wrath Heat Shot Pyre Siphon
Dragon Broken Ward Impart Knowledge Staggering Smite
Cantrip (0 Level) Burning Hands Lethal Weapons Stone Shape
Air Slash Cause Fear Overcompensated Weaponry Stoneskin
Arc Chromatic Orb Scorcher Wall of Fire
Blade Ward DragonRend Scorching Ray
Blastbolt Earth Tremor Shatter 5th Level
Blazing Slash Feather Fall Spiritual Weapon Banishing Smite
Bounding Flame Fellhammer Tile of Fire Blinding Flash
Claws of The Dragon Fire Dragon's Iron Fist Warding Wind Chromatic Explosion
Control Flames Flame Tongue Cone of Cold
Create Bonfire Flurry 3rd Level Control Person
Descent Fog Cloud Afterburner Dispel Evil and Good
Earth Spike Ganon's Fist Aura of Embers Dragon's Skin
Elemental Edge Hellish Rebuke Blinding Smite Dragon Rage
Emberbolt Infinite Pockets Call Lightning Earthen Prison
Ember Strike Jump Conceal Item Fallen Meteor
Fiery Disengage Longstrider Counterspell Fire Volley
Fire Bolt Power Within Dispel Magic Immolation
Firebrand Rock Wave Elemental Weapon Iron Flesh
Flame Shot Searing Smite Erupting Earth Mislead
Flare Counter Shield Fear Phoenix Dash
Ice Blade Spin Attack Fireball Rain of Fiery Blades
Light Stone Bolt Fire Swing Steel Wind Strike
Teleportation Circle Detect Magic Tractor Cannon Greater Invisibility
Wall of Stone Detect Poison and Disease Vengeful Roots Locate Creature
Water Volley Disguise Self Warding Bond Polymorph
Wave of Obliteration Divine Favor Warding Wind Private Sanctum
Faerie Fire Water Cube Resilient Sphere
Fairy Feather Fall Stoneskin
Cantrip (0 Level) Goodberry 3rd Level Watery Sphere
Aqua Push Healing Word Aura of Embers
Arcane Bolt Heroism Aura of Vitality 5th Level
Cleanse Wound Light Drive Beacon of Hope Antilife Shell
Clothes Beam Longstrider Catnap Blinding Flash
Create Bonfire Nurture Conceal Item Circle of Magic Resistance
Dancing Lights Petal Glide Conjure Animals Commune with Nature
Descent Protection from Evil and Good Create Food and Water Control Winds
Druidcraft Purify Food and Drink Crusader's Mantle Dawn
Elemental Edge Sanctuary Daylight Dream
Floating Figment Sleep Dispel Magic Fairy Fountain
Friends Suppress Pain Fly Far Step
Guidance Tears of Denial Gaseous Form Final Move
Gust Tree Glitterdust Greater Restoration
Light Haste Holy Weapon
Lullaby 2nd Level Lesser Purge Legend Lore
Mage Hand Aid Mass Healing Word Mass Cure Wounds
Magic Stone Alter Self Nondetection Moonblast
Mending Alter Size Razor Leaf Passwall
Message Animal Conduit Remove Curse Raise Dead
Minor Illusion Animal Messenger Revivify Reincarnate
Minor Ward Arcanist's Magic Aura Sending Skill Empowerment
Nature's Ward Calm Emotions Speak with Images Telepathic Bond
Power Beam Continual Flame Speak with Plants Teleportation Circle
Produce Flame Dead Man's Volley Tongues
Radiant Song Enhance Ability Water Walk Mask
Resistance Enthrall Cantrip (0 Level)
Shape Water Fairy 4th Level Arcane Bolt
Spare the Dying Gust of Wind Arcane Storage Blade of Grass
Step Up Healing Spirit Aura of Purity Claws of The Dragon
Sylvanism Impart Knowledge Aura of Victory Clothes Beam
Thorn Whip Invisibility Conjure Woodland Beings Control Flames
Virtue Lesser Restoration Control Water Dancing Lights
Misty Step Death Ward Druidcraft
1st Level Poof Defender of Life Elemental Edge
Animal Friendship Prayer of Healing Dimension Door Flavor Blast
Beast Bond Protection from Arrows Fabricate Floating Figment
Comprehend Languages See Invisibility Freedom of Movement Ghostly Hands
Create or Destroy Water Shield of Honor Grasping Vine Lullaby
Cure Wounds Step of Respite Gravity Hammer Mending
Moonbeam Bolt Jump Pass without Trace Charm Monster
Nightly Terrors Longstrider Phantasmal Force Freedom of Movement
Precipice Blade Magic Fang Phantom Laughter Greater Invisibility
Prestidigitation Mental Bindings Poof Hallucinatory Terrain
Primal Savagery Notes of Lesser Death Pyrotechnics Hands of Elements
Produce Flame Petal Glide Ray of Enfeeblement Leafify
Resistance Silent Image See Invisibility Life Drain
Shape Water Sleep Silence Locate Creature
Step Up Speak with Animals Spider Climb Phantasmal Killer
Summon Instrument Sword Split Spike Growth Steal Voice
Sylvanism Transfer Pain Split
Thaumaturgy Uncanny Outfitting Stun Person 5th Level
True Strike Venomous Ray Vengeful Roots Animate Objects
Unseen Servant Wild Cunning Web Astral Entity
Venomous Spit Witch Bolt Baleful Polymorph
Vicious Mockery 3rd Level Baleful Regression
Weapon Shift 2nd Level Bestow Curse Commune with Nature
Weave Shadows Alter Size Blinding Smite Contact Other Plane
Alter Terrain Blink Control Person
1st Level Animal Conduit Conceal Item Control Winds
Alter Object Arcanist's Magic Aura Counterspell Danse Macabre
Animal Friendship Barkskin Create Food and Water Dispel Evil and Good
Arcane Mark Beastmask Curse Weapon Dragon's Skin
Beast Bond Blindness/Deafness Dark Transport Fallen Meteor
Beguile Person Blood Boiling Dispel Magic Immolation
Bestial Empowerment Blur Fade Iron Flesh
Blade Blend Calm Emotions Feign Death Mislead
Cause Fear Change Sex Gaseous Form Modify Memory
Color Spray Chromatic Weapon Lesser Purge Negative Energy Flood
Command Darkness Major Image Reincarnate
Comprehend Languages Darkvision Plant Growth Scrying
Conjure Marionettes Detect Thoughts Protection from Energy Skill Empowerment
Demand Duel Disarm Remove Curse Stun Monster
Detect Magic Enhance Ability Rhyme Synaptic Static
Detect Poison and Disease Enthrall Scout Telepathic Bond
Detect Weapons Explosive Touch Sending Temporal Shunt
Ensnaring Strike Fiendish Claws Speak with Dead Wrath of Nature
Entangle Heat Metal Speak with Images
Expeditious Retreat Impart Knowledge Speak with Plants Sword
Feather Fall Invisibility Spirit Guardians Cantrip (0 Level)
Flame Tongue Locate Animals or Plants Tiny Hut Air Slash
Gift of Alacrity Magic Mouth Tiny Servant Aura of Blades
Goodberry Mind Spike Blade Ward
Hex Mirror Image 4th Level Blazing Slash
Hideous Laughter Misty Step Arcane Storage Brutal Blade
Infinite Pockets Nightmare Blade Bane Death Blade
Fiery Disengage Cordon of Arrows 5th Level Cause Fear
Furious Charge Dancing Rune Weapon Banishing Smite Command
Green-Flame Blade Disarm Chromatic Explosion Comprehend Languages
Holy Blade Flame Charge Disintegrating Smite Dark Dive
Ice Shards Lethal Weapons Disrupting Weapon Deathwatch
Magical Blade Magic Weapon Flame Strike Desecrate Weapon
Radiant Lance Overcompensated Weaponry Forceful Smite Detect Magic
Static Strike Serac Holy Weapon Detect Poison and Disease
Sword Burst Shadow Blade Kinetic Redistribution Disguise Self
True Strike Spiritual Weapon Nexus Weapon Dissonant Whispers
Weapon Shift Sun Strike Rain of Fiery Blades Ensnaring Strike
Wind Strike Thirsting Blade Steel Wind Strike Entangle
Whirlwind Strike False Life
1st Level Poe Feather Fall
Absorb Elements 3rd Level Cantrip (0 Level) Fellhammer
Air Wave Afterburner Acid Splash Hex
Arcane Mark Blazing Smite Chill Touch Hideous Laughter
Blade Blend Blinding Smite Dancing Lights Illusory Script
Chromatic Orb Call Lightning Death Blade Infinite Pockets
Demand Duel Catnap Death Bolt Inflict Wounds
Desecrate Weapon Conjure Barrage Death Sight Lesser Confusion
Detect Evil and Good Curse Weapon Descent Mage Armor
Detect Weapons Elemental Weapon Elemental Edge Protection from Evil and Good
Elemental Armor Fire Swing Floating Figment Shadow Spray
Expeditious Retreat Flame Arrows Friends Shield
Fellhammer Frigid Smite Ghostly Hands Silent Image
Flurry Frostball Mage Hand Sleep
Frostwave Rift Message Transfer Pain
Razor Storm Searing Blow Minor Illusion Unseen Servant
Shield Spellbreaking Smite Necrotic Glare Wrathful Smite
Shield of Faith Swordcraft Poe Reprise
Skyward Strike Teleport Slash Poison Spray 2nd Level
Spin Attack Warrior's Weapon Psychic Attack Alter Self
Sword Split Resistance Arcanist's Magic Aura
Volatile Vortex 4th Level Soul Drain Augury
Wrathful Smite Agonizing Smite Step Up Blindness/Deafness
Zephyr Strike Blade Bane Thaumaturgy Blood Boiling
Blade Lightning Toll the Dead Blur
2nd Level Dowse Location Venomous Spit Bone Lore
Acid Arrow Elemental Bane Vicious Mockery Dark Force
Analyze Item Enspell Weave Shadows Darkness
Augury Hands of Elements Darkvision
Brambles Incinerating Impacts 1st Level Dead Man's Volley
Branding Smite Staggering Smite Animate Stal Earthbind
Chromatic Weapon Beguile Person Faithful Dead
Cloud of Daggers Capture Soul Gentle Repose
Gust of Wind Hypnotic Pattern Insect Plague Seeming
Impart Knowledge Lesser Purge Mislead Stun Monster
Invisibility Major Image Modify Memory Synaptic Static
Knock Remove Curse Negative Energy Flood Teleportation Circle
Magic Mouth Revivify Passwall Wall of Force
Mind Spike Scout Raise Dead Wizzro's Blast
Mirror Image Sending
Misty Step Slashing Darkness Spell Descriptions
Nightmare Slow
Pass without Trace Speak with Dead The spells are presented in alphabetical order
Phantasmal Force Speak with Skull
Phantom Laughter Stinking Cloud Abyssal Invocation
Poof Tongues 4th-level transmutation
Portent Vampiric Touch Casting Time: 1 bonus action
Pulling Shade Range: Self
Pursuers 4th Level Components: S, M (a drop of blood)
Putrefy Food Abyssal Invocation Duration: Concentration, up to 10 minutes
Ray of Enfeeblement Agonizing Smite You call upon a creature of the abyss to wield their power
See Invisibility Arcane Eye as your own.
Shadow Blade Black Tentacles Roll 1d4:
Spider Climb Blade Bane ● On a roll of 1: You call upon the powers of a demon
Spike Growth Blight of rage. Your Strength modifier is increased by 2.
Your movement speed is increased by 15 ft.
Split Compulsion
● On a roll of 2: You call upon the powers of a demon
Stun Person Corrosive Aura of greed. Your spell save DC is increased by 2. Your
Thirsting Blade Death March movement speed is reduced by 15 ft.
Withering Ray Gravity Hammer ● On a roll of 3: You call upon the powers of a demon
Greater Invisibility of suffering. When you hit a creature, it must
succeed on a Constitution save or be paralyzed for
3rd Level Life Drain
one minute.
Animate Dead Phantasmal Killer ● On a roll of 4: You call upon the powers of a demon
Bestow Curse Polymorph of death. When you hit a creature, the creature takes
Blink Sentinel an additional 4d10 necrotic damage. You gain
temporary hit points equal to half of the necrotic
Bonesword Splitting Orb
damage dealt.
Clairvoyance Vitriolic Sphere
After the spell ends, you take one level of exhaustion.
Conceal Item Wall of Tentacles
Counterspell
Afterburner
Curse Weapon 5th Level
3rd-level evocation
Dark Flare Arcane Hand
Casting Time: 1 action
Dark Transport Baleful Regression
Range: Self
Desolation Aura Cloudkill
Components: V, S
Dispel Magic Contact Other Plane
Duration: Instantaneous
Enemies Abound Contagion
You launch forward up to 120 feet in a straight line,
Fear Control Person
leaving a plume of fire behind you as you go. For the
Feign Death Danse Macabre duration of the spell you do not provoke opportunity
Floormaster's Grasp Enervation attacks, you are able to move through the space of
Fly Far Step hostile creatures, and difficult terrain doesn't slow your
Hunger of Hadar Grip of Death movement. When you move within 5 feet of a creature or
move through its space, it must make a Dexterity saving
throw or it takes 4d6 fire damage from your trail of fire. attack against the target. On a hit, the target takes 1d10
On a successful save the creature takes half as much slashing damage.
damage. A creature can take this damage only once At Higher Levels. This spell’s damage increases by
during a turn. 1d10 when you reach 5th level (2d10), 11th level (3d10),
and 17th level (4d10).
Agonizing Smite
4th-level necromancy Air Wave
Casting Time: 1 bonus action 1st-level conjuration
Range: Self Casting Time: 1 action
Components: V Range: 30 feet
Duration: Concentration, up to 1 minute Components: V
The next time you hit a creature with a melee weapon Duration: Instantaneous
attack before this spell ends, the weapon sends waves of With a swing of your weapon, you attack a target within
excruciating pain through the creature's body, and the range with a wave of cutting air. Make a melee weapon
attack deals an extra 5d8 necrotic damage to the target. attack against the target as if you were adjacent to it. If
Additionally, the target must make a Constitution saving you are wielding one weapon in each hand, your attack
throw. On a failed save, it falls prone and takes 1d8 deals an additional 1d6 damage. Attacks made with this
necrotic damage at the start of its next turn. On a spell deal slashing damage.
successful save, the target takes half as much damage
At Higher Levels. When you cast this spell using a
and doesn't fall prone.
spell slot of 2nd level or higher, its range increases by 20
feet for each slot level above 1st.
Air Removal
8th-level conjuration Alter Object
Casting Time: 1 action 1st-level transmutation
Range: 60 feet Casting Time: 1 action
Components: V, S, M (a bit of earth from the Plane of Range: Touch
Air)
Components: V, M (an object big enough to change into
Duration: Concentration, up to 1 minute the sought after tool)
You remove breathable air from within the body of a Duration: Concentration, up to 1 minute
creature within range, and prevent any air from entering
An object you touch that meets the requirements, can
for the duration. The target must make a Constitution
shift into a simple tool that is good for one use. Ex. A lock
save. Air elementals, or other creatures made primarily of
pick to unlock a chest. Only the caster can hold the item.
air, have disadvantage on this saving throw. On a failed
This spell does not work on magical items. This spell is
save, the creature takes 10d8 necrotic damage, and this
also for basic tools.
spell continues if the creature has a need to breathe. On
a successful save, the creature takes half as much At Higher Levels. When you cast this spell using a
damage, and the spell ends. spell slot of any higher level, it increases the number of
times you can use the object.
At the end of your next turn, the creature must succeed
on another Constitution saving throw or begin to
suffocate, as it has run out of breath. It can repeat the Alter Size
saving throw at the end of each of your turns, ending the 2nd-level transmutation
spell on a success. Casting Time: 1 action
Range: 30 feet
Air Slash
Components: V, S, M (a metallic spring)
Evocation cantrip
Duration: Varies; see description
Casting Time: 1 action
You alter the size of a creature or object you can see in
Range: 120 feet range. If the target is an unwilling creature or an object
Components: S worn by an unwilling creature, that creature can make a
Duration: Instantaneous Constitution saving throw. On a success, this spell
doesn't affect it.
You form a blade of air and launch it at incredible speeds
at a creature or object within range. Make a ranged spell
If the target is a creature, it gains your choice of either against your spell casting to hide how to destroy the
the enlarged or reduced condition for the duration of your artifact.
concentration, up to 1 minute.
If the target is an object, you can choose to either (a) Animal Conduit
double its size in all dimensions and multiply its weight by 2nd-level divination (ritual)
8, or (b) halve its size in all dimensions and divide its
Casting Time: 1 action
weight by 8. In either case, this altered size lasts for 1
minute. Range: Touch
At Higher Levels. When you cast this spell using a Components: V, S
spell slot of 3rd level or higher, you can target one Duration: Concentration, up to 1 hour
additional creature or object for each slot level above A willing beast you touch becomes your conduit. For the
2nd. The targets must be within 30 feet of each other duration, you can perceive the world through all of the
when you target them. beast's senses, including touch, sight, sound, and smell.
You also gain the benefits of any special senses the
Alter Terrain beast has, such as tremorsense or darkvision. You
2nd-level transmutation continue to see through the beast's senses instead of
your own until you use an action to switch back, or your
Casting Time: 10 minutes
concentration ends.
Range: Self
While you are using the beast's senses, you are
Components: V, M (A piece of the desired terrain) blinded and deafened to your own surroundings. Your
Duration: 1 hour speed is reduced to 0 and you are effectively
You touch the ground and change the terrain within 120 incapacitated; the only action you can take is to switch
feet, centered on yourself. It becomes difficult terrain for back to your own senses. You can still choose to end
every creature except the caster. This does not affect the your concentration on this spell at any time, even while
inside of buildings or other constructed terrain. The incapacitated by its effect.
caster chooses a terrain: Arctic, Coast, Desert, Forest, A willing beast you touch becomes your conduit. For
Grassland, Mountain, Swamp, or the Underdark. The the duration, you can perceive the world through all of the
spell creates minor alterations to the land to resemble the beast's senses, including touch, sight, sound, and smell.
chosen terrain. When the spell ends, the terrain returns You also gain the benefits of any special senses the
to its original form and is no longer considered difficult beast has, such as tremorsense or darkvision. You
terrain. continue to see through the beast's senses instead of
your own until you use an action to switch back, or your
Analyze Item concentration ends.
2nd-level truespeak While you are using the beast's senses, you are
blinded and deafened to your own surroundings. Your
Casting Time: 1 action
speed is reduced to 0 and you are effectively
Range: 60 feet incapacitated; the only action you can take is to switch
Components: V back to your own senses. You can still choose to end
Duration: Instantaneous your concentration on this spell at any time, even while
incapacitated by its effect.
You determine the true properties of an item. You learn
the properties and functions, as well as how to activate
the functions, and determine the number of charges left Animate Plants
of an item you chose. This utterance does not affect 7th-level transmutation
artifacts unless spoken as a 6th level utterance. This Casting Time: 1 action
utterance spoken in reverse does nothing.
Range: 60 feet
At Higher Levels. When you speak this utterance
Components: V
using a 4th level or higher slot you identify all spells and
the level of the spells currently in effect on the item. As a Duration: 8 hours
5th level slot you may use this effect to analyze the You imbue plants with mobility and a semblance of life.
spells, and level of spells in effect on a person. As a 6th Choose up to eight non magical plants within range;
level slot you may use this utterance to identify the Large plants count as two targets, and Huge plants count
properties of an artifact including how to destroy the as four. You can't animate any plant larger than Huge, or
artifact. The artifact is entitled to a +10 saving throw target plant creatures. Each target plant animates and
becomes a creature under your control until the spell
ends or until reduced to 0 hit points, after which it reverts 4th Poe any living creature
to its original plant form. A creature animated this way any Medium, Large, or Huge dragon with
gains the ability to move its limbs, roots, vines, creepers, 5th Gleeok Head
a head; only the skull is animated
and so forth, and it gains senses similar to a human's.
any Medium, Large, or Huge dragon with
Your GM chooses statistics appropriate for the animated 5th Redead
a head; only the skull is animated
plant, such as the statistics for the awakened shrub or
5th Stalfos Knight a Medium or Large humanoid or giant
the awakened tree.
The animated plants are friendly to you and your To animate one of these undead, you must cast this
companions. In combat, the group of animated plants spell at a level that meets or exceeds the level required
shares your initiative count, but it takes its turn for the given creature. If the target creature's remains do
immediately after yours. As a bonus action, you can not match any "Remains Required" appropriate to your
mentally command any creature you animated with this spell level, the spell fails.
spell if the creature is within 500 feet of you (if you control
You can cast this spell multiple times to assert control
multiple creatures, you can command any or all of them
at the same time, issuing the same command to each over animated undead. Even in these cases, the sum
one). You decide what action the creature will take and "spell levels" of undead you can affect by this spell can
where it will move during its next turn, or you can issue a never exceed double your Max Spell Level. For example,
general command, such as to guard a particular chamber if your Max Spell Level is 4th, you could use this spell to
or corridor. Once given an order, the creature continues control eight Stalchildren, or two Stalchildren and two big
to follow it until its task is complete. If you issue no Stalfos, among many other possibilities.
commands, the creature takes the Dodge action and Any undead creatures you create from casting this
uses its move to avoid danger. spell are loyal to you. On each of your turns, you can use
At Higher Levels. If you cast this spell using a spell a bonus action to mentally command any creature you
slot of 8th level or higher, you can animate two additional made with this spell if the creature is within 60 feet of you
plants for each slot level above 7th. (if you control multiple creatures, you can command any
or all of them at the same time, issuing the same
Animate Stal command to each one). You decide what action the
1st-level necromancy creature will take and where it will move during its next
Casting Time: 1 action turn, or you can issue a general command, such as to
guard a particular chamber or corridor. If you issue no
Range: 10 feet
commands, the creature only defends itself against
Components: V, S, M (a poe soul, which is consumed by hostile creatures. Once given an order, the creature
the spell) continues to follow it until its task is complete.
Duration: 24 hours
Any creature animated by this spell is under your
You animate a corpse or a pile of bones within range to control for 24 hours, after which it stops obeying any
follow your bidding, creating a Stal creature or another command you've given it. To maintain control of the
form of undead. From the remains you create one type of creature for another 24 hours, you must cast this spell on
undead from the following table, depending on the level
the creature again, without expending material
from which you cast this spell and the kind of creature to
components, before the current 24-hour period ends.
which the remains belong.
This use of the spell reasserts your control over a
Spell number of creatures appropriate to the spell level.
Animated Undead Remains Required
Level Casting animate Stal as a 3rd-level spell, for instance,
1st Stalchild a Small or Medium humanoid would allow you to reassert control over three
any Small or Medium living creature with Stalchildren. Creatures animated by this spell can not
1st Stalhead
a head; only the skull is animated yield a poe soul when destroyed.
a mule, a riding horse, or similar beast
2nd Stalhorse
subject to DM discretion Aqua Push
any Small, Medium, or Large quadruped Transmutation cantrip
2nd Stalhound
beast
Casting Time: 1 action
2nd Stalfos a Small or Medium humanoid
Range: 60 feet
3rd Big Stalfos a Large humanoid or giant
Components: S
3rd Evoked Stalfos a Small or Medium humanoid
Duration: Instantaneous
4th Ghini any living creature
You move a packet of water from a water source within Components: V, M (a ranged weapon)
range and hurl it to splash into a creature within range. Duration: Concentration, up to 1 minute
For the purpose of this spell, a water source is a
You imbue your ranged weapon with arcane energy,
continuous body of water comprising at least 5 cubic feet.
causing it to crackle at the seams with power. The next
One creature you designate within 60 feet of the water time you successfully hit a ranged weapon attack with it
source must succeed on a Strength saving throw or take before the spell's duration ends, the projectile explodes
1d6 bludgeoning damage. On a failed save, roll 1d4 to violently. Every creature within 5 feet of the target,
determine what effect affects the target: including the target itself, must make a Dexterity saving
1. Nothing. throw, taking 2d6 force damage on a failed save, or half
2. The target's movement speed is decreased by 10 until as much on a successful one.
the end of your next turn. At Higher Levels. If you cast this spell using a spell
3. The target is pushed 10 feet away from the water slot of 2nd level or higher, the damage increases by 2d6
source. for every level above 1st.
4. The target is knocked prone.
Arcane Bolt
This spell's damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation cantrip
Casting Time: 1 action
Arc Range: 30 feet
Evocation cantrip Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet You launch a bolt of magical energy that follows its target
Components: V, S, M (the ground, a grounded object, or before exploding on them. Choose a creature within
a body of mass no smaller than 100 feet on a side) range. It takes 1d4 force damage.
Duration: Instantaneous This spell's damage increases by 1d4 when you reach
5th level (2d4), 11th level (3d4), and 17th level (4d4).
You draw an arc of lightning between the material
component and the tips of your fingers, then sweep it out
towards a creature within range. Make a ranged spell Arcane Crush
attack against the target. On a hit, the target takes 1d6 1st-level transmutation
lightning damage. If you roll a 5 or higher on one or more Casting Time: 1 action
of the damage dice, the lightning leaps to a second
Range: 60 feet
creature you can see within 20 feet of the original, and
you can make a second ranged spell attack against the Components: V, S
new target. If you roll a 6 on one or more of the damage Duration: Instantaneous
dice for the second strike, the lightning leaps again You begin to crush one target you are already holding in
towards a third creature you can see within 10 feet of the place. Choose one creature that you are currently
second, and you can make a third ranged spell attack keeping paralyzed, such as through the hold person
against that target. The arc cannot target a creature more spell. They take 3d6 bludgeoning damage, and have
than once or target more than three creatures. disadvantage on their next saving throw against whatever
Even when using a spellcasting focus to replace this effect is keeping them paralyzed.
spell's material component, you must always use a free At Higher Levels. When cast at 2nd level or higher,
hand to perform the somatic component. You do not have increase the damage by 1d6 for every level above 1st.
to wield your spellcasting focus for this purpose; you can
draw the arc from a staff slung across your back or a
crystal in your pocket.
Arcane Explosion
This spell’s damage increases by 1d6 when you reach 3rd-level evocation
5th level (2d6), 11th level (3d6), and 17th level (4d6). Casting Time: 1 action
Range: 150 feet
Arcane Arrow Components: V, S, M (a tiny ball of hawk guano and
1st-level transmutation magnesium)
Casting Time: 1 bonus action Duration: Instantaneous
Range: Self A bright streak flashes from your pointing finger to a point
you choose within range and then blossoms with a low
roar into an explosion of arcane energy. Each creature in possesses the gem can cast the spell. The spell’s
a 20-foot-radius sphere centered on that point must make spellcasting ability and save DC, if any, are the same as
a Dexterity saving throw. On a failed save, a target takes the initial caster’s. The gem then crumbles to powder.
3d6 force damage and 3d6 thunder damage and is At Higher Levels. When you cast this spell using a
pushed 10 feet away from the center of the spell. On a spell slot of 5th or higher, the level of spell stored
successful save, the target takes half as much damage increases by one per level and the minimum gem value
and isn’t pushed. increases by the following formula: 100 gp multiplied by
In addition, unsecured objects that are completely the spell's level squared.
within the area of effect are automatically pushed 10 feet
away from you by the spell’s effect, and the spell emits a Arrow of Dusk
thunderous boom audible out to 300 feet away from you
Evocation cantrip
by the spell’s effect.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the force damage Range: 60 feet
increases by 1d6 for each slot level above 3rd. Components: S
Duration: Instantaneous
Arcane Mark A bolt of shadow springs from your hand and toward a
1st-level divination (ritual) creature within range, draining vitality where it strikes.
Casting Time: 1 action Make a ranged spell attack against the target. On a hit, it
takes 1d8 piercing damage. If you score a critical hit,
Range: Touch
triple the damage. If this damage would reduce a
Components: V, S creature to 0 hit points or fewer, it is rendered
Duration: Until dispelled unconscious, but stable.
Choose one creature or object. You establish a This spell's damage increases by 1d8 when you reach
permanent link with the subject in your mind, and leave 5th level (2d8), 11th level (3d8), and 17th level (4d8)
your sigil or mark upon it. At your option, the mark may
be invisible, but any creature that can cast spells can Astral Entity
always see the mark. Note that an unwilling creature
5th-level abjuration
cannot have this mark placed upon it.
Casting Time: 1 action
You can at any time spend an action to determine the
direction and general distance of the subject, as well its Range: Self
physical condition. More information can be learned, Components: S
depending upon the nature of the subject. If the subject is Duration: Concentration, up to 1 minute
a coin, you know whose possession it's in. If a door, you
You close your eyes and focus on the Astral Energy
know the last person to have touched it. If a living
around you as your form slowly starts to dissipate in blue
creature, you learn its current mental state (angry,
flashes until you completely leave the material plane. You
frightened, happy, asleep, etc). More information may be
turn invisible and cannot be damaged, you remain in this
available at the DM's discretion.
state until you choose to take an action to dispel it or the
You can mark a maximum number of subjects equal to spell ends. You cannot attack while in this form
3 + your spellcaster ability modifier. You can as an action additionally only creatures with truesight can locate your
dismiss any mark you have placed regardless of position they can still not damage you however.
distance.
Astral Light
Arcane Storage
Evocation cantrip
4th-level transmutation
Casting Time: 1 action
Casting Time: 5 minutes
Range: Self
Range: Self
Components: S
Components: V, S, M (a gem worth at least 100 gp)
Duration: Concentration, up to 1 hour
Duration: 1 week
By gently waving your hand in a circular motion, you
You store a spell for later use, also allowing other slowly draw forth an aurora of light into the air around
creatures to cast it. Casting this spell allows the user to yourself for the duration. This aurora persists in spaces
choose any other spell they have prepared of first level. you move through, leaving a glowing trail marking where
The spell is stored within a small gem. Any creature who
you've been, and emits dim light in a 10-foot radius along the aura moves with you, centered on you. Each creature
its length. When the spell ends, you can choose to of your choice within range becomes invisible.
extinguish the aurora immediately or allow it to slowly
fade over the course of the next 8 hours. Aura of Victory
4th-level evocation
Aura of Blades
Casting Time: 1 action
Conjuration cantrip
Range: Self (30-foot radius)
Casting Time: 1 action
Components: V
Range: Self (5 foot sphere)
Duration: Concentration, up to 10 minutes
Components: V, S
Righteous fury radiates from you in an aura with a 30-foot
Duration: Concentration, 1 minute radius. Until the spell ends, the aura moves with you,
The player opens a small portal in their hand spreading centered on you. Each non hostile creature in the aura
bright light for 5 feet and dim light for 15 feet further. (including you) deals an extra 1d4 force damage
When assaulted by a foe, spectral blades dart from the whenever it hits with a melee weapon attack. Additionally,
portal to your defense. When a hostile creature enters you can use a bonus action to grant one creature in the
the spell’s area for the first time on a turn or starts its turn aura (including you) advantage on the first
there, it must succeed on a Constitution saving throw or Strength-based melee attack it makes before the end of
is forced backwards 5 feet and takes 1d4 slashing your next turn.
damage.
At Higher Levels. The spell's damage increases by Baleful Polymorph
1d4 and shove distance increases by 5 feet at 5th level 5th-level transmutation
(2d4, 10 feet), 11th level (3d4, 15 feet), and 17th level Casting Time: 1 action
(4d4, 20 feet).
Range: 30 feet
Components: V, S
Aura of Embers
Duration: Variable
3rd-level abjuration
With a snap of your fingers, a billowing cloud of smoke
Casting Time: 1 action
surrounds your target. When the smoke clears, the target
Range: Self (30-foot radius) is transformed into a beast of challenge rating 1 or lower.
Components: V The target's game statistics other than mental ability
Duration: Concentration, up to 8 hours scores, hit points, alignment and personality are replaced
by those of the new form.
You radiate an aura of comforting warmth out to a range
of 30 feet, and for the duration this aura moves with you, The target is allowed a Constitution saving throw to
centered on you. Your body glows with dim light out to a resist the transformation. After 1 minute, the target
range of 30 feet. You and every non hostile creature in receives an additional Constitution saving throw. If it
this range has resistance to cold damage and can succeeds, it reverts to its normal form; if it fails, it remains
comfortably endure even the coldest of climates. an animal. The target can make an additional saving
throw after the first hour, the first day and the first month.
Within the duration, you can use your action to kindle a
If all saving throws result in failure, the spell becomes
small and controlled flame on a flammable, unattended
permanent and the target's mental ability scores are
object in range.
replaced by those of a typical member of its species.
You can complete a short rest without breaking
At Higher Levels. When you cast this spell using a
concentration on this spell.
spell slot of 6th or higher, a number of saving throws
starting from the final one equal to the slot level minus
Aura of Invisibility five are automatic failures. Therefore, if you cast this
6th-level illusion spell with a 9th level spell slot, the target is permanently
Casting Time: 1 action transformed if it fails the first saving throw.

Range: Self (15-foot radius)


Baleful Regression
Components: V, S
5th-level transmutation
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Magic wraps around you and your surrounding allies,
hiding them from the view of others. Until the spell ends, Range: 60 feet
Components: V, S, M (a scythe) re-directed, plus an extra 5d8 force damage. When you
Duration: Concentration, up to 1 minute do so, the spell ends.
You hurl a ball of jet black, vibrating energy at a creature
in range. Make a ranged spell attack against the target. Bardcraft
On a hit, the target must succeed on a Charisma saving Evocation cantrip
throw. Casting Time: 1 action
On a failed save, the target is reduced to an infant Range: Self
version of itself, or an otherwise inferior form for the
Components: V, S
duration. Most living creatures are reduced to their infant
stage, while unusual creatures like fiends and undead Duration: Up to 1 hour
may be reduced to an inferior and smaller but related This spell is a utility belt of handy tricks for bards of all
form—such as a Stalfos being reduced to a mere walks to aid in their performances. You create one of the
Stalhead. The creature's equipment is resized, altered, or following magical effects:
absorbed as necessary to fit this new form. You gain the ability to speak and sing in unnaturally
high and low vocal registers for up to 1 hour.
Your DM may decide to use appropriate statistics for You give yourself makeup and body styling of your
the infantile creature if they are readily available. An choice for up to 1 hour.
ancient red dragon affected by this spell could be You clean, press, and mend an article of clothing.
transformed into a red dragon wyrmling, for example.
You summon a phantasmal simulacrum of an
Otherwise, the following guidelines can be used for the
instrument of your choosing for up to 1 hour. This
infantile or inferior form:
instrument can be touched only by you and is otherwise
● The creature has disadvantage on all ability checks indestructible.
and attack rolls.
You summon a phantasmal notebook and a writing quill
● The creature is prone, and cannot use its movement
for up to 1 hour. These items can be touched only by you
to recover from this condition.
and are otherwise indestructible.
● The creature can only speak and understand one of
the languages it knows, but can't read or write. The notebook will contain the same contents between
● The creature cannot cast spells, nor perform other castings and can hold up to 100 pages of writing. As part
actions which require advanced knowledge and of dismissing the notebook, you may choose to remove
training. all writing from it. The notebook cannot be used as a
spellbook.
On its turn, the target can use its action to repeat the
Charisma saving throw, ending this spell on a success. If If you cast this spell multiple times, you can have up to
the target takes damage or is subjected to a saving three of its non-instantaneous effects active at a time,
throw, immediately afterward it can repeat the Charisma and you can dismiss such an effect as an action.
saving throw and end this spell on a success.
Beastmask
Ballista Kinesis 2nd-level illusion
5th-level transmutation Casting Time: 1 action
Casting Time: 1 minute Range: Touch
Range: Self Components: V,S,M (a wooden mask carved to look like
Components: V, S the animal)
Duration: Concentration, up to 1 minute Duration: 12 hours
You gain the ability to manipulate the trajectory and force You or one willing creature is made to look, feel, sound,
of physical projectiles by thought. For the duration of the and smell exactly like a particular species of beast or
spell, ranged weapon attacks are made against you at monstrosity that has an Intelligence of 4 or lower—but
disadvantage, and you make the first ranged weapon only to other members of that species. Members of
attack roll on each of your turns with advantage. closely related species are also fooled; for instance, a
dog mask will also fool wolves and death dogs, and a
When you take damage from a ranged weapon attack,
bear mask will also fool giant bears and owlbears. This
you can use your reaction to reduce the damage of the
spell does not give you any ability to communicate with
attack to 0 and redirect the projectile, making a ranged
that animal, however.
spell attack against a creature or object within 120 feet of
you as part of that reaction. On a hit, you deal damage to
the target as if it was the original target of the attack you
Beguile Person Choose one creature you can see within range, and
choose one of the following damage types: bludgeoning,
1st-level enchantment
piercing, or slashing. The target must succeed on a
Casting Time: 1 action Constitution saving throw or be affected by the spell for
Range: 30 feet its duration. The first time each turn the affected target
Components: V, S takes damage of the chosen type, the target takes an
extra 2d6 damage of that type. Additionally, the target
Duration: 1 minute
loses any resistance to that damage type until the spell
You attempt to charm a humanoid you can see within ends.
range. It must make a Charisma saving throw, and does
so with advantage if you or your companions are fighting
Blade Bend
it. If it fails the saving throw, it is charmed by you until the
spell ends or until you or your companions do anything 1st-level transmutation
harmful to it. The charmed creature regards you as a Casting Time: 1 bonus action
friendly acquaintance and will not attack you or your Range: Touch
allies. When the spell ends, the creature fails to know it
Components: S
was ever charmed by you.
Duration: 1 minute
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one You touch two non-sentient, non-artifact melee weapons
additional creature for each slot level above 2nd. The that deal no less than 1d4 piercing or slashing damage.
creatures must be within 30 feet of each other when you Those weapons merge into one larger melee weapon,
target them. dealing piercing or slashing damage one die size more.
For example, you could merge two daggers (1d4) into a
shortsword (1d6). For the duration of the spell, the
Bestial Empowerment
weapon is considered to do magical damage, and can be
1st-level transmutation split apart by ripping them apart as a bonus action,
Casting Time: 1 bonus action ending the spell early. If the spell expires on its own, the
Range: Self weapons become non magical and lose the ability to be
split apart.
Components: V, S, M (a part of an animal such as fur or
a tooth) If the weapons were originally magical, at the
expiration of the spell, the weapon forcibly splits apart,
Duration: Concentration, up to 1 minute
appearing back into the hands of the one who originally
You channel the bestial energies of nature within or cast the spell.
around you to magically enhance your natural ability. The
Weapon Die Size
first time you make an attack or damage roll with an
unarmed strike on your turn, you can roll a d4 and add Original Result Example
the result to the roll. Alternatively, you can attack with a 1d4 1d6 Two daggers (1d4) into one shortsword (1d6)
natural weapon that is part of your body and still receive 1d6 1d8 or 2d4 Two shortswords (1d6) into one longsword (1d8)¹
this benefit. Attacks affected by this spell are considered Two longswords (1d10) into one greatsword
magical for the purpose of overcoming resistance and 1d10 2d6 or 1d12
(2d6)¹
immunity to non magical attacks and damage. If you are
¹ Versatile weapons use their higher damage die for the
affected by another spell or magical effect which grants a
purposes of what forms them, but can use either damage
die bonus to rolls, such as bless, you cannot use the
die for determining what they become.
benefit of that spell in addition to this one.
NOTE: This is a reverse variant of the sword split spell.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by
1d4 for every three slot levels above 1st. Blade of Grass
Transmutation cantrip
Blade Bane Casting Time: 1 bonus action
4th-level transmutation Range: Touch
Casting Time: 1 action Components: V, M (one or two blades of grass)
Range: 90 feet Duration: 1 minute
Components: V, S You imbue one or two blades of grass with nature's
Duration: Concentration, up to 1 minute power. For the duration, they become sickles, and you
can use your spellcasting ability instead of Strength for
attack and damage rolls using these weapons. They are 15d10 damage of a type you choose from acid, cold, fire,
considered to be magical weapons. If you let go of a force, lightning, necrotic, radiant, or thunder.
sickle created by this spell, the spell ends for it, and it
reverts to a non magical blade of grass. The spell also Blaze of Wrath
ends if you cast it again.
1st-level abjuration
Casting Time: 1 turn
Blade Lightning
Range: Self
4th-level evocation
Components: S
Casting Time: 1 action
Duration: Instantaneous
Range: Self
Using all your might, you channel your energy into a
Components: V, S, M (a sprig of pine or a twig from a
single, powerful fiery punch. Make a melee spell attack
tree that has been struck by lightning)
against a creature. On a hit, it deals 2d6 fire damage and
Duration: Concentration, up to 1 hour 2d6 bludgeoning damage, and the target is knocked 10
You evoke a sword made from lightning, which springs ft. back. However, the stress of this spell prevents further
from the material component used and lasts for the action. You cannot use this spell if you have moved,
duration. You have proficiency with this sword and can taken a bonus action, an action or attacked another
use it as a melee weapon when making attacks; it deals creature. Likewise, after this spell is used, it ends your
3d6 lightning damage on a hit, or 3d10 when used with turn.
two hands. The sword disappears if you let go of it, but At Higher Levels. When you cast this spell at every
you can call it back to your hand as a bonus action. level above 1st, it deals an additional 1d6. Whether this
At Higher Levels. When you cast this spell using a damage is given to the fire or the bludgeoning damage is
spell slot of 5th level or higher, the damage increases by up to you, but you can only choose once.
1d6, or 1d10 when used with two hands, for each slot
level above 4th. Blazing Slash
Evocation cantrip
Blastbolt
Casting Time: 1 action
Evocation cantrip
Range: Touch
Casting Time: 1 action
Components: V, S
Range: Touch
Duration: Instantaneous
Components: V, S
With a flourish, you swipe your hand through the air to
Duration: Instantaneous bring a slash of scorching heat into a creature you try to
An explosive blast of force erupts from your palm. Make touch. Make a melee spell attack roll against the target.
a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 fire damage and 1d4
On a hit, the target takes 1d12 force damage and is slashing damage.
pushed back 5 ft. If the d20 for your attack roll lands on a At Higher Levels. This spell's fire damage and
1 or 2, the explosion backfires, and you take 1d12 force slashing damage both increase by 1d4 when you reach
damage and are pushed instead. 5th level (2d4), 11th level (3d4), and 17th level (4d4). In
This spell's force damage and backfire damage both addition, at 11th level the blazing slash launches up to 30
increase by 1d12 when you reach 5th level (2d12), 11th ft. away. A melee spell attack roll is still made to hit with
level (3d12), and 17th level (4d12). this attack.

Blasting Bolt Blazing Smite


8th-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 feet Range: Self
Components: V, S, M (a multicolored glass marble) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Make a ranged attack roll against a creature or object The next time you hit a creature with a melee weapon
within range that you can see. On a hit, the target takes attack during this spell's duration, your weapon roars with
divine flame, and the attack deals an extra 2d6 fire
damage and 2d6 radiant damage to the target. Components: V, S
Furthermore, if the target is a creature or a flammable Duration: Instantaneous
object, it ignites. Until a creature takes an action to douse
You send out an orb of warped time to a creature within
the fire, the target takes 1d6 fire damage and 1d6 radiant
range and try to manipulate its cognitive function. The
damage at the start of each of its turns.
target must make a Wisdom saving throw. On a failed
save, the target takes 1d6 force damage and can't take a
Blinding Flash bonus action until the end of its next turn.
5th-level illusion This spell's damage increases by 1d6 when you reach
Casting Time: 1 action 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Range: 30 feet
Components: S, M (a thick-shelled nut or seed) Bombos
Duration: 1 minute 9th-level evocation
A creature within range is subjected to a blinding flash Casting Time: 1 action
before its eyes. The target must make both a Constitution Range: Self (120-foot radius)
saving throw and a Dexterity saving throw. If the target Components: V, S, M (a magic sword worth at least
succeeds on both saves, nothing happens. If the target 5,000 rupees;if used in other campaign setting, scale
fails one save but succeeds on the other, it is blinded for of ancient fire dragon)
the duration. If it fails both saves, it is blinded for the
Duration: Concentration, up to 1 minute
duration, and stunned until the end of your next turn.
From the blade used as the material component of this
At the end of each of its turns, a blinded target can
spell, you send out a wave of flame that circles out from
make a new Constitution saving throw, ending the effect
you in a spiral, immediately followed by a series of
on a success. It cannot make this saving throw if it is
thunderous explosions.
stunned or otherwise incapacitated.
All creatures within a 120-foot radius of you must make
At Higher Levels. When you cast this spell using a
a Constitution saving throw. On a failed save, a target
spell slot of 6th level or higher, you can target one
takes 4d12 fire damage and 4d12 thunder damage, is
additional creature for each slot level above 5th.
deafened for the duration, and is ignited for the duration.
A creature ignited by this spell takes 1d12 fire damage at
Blood Boiling the end of each of its turns, unless it uses its action to put
2nd-level necromancy out the fire.
Casting Time: 1 action On a successful save, a creature takes half as much
Range: 30 feet damage, and is neither deafened nor ignited.
Components: V, S
Bone Lore
Duration: Concentration, up to 1 minute
2nd-level divination (ritual)
Boil the blood in the veins of a creature you can see in
range. The target takes 1d6 necrotic damage. For the Casting Time: 10 minutes
duration, at the beginning of each of its turns the target Range: Self
must make a Constitution saving throw. On a failed save, Components: V, S, M (incense worth at least 10 gp,
the target takes 1d4 necrotic damage and is paralyzed which the spell consumes, and four ivory items worth
until the start of its next turn. On a successful save, the at least 10 gp each)
effect ends on the target.
Duration: Instantaneous
This spell has no effect on creatures without blood or
Hold a piece of bone. The spell brings to your mind a
blood flow such as constructs, oozes, or undead.
brief summary of the significant events in the life of the
At Higher Levels. When you cast this spell using a creature it came from. The lore might consist of birth,
spell slot of 2nd level or higher, the damage that occurs death, major encounters, close relationships of the
after a failed save increases by 1d4 for each slot level creature etc. The information obtained will also include
above 2nd. relevant names. The information could be merely
mundane, or it could include legends or secret events
Bolt of Time that the creature was an important part of.
Evocation cantrip
Casting Time: 1 action Bonesword
Range: 60 feet 3rd-level necromancy
Casting Time: 1 action Range: Self
Range: Self Components: V, S
Components: V, S, M (one bone at least 6 inches long) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes You create a magical flame which appears in your space,
A bone, held in your free hand, becomes a shortsword, and harms other creatures but not you. The flame
longsword, greatsword, battleaxe, or greataxe. It lasts for effectively fills a 5-foot cube, and persists for the duration.
the duration and then reverts to a normal bone. If this It sheds bright light in a 20-foot radius, and dim light for
spell is cast on the same bone within 24 hours, upon the an additional 20 feet. When you cast this spell, you can
spell's end it will crumble to dust. Anyone may use the move this flame up to 10 feet in any direction along the
sword, and it is a magic weapon. On a hit, it deals an ground. You can move it again on subsequent turns by
extra 2d6 damage against living creatures and an extra using a bonus action. Whenever the flame moves into a
1d6 damage against good-aligned creatures. The extra creature's space, that creature must make a Dexterity
damage is of the same type as the weapon's base saving throw. If a creature moves through or into the
damage (piercing or slashing). flame's space on its own turn, it must make a Dexterity
saving throw. On a failed save, the creature takes 1d8
You may cast this spell on another bone in your other
fire damage.
hand (or hands, if it applies) using your bonus action. If
using the variant spell points rule, you must use 1 magic This spell's damage increases by 1d8 when you reach
point per bone in addition to using your bonus action. All 5th level (2d8), 11th level (3d8), and 17th level (4d8).
bones will transform back upon the spell's end, and will
be destroyed if the spell is used on them again. Brambles
At Higher Levels. When you cast this spell using a 2nd-level transmutation
spell slot of 5th or higher, the extra damage inflicted on Casting Time: 1 bonus action
living creatures increases by 2d6 and damage inflicted on
Range: Touch
good-aligned creatures increases by 1d6 for each two
slot levels above 3rd. Components: V, S, M (A small thorn)
Duration: Concentration, up to 1 minute
Bone Telling A bush of brambles spontaneously grows on the head of
6th-level divination your weapon, whenever you roll for damage with the
weapon, you deal an additional 1d8 piercing damage,
Casting Time: 10 minutes
this spell automatically fails if cast on a non melee
Range: Self weapon.
Components: S, M (Bones carved in the form of dice
and/or coins) Breath of Malice
Duration: Concentration, up to 10 minutes 7th-level evocation
You spend the ten minutes of the spell throwing your Casting Time: 1 action
carved bones (which you must have in order to cast the
Range: Self (120-foot cone)
spell) and reading what they tell. Choose a creature or
person you have at least heard the name of. The bones Components: V, S
will allow you to learn details such as their alignment and Duration: Instantaneous
race/species if you had not already known. Your jaw opens before a gigantic, glowing cone of
With a successful DC 16 Intelligence (Investigation) malice—pure hatred in a physical form—blasts into what
check, you also learn all the languages they speak, all lays before you. Each creature in a 120-foot cone must
the damage and condition immunities they possess, and make its choice of either a Dexterity saving throw to take
(to the DMs discretion) a basic description of what the cover, or a Charisma saving throw to resist malice from
chosen target is doing at the moment of casting the spell. overtaking its soul. A target takes 4d12 necrotic damage
At Higher Levels. When you cast this spell using a and 4d12 force damage on a failed save, and half as
spell slot of 7 or higher, the cast time and duration reduce much on a success.
to 5 minutes instead. At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, the force damage or
Bounding Flame necrotic damage (your choice) increases by 1d12 for
each level above 7th.
Evocation cantrip
Casting Time: 1 action
Broken Ward damage on a successful one. This damage bypasses the
damage resistances and immunity of any creature.
1st-level abjuration
Casting Time: 1 action
Capture Soul
Range: 30 feet
1st-level necromancy
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 120 feet
Support your allies with a fragile barrier of force that hits
Components: V, S, M (a vial or other tiny air-tight
back with splinters when struck by a melee attack. A
container)
creature within range that you can see gains 2d4
temporary hit points for the duration. If the target is hit by Duration: Up to 1 minute
a melee attack while these temporary hit points persist, You surround a creature in range with a foreboding force
the ward splinters and deals an amount of force damage that threatens to seal its soul. As long as the target is
to the attacker equal to the number of hit points it marked with this foreboding energy, you know where they
removed from this pool. are as long as they are on the same plane. If the creature
At Higher Levels. When you cast this spell using a is killed within the duration, it must make a Wisdom
spell slot of 2nd level or higher, add 1d4 temporary hit saving throw. Any creature that can take legendary
points for each spell slot above 1st. actions or has the Legendary Resistance feature
automatically succeeds on this save. A creature
automatically succeeds on this saving throw if it is
Brutal Blade
unintelligent or doesn't have a soul; this includes
Evocation cantrip constructs, most beasts, certain types of undead, and
Casting Time: 1 action other creatures subject to DM discretion. Any type of
Range: Self Poe, Ghini, ghost, or other spectral form of undead that
doesn't meet a previous condition automatically fails this
Components: V, S, M (a melee weapon worth at least 1
save.
sp)
On a failed save, you rip from the creature's corpse a
Duration: 1 round
permanently-created poe soul, which is sealed in the
You brandish the weapon used in the spell’s casting and container used as the material component of this spell.
make a melee attack with it against one creature within 5 Although this item is inanimate, it represents the
feet of you. On a critical hit, the target suffers additional creature's literal soul, which by your action cannot return
damage equal to your spellcasting ability modifier. to its body. If this soul is consumed or remains contained,
This spell’s damage increases when you reach certain the creature cannot be brought back to life (nor
levels. At 5th level, the melee attack deals an extra 1d8 reanimated as a spectral form of undead) except by a
on a normal hit, and on a critical hit it deals an additional spell of 6th level or higher. If such a spell succeeds, it
2d8 + your spellcasting ability modifier. Both damage rolls destroys the created poe soul if it still exists.
increase by 1d8 at 11th level (2d8 and 3d8) and 17th At Higher Levels: When cast at its highest level
level (3d8 and 4d8). Additionally, at 11th level a critical hit (Based on individual classes), Any creature that can take
is scored on a 19 or 20. legendary actions or has the Legendary Resistance
feature instead has advantage on this saving throw
Calamitous Strike instead of automatically succeeding.
9th-level evocation
Casting Time: 1 reaction, which you take when you hit a Change Sex
creature with a weapon attack 2nd-level transmutation (ritual)
Range: Self Casting Time: 1 action
Components: V Range: Touch
Duration: Instantaneous Components: V, S, M (a small dried frog)
You utterly obliterate the creature you hit with your attack. Duration: Permanent or up to 24 hours (see below)
Instead of dealing normal damage for your attack, the You attempt to change one target to another sex. You
creature you hit must make a Constitution saving throw, can change a target to any sex, be it male, female,
taking 20d10 damage of your weapon's damage type and intersex, or any other sex that species has. An unwilling
20d10 force damage on a failed save, or half as much target can make a Constitution saving throw, being
unaffected on a success. This spell does not alter the
target's gender identity, nor does it alter their overall Chorus of Destruction
physique.
3rd-level conjuration
The spell's duration depends on whether or not the
Casting Time: 1 action
target is willing. If the target is willing, the spell's effects
are permanent. If the target is unwilling, the spell lasts for Range: 60 feet
24 hours. An unwilling target can repeat their Constitution Components: S
saving throw every hour, ending the spell early on a Duration: Concentration, up to 1 minute
success.
You snap your fingers and the sky becomes bright as a
heavenly choir sounds and begins an awesome song of
Channel Divinity destruction. When you cast this spell and as an action in
6th-level transmutation each of your subsequent turns until the spell ends, you
Casting Time: 1 action can choose any number of creatures you can see within
range. Each creature that can hear you must make a
Range: Self
Wisdom saving throw. You can't target a creature again if
Components: V it has succeeded on a saving throw against this casting
Duration: Concentration, up to 1 hour of Chorus of Destruction. A creature takes 2d6 psychic
You become a conduit for divine power, allowing you to damage on a failed save, or half as much on a success.
perform several miraculous effects. For the duration of At Higher Levels. When you cast this spell using a spell
the spell, you glow softly, shedding bright light within a slot of 4th level or higher, the damage increases by 1d6
10-foot radius and dim light for another 10 feet. If this for each slot level above 3rd.
area of light overlaps with an area of darkness created by
a spell of 6th level or lower, the spell that created the Chromatic Explosion
darkness is dispelled. Furthermore, you gain the
5th-level evocation
following abilities for the duration of the spell:
Casting Time: 1 action
Range: 150 feet
● Aberrations, celestials, elementals, fey, fiends, and
undead have disadvantage on attack rolls against Components: V, S, M (diamond dust worth 100 gp,
you, and you also can't be charmed, frightened, or which the spell consumes)
possessed by creatures of those types. Duration: Instantaneous
● You have resistance to radiant and necrotic damage. You gesture to a point you can see within range, and an
● You can move across any liquid surface as if it were explosion of energy that erupts from that point. You
harmless solid ground. choose acid, cold, fire, lightning, poison, or thunder for
● You can use a bonus action to heal a creature you the type of explosion you create. Each creature in a
touch, restoring 3d6 hit points to it and, if you 30-foot-radius sphere centered on that point must make a
choose, ending one disease or one condition Dexterity saving throw, taking 5d10 damage of the type
afflicting it. The condition can be blinded, deafened, you chose on a failed save, or half as much damage on a
paralyzed, or poisoned. Once you have used this successful one.
feature of the spell ten times, you can't use it again
At Higher Levels. When you cast this spell using a
until the spell ends.
spell slot of 6th or higher, the damage increases by 1d10
for each slot level above 5th.
Chorus of Awe
3rd-level conjuration Chromatic Weapon
Casting Time: 1 action 2nd-level evocation
Range: 20 feet Casting Time: 1 bonus action
Components: S Range: Self
Duration: Concentration, up to 1 minute Components: V, M (the feather of a colorful bird)
You snap your fingers and the sky becomes bright as a Duration: Concentration, up to 1 minute
heavenly choir sounds and begins an awesome song of
You choose acid, cold, fire, lightning, poison, or thunder
empowerment. Choose any number of creatures within
to form a blade out of. The blade is considered a magical
range. Each creature that can hear can add your
longsword, dealing damage of the type you chose. For
spellcasting ability modifier to attack rolls, saving throws,
the duration, you can use your spellcasting ability
or Strength (Athletics) checks it makes for the duration.
modifier in place of your Strength for attack and damage Cleanse Wound
rolls.
Transmutation cantrip
If you roll a 1 or a 20 on an attack, the blade
Casting Time: 1 bonus action
discharges its energy. On a 1, it deals 1d8 damage of the
chosen type to all creatures (including yourself) within 5 Range: 30 feet
feet . On a 20, the sword deals an additional 1d8 damage Components: S
of the chosen type, in addition to the critical hit damage, Duration: Instantaneous
to all creatures (excluding yourself) within 10 feet.
A cantrip that provides healing? What is this madness?
At Higher Levels. When you cast this spell using a
Choose a creature within range that has at least 1 hit
3rd- or 4th-level spell slot, the damage for the attacks
point. The target regains 1 hit point. A creature who is
and the additional damage on 1 or 20 increases in 1d8.
healed by Cleanse Wound cannot be healed by it again
When you cast it using a 5th- or 6th-level spell slot, the
until it loses 1 or more hit points.
damage increases in 2d8. When you cast it using a spell
slot of 7th level or higher, the damage increases in 3d8. The hit points restored by this spell and the number of
hit points a target needs to have lost to benefit from this
cantrip again increase by 1 when you reach 5th level (2),
Circle of Magic Resistance
11th level (3), and 17th level (4).
5th-level abjuration
Casting Time: 1 action Clear Thought
Range: Self (15-foot radius) 1st-level divination
Components: V Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: Touch
You create a 15-foot radius sphere of protective energy Components: V, S, M (a semi transparent crystal or
centered on you, shielding yourself and non hostile piece of glass)
creatures in this area from the effects of harmful spells. A
Duration: 1 hour
benefiting creature in the affected area has advantage on
saving throws against spells and other magic effects; and You touch a creature to bestow it with pristine thought.
has resistance to damage from spells which don't afford a The target has advantage on Intelligence checks for the
saving throw to halve the damage. duration of this spell. This spell ends prematurely if the
target becomes distracted with a taxing mental or
The area of this spell is normally stationary, and
physical activity, such as casting a spell or engaging in
remains where it is when you cast it. On each of your
combat.
turns, you can use a bonus action to move the affected
area to be centered on you.
Clothes beam
Claws of the Dragon Conjuration cantrip
Transmutation cantrip Casting Time: 1 action
Casting Time: 1 bonus action Range: 30 feet
Range: Self Components: S
Components: S Duration: Until dispelled
Duration: Concentration, up to 1 minute You cast a beam of whirling cloth towards a humanoid
you can see within range. An unwilling creature can
Using your sorcerous bloodline you can grow a set of
make a Charisma saving throw against your spell save
menacing claws with which to damage your foes. For the
DC to resist this spell. On a failed save, the creature is
duration, your unarmed strikes deal 1d4 slashing
dressed in a random set of clothes. These clothes are
damage. Your claws are considered to be light for the
considered magical, but have no special properties.
purpose of two-weapon fighting and you use your
Dispel magic can make the clothes disappear. This spell
spellcasting modifier for attack and damage rolls.
fails if the creature already has more clothing on than
At Higher Levels. The spell’s damage increases by undergarments. These clothes disappear if they're
one die when you reach 5th level (2d4), 11th level (3d4), removed from the creature as well.
and 17th level (4d4). Starting at 11th level, if you have the
draconic bloodline sorcerous origin, you can choose for
Cobra's Spit
the claws' additional damage to be of the type associated
with your draconic ancestry, instead of slashing. 3rd-level conjuration
Casting Time: 1 action
Range: Self range. Roll initiative for the summoned creatures as a
Components: S, M (a poisonous snake’s fang) group.
Duration: Concentration, up to 1 minute
Conjure Spirit Wolf
You grow a set of poison-producing organs in the back of
your throat for the duration. When you cast this spell and 1st-level conjuration
as a bonus action on each of your subsequent turns, you Casting Time: 1 action
can use these organs to spit venom towards a creature Range: 30 feet
within 30 feet that you can see. Make a ranged spell
Components: V, S, M (the hair of a wolf)
attack against the target. On a hit, the target takes 3d8
poison damage and is poisoned until the end of its next Duration: Concentration, up to 1 hour
turn. You summon the fey spirit of a wolf to aid you. The
At Higher Levels. When you cast this spell using a creature appears in an unoccupied space within range.
spell slot of 4th level or higher, the damage increases by Its statistics are that of a wolf.
1d8 for each slot level above 3rd. You can communicate telepathically with this wolf and
it can respond telepathically using any language you
Conceal Item know. It retains its memories between summonings.
3rd-level illusion The wolf is friendly to you and your companions for the
duration. The wolf has its own turns, and it rolls its own
Casting Time: 1 action
initiative. It obeys any verbal commands that you issue to
Range: Touch it (no action required by you).
Components: V, S, M (a handful of any kind of The wolf disappears when it drops to 0 hit points or the
gemstone dust) spell ends.
Duration: 1 hour At Higher Levels. When you cast this spell using a
You render a single item of Medium-size or smaller spell slot of 2nd level or higher, you conjure one
completely undetectable when you hide it on your additional wolf for every slot level above 1st.
person. Divination magic, as well as true seeing, can
reveal the item's existence. Control Monster
8th-level enchantment
Conjure Marionettes
Casting Time: 1 action
1st-level conjuration (ritual)
Range: 60 feet
Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (one splinter of wood per creature
You attempt to beguile a creature that you can see within
summoned)
range. It must succeed on a Charisma saving throw or be
Duration: Concentration, up to 1 hour charmed by you for the duration. If you or creatures that
You summon a wooden, hovering, human-shaped are friendly to you are fighting it, it has advantage on the
construct—a skull puppet, informally known as a puppet saving throw.
or marionette—that appears in unoccupied space that While the target is charmed, you have a telepathic link
you can see within range. The summoned creature is with it as long as the two of you are on the same plane of
friendly to you and your companions, has its own turn, existence. You can use this telepathic link to issue
and rolls its own initiative when it appears. It obeys any commands to the creature while you are conscious (no
verbal commands that you issue to them (no action action required), which it does its best to obey. You can
required by you). If you don't issue any commands to it, it specify a simple and general course of action, such as
defends itself from hostile creatures, but otherwise takes “Attack that creature,” “Run over there,” or “Fetch that
no actions. object.” If the creature completes the order and doesn't
A summoned skull puppet disappears when it drops to receive further direction from you, it defends and
0 hit points or when the spell ends. preserves itself to the best of its ability.
At Higher Levels. When you cast this spell using a You can use your action to take total and precise
spell slot of 2nd level or higher, you can summon one control of the target. Until the end of your next turn, the
additional skull puppet for each level above 1st. Each creature takes only the actions you choose and doesn't
puppet can appear in any unoccupied space within do anything that you don't allow it to do. During this time
you can also cause the creature to use a reaction, but Duration: Concentration, up to 1 minute
this requires you to use your own reaction as well. A corrosive green mist pours off from you in an aura with
Each time the target takes damage, it makes a new a 10 foot radius. The area within the aura is lightly
Charisma saving throw against the spell. If the saving obscured. Each creature within the aura when it appears
throw succeeds, the spell ends. must make a Constitution saving throw. A target takes
At Higher Levels. When you cast this spell using a 4d8 acid damage on a failed save, or half as much
9th-level spell slot, the duration is concentration, up to 8 damage on a successful one. Any creature that moves
hours. within the aura for the first time on a turn or ends its turn
there must also make this saving throw at that time.
Control Person At Higher Levels. When you cast this spell using a
spell slot of 5th or higher the damage increases by 1d8
5th-level enchantment
for each slot above 4th.
Casting Time: 1 action
Range: 60 feet Cryonis
Components: V, S Transmutation cantrip
Duration: Concentration, up to 1 minute Casting Time: 1 action
You attempt to beguile a humanoid that you can see Range: 30 feet
within range. It must succeed on a Charisma saving
Components: S
throw or be charmed by you for the duration. If you or
creatures that are friendly to you are fighting it, it has Duration: 10 minutes
advantage on the saving throw. Upon a relatively flat plane of liquid water at least five by
While the target is charmed, you have a telepathic link five feet, you create a pillar of magic ice that has
with it as long as the two of you are on the same plane of dimensions in feet of 5 x 5 x 10. The pillar always forms
existence. You can use this telepathic link to issue with its longest side perpendicular to the plane of water.
commands to the creature while you are conscious (no This pillar can even be created on waterfalls or sloping
action required), which it does its best to obey. You can rivers, and remains where it was summoned. The pillar
specify a simple and general course of action, such as floats in midair wherever it is formed, even if the water
“Attack that creature,” “Run over there,” or “Fetch that beneath it has moved or been removed.
object.” If the creature completes the order and doesn't If a creature or object of Medium size or smaller
receive further direction from you, it defends and occupies the space where this pillar would form, the pillar
preserves itself to the best of its ability. gently raises or pushes the creature away from the body
You can use your action to take total and precise of water. It can choose to destroy the pillar as it forms by
control of the target. Until the end of your next turn, the succeeding on a Strength save. If the pillar would squish
creature takes only the actions you choose and doesn't the creature in any way that would cause damage, the
do anything that you don't allow it to do. During this time creature automatically succeeds on this save.
you can also cause the creature to use a reaction, but One of these pillars is created with grooves that make
this requires you to use your own reaction as well. it surprisingly easy to climb. The primary purpose of a
Each time the target takes damage, it makes a new pillar created by this spell, however, is to provide cover.
Charisma saving throw against the spell. If the saving One pillar can provide total cover for a Medium or smaller
throw succeeds, the spell ends. creature.
At Higher Levels. When you cast this spell using a A pillar has 5 AC and 10 hit points. It has immunity to
6th-level spell slot, the duration is concentration, up to 10 cold, poison, and psychic damage; and vulnerability to
minutes. When you use a 7th-level spell slot, the duration fire damage. Once it is reduced to 0 hit points, the pillar is
is concentration, up to 1 hour. When you use a spell slot completely destroyed and the spell ends. A pillar is also
of 8th level or higher, the duration is concentration, up to destroyed at the end of the spell's duration. If you attempt
8 hours. When you use a spell slot of 9th level, the to create five pillars with cryonis, the oldest pillar is
duration is concentration, up to 24 hours. destroyed when the new one is created; you cannot
create more than four simultaneously.
Corrosive Aura You create one additional pillar when you reach 5th
level (2 pillars), 11th level (3 pillars), and 17th level (4
4th-level conjuration
pillars). These additional pillars can be anywhere in
Casting Time: 1 action range.
Range: Self
Components: V
Curse Weapon Range: Touch
3rd-level necromancy Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Touch You grab hold of a creature you can touch and drain its
life force until it breaks free. Make a melee spell attack
Components: V
against the target. You can choose to substitute the
Duration: Concentration, up to 1 hour attack roll with a Strength (Athletics) check contested by
Touching a weapon, you imbue it with necromantic the target’s Strength (Athletics) or Dexterity (Acrobatics)
energy, temporarily transforming steel to bone and check (the target chooses the ability to use). On a hit or a
wrappings to rotting flesh, both clawing at any creature successful check, the target suffers 1d12 lightning
that holds them. The first creature to wield a weapon damage and is grappled by you, regardless of its size.
under the effects of this spell can not stop wielding it until The escape DC for this grapple is equal to your spell
this spell ends if they fall unconscious. Roll 1d4 for each save DC.
weapon. Depending on the roll, it gains one of the While you maintain the grapple on the target, you can
following until this spell ends: inflict this lightning damage again as an action. When the
1. The curse of the plague. When a successful attack is grapple ends, the target suffers 1d6 fire damage and is
made with the weapon against a creature, the target pushed up to 5 feet away from you, then the spell ends.
becomes weakened until this spell ends. Any creature that is not alive, such as an undead or
2. The curse of the souls. On the wielder's first construct, has resistance to the lightning damage from
successful attack made with the weapon against a this spell.
creature, it absorbs a piece of their soul. The
At Higher Levels. When you cast this spell using a
weapon deals half as much damage to other
spell slot of 3rd level or higher, increase the lightning
creatures, but twice as much to the initial target.
damage by 1d12 for every two slot levels above 1st.
3. The curse of death. All attack rolls with the weapon
have disadvantage, but it deals an additional
necrotic damage equal to its damage roll. Dark Flare
4. The curse of suffering. When a successful attack is 3rd-level evocation
made with the weapon against a creature, its attack Casting Time: 1 action
rolls have advantage, but any damage dealt as a
Range: Self (40-foot line)
result of a hit with the weapon is halved (i.e. base
damage roll, a rogue's sneak attack damage, a Components: V, S, M (a magnifying glass and a piece of
barbarian's rage damage, etc.}}. black cloth)
Casting at Higher Levels. When you cast this spell Duration: Instantaneous
using a spell slot of 4th level or higher, you may target A stream of dark fire bursts forth from your hand in a
one additional weapon per spell slot level above 3rd. 40-foot long, 15-foot wide line. Each creature in the line
must make a Dexterity saving throw, taking 5d4 fire
Dancing Rune Weapon damage and 5d4 necrotic damage on a failed save, or
half as much damage on a successful one.
2nd-level conjuration
At Higher Levels. When you cast this spell using a
Casting Time: 1 bonus action
spell slot of 4th level or higher, the fire damage and the
Range: Self necrotic damage each increase by 1d4 for each spell
Components: S, M (a small bone replica of a weapon) level above 3rd.
Duration: Concentration, up to 1 minute
You conjure a floating spectral weapon, identical to one Dark Force
that you are wielding, that floats alongside you and 2nd-level evocation
mimics your actions for the duration. Whenever you take Casting Time: 1 action
the Attack action, you may make one weapon attack with
Range: 120 feet
the spectral weapon against the same target. The
spectral weapon deals force damage on a hit instead of Components: V, S, M (a black pearl worth at least 50
its normal damage. gp)
Duration: Instantaneous
Dark Dive A mysterious black orb appears in the center of a point
1st-level necromancy you choose within range, which then crackles and rapidly
expands to fill a 10-foot radius sphere. Each creature in
Casting Time: 1 action
the area of the sphere must make a Dexterity saving fiery explosion. You can do this even with the launched
throw. A target takes 2d6 force damage and 2d6 necrotic boulder is in mid-trajectory, such as when a creature
damage on a failed save, or half as much damage on a succeeded on its Strength save to stop the boulder. Each
successful one. creature in a 30 foot radius of the boulder at that point
At Higher Levels. When you cast this spell using a must make a Dexterity save, taking 5d8 fire damage on a
spell slot of 2nd level or higher, the amount of both the failure, or half as much on a success.
force and necrotic damage caused by the spell increases If the duration of this spell ends and the boulder hasn't
by 1d6 each for each level above 1st. exploded, it becomes a mundane boulder permanently.
At Higher Levels. When you cast this spell using a
Dark Transport spell slot of 9th level, the bludgeoning damage and fire
3rd-level necromancy damage both increase by 1d8.
Casting Time: 1 bonus action
Dead Man's Volley
Range: 60 feet
2nd-level evocation
Components: S
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
You briefly turn into a flurry of ravens, a dark mist, or
similar foreboding phenomena before reappearing Components: V, S
somewhere else in range. You teleport up to 60 feet to an Duration: Until a creature takes damage from it, up to 1
unoccupied space you can see, forming a 10 foot wide minute
line behind you. Creatures that you designate in the line You manifest and hurl a ball of electric energy at a
must succeed on a Constitution saving throw or take creature or object you can see within range. The target
3d10 necrotic damage. must make a Dexterity saving throw, taking 4d12
At Higher Levels. When you cast this spell using a lightning damage on a failure. If the target succeeds on
spell slot of 4th level or higher, the damage increases by its save, it takes no damage and instead deflects the
1d10 for each slot level above 3rd. spell, gaining control of it. The target may then use an
action on its turn to redirect the projectile at a new target
Darunia's Explosive Boulder of its choice out to a range of 60 feet. The new target
must make the same Dexterity saving throw, with the
8th-level conjuration
same consequences for failure or success. If a creature
Casting Time: 1 action chooses not to use this projectile on its turn, it defuses,
Range: 60 feet and the spell ends.
Components: V, S, M (a charred pebble) This spell's redirection effect can be triggered an
Duration: 1 round indefinite number of times until the duration expires.

You conjure a giant, rough sphere of solid rock about 3 If the original caster can communicate with the target,
feet in diameter and weighing about 2000 pounds. You they can allow the target to automatically pass the save
can only cast this spell while standing on solid ground. for their first casting of the spell and every subsequent
The boulder appears in your space, but as part of the redirection they make.
action used to cast this spell, you can throw or launch the At Higher Levels. When you cast this spell using a
boulder from your person to any point in range. spell slot of 3rd level or higher, its damage increases by
The launched boulder's path is a 5-foot-wide line 1d12 for every slot level above 2nd.
originating from you, and is up to 60 feet in length. Any
creature in the boulder's path must make a Strength Death Blade
saving throw. A Huge or larger creature has advantage Necromancy cantrip
on this saving throw, while a Small or smaller creature
Casting Time: 10 minutes
has disadvantage. On a failure, the creature takes 5d8
bludgeoning damage, is moved with the boulder until the Range: Self
boulder's momentum stops, and falls prone wherever the Components: V, S, M (a blade)
boulder stops. On a successful save, the creature takes Duration: Instantaneous
half as much damage, stops the momentum of the
You enchant a blade you wield with a slain soul. If you
boulder in its space, and is neither moved nor knocked
have slain an enemy in the last turn, you can cast this
prone.
spell as a bonus action, otherwise it has a casting time of
At any point before the start of your next turn, you can 10 minutes. Until the start of your next turn, a bladed
use your reaction to cause the boulder to detonate with a
weapon you wield gains a +2 bonus on attack rolls and Deathwatch
damage rolls. A creature hit by this weapon must
1st-level necromancy
succeed on a Wisdom saving throw or become frightened
of you until the start of your next turn. Casting Time: 1 action
Range: 30 feet
Death Bolt Components: V, S
Necromancy cantrip Duration: 10 minutes
Casting Time: 1 action Using the foul sight granted by the powers of unlife, you
Range: 120 feet can determine the condition of creatures near death
within the spell's range. You instantly know whether each
Components: V, S
creature within the area is dead, fragile (alive and
Duration: Instantaneous wounded, with 3 or fewer hit points left), fighting off death
You hurl a dark ball at a creature or object within range. (alive with 4 or more hit points), undead, or neither alive
Make a ranged spell attack against the target. On a hit, nor dead (such as a construct).
the target takes 1d10 necrotic damage. Deathwatch sees through any spell or ability that
This spell's damage increases by 1d10 when you allows creatures to feign death. The spell can penetrate
reach 5th level (2d10), 11th level (3d10), and 17th level most barriers, but it is blocked by 1 foot of stone, 1 inch
(4d10). of common metal, a thin sheet of lead, or 3 feet of wood
or dirt.
Death March
4th-level necromancy Defender of Life
Casting Time: 1 action 4th-level abjuration
Range: Self Casting Time: 1 action
Components: V, S Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute Components: V
You empower yourself and nearby allies with shadow Duration: Concentration, up to 10 minutes
magic, with the life-draining force of death. A 30-foot You radiate a field of protective magic out to a range of
radius of effect moves with you, centered on you, for the 15 feet, which preserves life. This area moves with you,
duration of the spell. You and every friendly creature centered on you. You and every non hostile creature in
within this radius gains the following benefits while it range can't have its hit point maximum reduced, has
remains within the radius: resistance to necrotic damage, and has advantage on
● Deals an extra 1d6 necrotic damage on a hit with saving throws against both curses and disease.
any weapon attack (or 1d8 if you have the Necrotic Any living, non hostile creature in this area that begins
Power feature). its turn with 0 hit points regains 1 hit point at the start of
● Has resistance to necrotic damage and poison its turn.
damage.
At Higher Levels. When you cast this spell using a Demand Duel
spell slot of 5th level, the extra damage increases to 2d6 1st-level enchantment
(or 2d8 if you have the Necrotic Power feature).
Casting Time: 1 action
Range: 30 feet
Death Sight
Components: V
Divination cantrip
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You massively bloat the ego of a hostile creature, and
Range: Touch
prevent them from backing down. Choose one target in
Components: V, S, M (a pinch of powdered bone) range, and a second target that the first can see. The first
Duration: 1 minute target must make a Charisma saving throw, or have their
You touch a creature and give it an insight into its ego bloated. For the duration of the spell, they are
imminent death. While under the effects of this spell, a affected by the following.
creature can add its proficiency bonus to its death saving ● They cannot take the Dash or Disengage action.
throws. You cannot cast this spell on an incapacitated ● They cannot willingly be more than 60 feet away
creature. If you cast this spell again, the effect ends. from the second target.
● At the start of the first target's next turn, they can Duration: Concentration, up to 10 minutes
reattempt the saving throw, ending the spell on a Deteriorating energy radiates from you in an aura with a
success. 30-foot radius, making armor brittle and wearing down
Undead, constructs, creatures with a Charisma of 5 or living things. Until the spell ends, the aura moves with
less, and those immune to the charmed condition, cannot you, centered on you. You can use a bonus action to
be the first target of this spell. make a ranged spell attack against a creature within the
aura. On a hit, the target takes 4d6 necrotic damage, and
Descent it suffers a -2 penalty to its AC until the end of your next
turn.
Transmutation cantrip
Casting Time: 1 action
Detect Weapons
Range: 60 feet
1st-level divination
Components: V, S
Casting Time: 1 action
Duration: Instantaneous
Range: Self
A creature you can see in range must make a Strength
Components: V, S
saving throw. On a failure, it is abruptly pulled down
towards the ground, if the creature is subject to gravity. Duration: Concentration, up to 10 minutes
An airborne creature or a creature in a fluid immediately For the duration, you sense the presence of
descends 20 feet, and if it hits ground takes 1d6 manufactured weapons within 30 feet of you. If you
bludgeoning damage for every 10 feet fallen. A creature sense weapons in this way, you can use your action to
on the ground takes 1d6 bludgeoning damage. determine their location and type (e.g. "shortsword"). This
The amount of distance fallen increases by 10 feet can detect an improvised weapon if it is wielded by a
when you reach 5th level (30 feet), 11th level (40 feet), creature intending to use it as such.
and 17th level (50 feet). The damage a creature on the The spell can penetrate most barriers, but it is blocked
ground takes increases by 1d6 at 5th level (2d6), 11th by 1 foot of stone, 1 inch of common metal, a thin sheet
level (3d6), and 17th level (4d6). of lead, or 3 feet of wood or dirt.

Desecrate Weapon Devilish Charm


1st-level transmutation Enchantment cantrip
Casting Time: 1 bonus action Casting Time: 1 minute
Range: Touch Range: Self
Components: V, S, M (Holy Symbol, Grave or Bone Components: V
Dust, Weapon with Metal Striking Surface) Duration: Instantaneous or up to 1 minute (see text)
Duration: 1 minute If you spend the whole cast time of this spell talking to a
The metal of a weapon you are holding is desecrated humanoid creature of your same race who can
with unholy might, gleams with an onyx black finish from understand what you say, you can force the creature to
which wisps of black smoke sometimes fall and radiates make a Wisdom saving throw. If you or your companions
an evil aura. For the duration, you can use your are fighting the creature, the save automatically
spellcasting ability instead of Strength for attack and succeeds. If the creature fails its save, it is charmed by
damage rolls on melee attacks using this weapon, and you as long as it remains within 60 feet of you and for 1
the weapon's damage die becomes 1d8. The weapon minute thereafter.
also becomes magical, if it isn't already. The spell ends if When the spell ends, the creature realizes that you
you cast it again or if you let go of the weapon. have used magic to influence its mood and becomes
At Higher Levels. When you cast this spell using a hostile toward you. A creature prone to violence might
spell slot of 2nd level or higher, the weapon deals an attack you. Another creature might seek retribution in
additional 1d8 necrotic damage for every level above 3rd. other ways (at the DM’s discretion), depending on the
nature of your interaction with it.
Desolation Aura
3rd-level necromancy Disarm
Casting Time: 1 action 2nd-level transmutation
Range: Self (30-foot radius) Casting Time: 1 action
Components: V Range: 60 feet
Components: V, S, M (a bit of foam or butter) actions are not destroyed by this spell, instead they take
Duration: Instantaneous an additional 8d6 radiant damage or half as much on a
successful save.
You disarm an enemy creature of a weapon or other
object it's holding. Choose a weapon or other object in
range that weighs up to 15 pounds and is being held by a Divine Power
creature. The creature holding the object must make a 4th-level evocation
Strength saving throw. On a failed save, the object flies Casting Time: 1 action
out of its grasp towards you. If it is small enough for you
Range: Self
to hold in one hand and you have at least one hand free,
you can catch it; otherwise, it lands at your feet. The Components: V, S, M (a small silver sword)
creature has advantage on this save if it is holding the Duration: Concentration, up to 1 minute
object in both hands. Calling upon the divine power of your deity, you imbue
At Higher Levels. When you cast this spell using a yourself with strength and skill in combat. You gain
spell slot of 3rd level or higher, you can target one proficiency in one armor, shields, and one weapon of
additional object for each slot level above 2nd. The your choice when you cast this spell and may don or doff
objects must be within 30 feet of each other when you armor as a bonus action. You may ignore this if you are
target them. already proficient in all weapons, armors, or shields and
instead gain a +1 to both AC and your bonus to attack
Disintegrating Smite and damage rolls. If you are already wearing armor, you
may use your bonus action to touch a set of armor that is
5th-level transmutation
not being worn or part of a creature and switch your
Casting Time: 1 bonus action current armor with that set.
Range: Self While you are under the effects of this spell, when you
Components: V take the Attack action, you may make one additional
Duration: Concentration, up to 1 minute weapon attack. Also, in addition, you may choose to deal
either necrotic or radiant damage with your weapon's
The next time you hit a target with a weapon attack
damage dice until the spell ends. When you do so, you
before this spell ends, your weapon crackles with force.
may add an additional 1d6 damage of that type to the
If the target is a creature, it takes an extra 10d6 force attack.
damage. If this damage reduces the target to 0 hit points,
it is disintegrated.
Dowse Location
A disintegrated creature and everything it is wearing
4th-level divination
and carrying, except magic items, are reduced to a pile of
fine gray dust. The creature can be restored to life only Casting Time: 1 action
by means of a true resurrection or wish spell. Range: Touch
This spell automatically disintegrates a Large or Components: V, S, M (an oblong piece of metal worth at
smaller non magical object or creation of magical force. If least 1 gp)
the target is a Huge or larger object or creation of force, Duration: 24 hours
this spell disintegrates a 10-foot-cube portion of it. Magic
When you cast this spell, the material component
items are unaffected by this spell.
becomes drawn to the location from which you cast this
spell. For the duration, the material will be very gently
Disrupting Weapon drawn to this location regardless of the distance. The
5th-level transmutation pulling force is just enough that a creature who holds it
Casting Time: 1 action can faintly feel the tug. If set on natural ground, the pull
will not be enough for the material to roll through dirt,
Range: Touch
sand, or clumps of grass even if the material is perfectly
Components: V, S round.
Duration: Concentration, up to 1 minute. The location initially designated by this spell assumes
This spell makes a melee weapon deadly to undead. Any a sphere of physical matter 5 feet across. Thus it can
undead creature with hit points equal to or less than 200 track mobile objects that are beyond this diameter, such
must succeed a Wisdom saving throw or be destroyed as wagons, ships, or islands floating in the sky. It cannot
utterly if struck in combat with this weapon. The Magic however track open air or shifting water. If the location is
Resistance trait does not apply against this spell's irrevocably destroyed or pulled apart, this spell ends.
destruction effect. Undead creatures with legendary Detect magic or similar effects can discern that the
targeted location is affected by this spell. This spell can Range: Self (30-foot cone)
be dispelled either by targeting the target location or the Components: V, S
material.
Duration: Instantaneous
At Higher Levels. When you cast this spell using a
You rip through the air with magically-manifested dragon
spell slot of 6th level or higher, you can choose for the
claws, evoking gales of wind to cut through foes. A
duration to become "until dispelled." This effectively
creature in range must succeed on a Dexterity saving
creates a dowsing stone for the location you designated.
throw, taking slashing damage equal to 2d6 + your
Strength modifier on a failed save.
Dragon Rage
If you are concentrating on claws of the dragon when
5th-level enchantment you cast this spell, the target will take half of the damage
Casting Time: 1 bonus action rolled instead of none on a successful save.
Range: Self At Higher Levels. When you cast this spell using a
Components: V, S, M (A dragon's scale) spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.
Duration: 1 minute
Channeling the might of dragons, you augment your
Dragon's Skin
physical might. While this spell is active, you gain the
following benefits: 5th-level transmutation
● You add twice your strength modifier to damage rolls Casting Time: 1 action
of melee attacks Range: Touch
● You may wield one two-handed and/or heavy Components: V, S, M (an ounce of blood freshly drawn
weapon in one hand with no disadvantage to your from a dragon of adult age or older)
attack rolls. You cannot dual wield two of these
Duration: Concentration, up to 1 hour
weapons, however.
● You gain temporary hit points equal to your Strength You touch a willing creature, granting it a dragon's near
modifier + your sorcerer level. invulnerability to energy and physical blows. Until the
● You gain resistance to non magical bludgeoning, spell ends, the target gains immunity to one of the
piercing and slashing damage, as well as one following damage types: acid, cold, fire, lightning, or
damage type of your choice from acid, fire, cold or thunder. In addition, the target's AC can't be less than 20,
lightning. If you are already resistant to these regardless of what kind of armor it is wearing.
damage types, you gain immunity, even if the
damage is magical. Drowning
● If you are counted as a dragon or have Draconic 5th-level conjuration
Bloodline as your sorcerous origin, your movement
Casting Time: 1 action
speed increases by 10 ft. and dragon's breath's
breath attack can be a 30 ft. cone or a 30 ft. long, 5 Range: 120 feet
ft. wide line. Components: V, S
However, this spell is very physically taxing. Duration: Concentration, up to 10 minutes
● You cannot concentrate on spells while this spell is You create an orb of water that engulfs a single creature
active (with the exception of claws of the dragon and within range.
dragon's breath.) The creature targeted must make a Strength saving
● If you end this spell early, you gain one level of throw. On a failure, the target takes 2d8 bludgeoning
exhaustion. damage. If it is Medium or smaller, it is also grappled,
● You have disadvantage on all Wisdom and with an escape DC equal to your spell save DC. Until this
Intelligence saving throws. grapple ends, the target is restrained and unable to
● Choose from acid, cold, fire or lightning. You gain breathe unless it can breathe water or does not have to
vulnerability to this damage type. This cannot be the breathe, such as constructs and the undead.
same damage type as you chose for your resistance.
● You must wait one round before casting this spell At Higher Levels. When you cast this spell using a
again. spell slot of 6th level or higher, the damage increases by
1d8 per spell slot level and you can affect Large or
smaller creatures.
DragonRend
1st-level evocation
Casting Time: 1 action
Earth Barrier Casting Time: 1 action
1st-level abjuration Range: 100 feet
Casting Time: 1 reaction, which you take when you are Components: V, S, M (a tiny tin gong or cymbal)
hit by an attack Duration: Concentration, up to 1 minute
Range: 10 feet Choose one creature you can see within range. For that
Components: V, S creature, every sound is amplified and reverberates with
distressing loudness. The creature must make a
Duration: 1 minute
Constitution saving throw. On a failure, the creature is
You call forth a pillar of earth and stone in an unoccupied, deafened and has disadvantage on all attack rolls and
5-foot cube within range when you would be hit by an ability checks. A creature immune to the deafened
attack. The barrier is immobile and has an AC of 10 and condition automatically succeeds on its saving throw.
27 hit points.
At the end of each of its turns, and each time it takes
The barrier can act as total cover to creatures adjacent damage, the target can make another Constitution saving
to it. If this cover causes the attack to miss, the barrier throw. The target has advantage on the saving throw if
takes the damage instead. it's triggered by damage. On a success, the spell ends.

Earthen Prison Eclipse


5th-level conjuration 8th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Self (100-foot radius)
Components: V, S Components: V, S, M (1 ounce of stardust, powdered
Duration: Instantaneous moon rock, or meteorite fragment)
You conjure a grasping vine from the earth that snatches Duration: Concentration, up to 10 minutes
your target and drags the creature beneath the earth. You can create the massive image of a solar eclipse
This vine makes a single melee attack against a target occurring directly overhead. Each creature within a
within range using your spell attack modifier. If this attack 100-foot radius of you must make a Wisdom saving throw
hits, the target is restrained and dragged beneath the at the beginning of each of their turns. On a successful
earth. A target restrained in this way cannot see above save, they ignore it. On a failed save, they look directly at
the earth, cannot speak, and cannot breathe. it and become blinded for 1 minute. If they are already
A creature restrained by the vine can use its action to blinded, they don’t need to make the Wisdom saving
make a Strength (Athletics) check against your spell save throws, but can attempt to make a Constitution saving
DC. On a success, it frees itself and pops out of the throw ending the effect on a success. If the effect ends,
earth. either naturally or otherwise, they must continue to make
Wisdom saving throws again as long as eclipse
Earth Spike continues. In addition, all creatures in the radius must
make a Dexterity saving throw or take 1d12 radiant or
Evocation cantrip
necrotic damage (your choice).
Casting Time: 1 action
Range: 30 feet Eldritch Blade
Components: S 2nd-level evocation
Duration: Instantaneous Casting Time: 1 bonus action
You manifest a spike of earth to hurl at a creature or Range: Self
object within range. Make a ranged spell attack against
Components: V, S, M (leaf of bonsai)
the target. On a hit, the target takes 1d10 piercing
damage. Duration: Concentration, up to 10 minutes
This spell's damage increases by 1d10 when you You summon a powerful magical blade.
reach 5th level (2d10), 11th level (3d10), and 17th level You evoke an arcane blade in your free hand. The
(4d10). blade is similar in size and shape to a katana, and it lasts
for the duration. If you let go of the blade, it disappears,
Echoes but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack
4th-level illusion
with the arcane energy blade. On a hit, the target takes
3d6 force damage. The Eldritch Blade sheds bright light Components: V, M (a weapon)
in a 10-foot radius and dim light for an additional 10 feet. Duration: Instantaneous
At Higher Levels. When you cast this spell using a Drawing from the air around your weapon, it lights aflame
spell slot o f 4th level or higher, the damage increases by as you strike.
1d6 for every two slot levels above 2nd.
You touch a weapon that you are wielding and it begins
to glow yellow and white with heat. As part of casting this
Eldritch Strike spell, you make a weapon attack with this weapon, which
5th-level evocation deals additional fire damage equal to 1d6 plus your
Casting Time: 1 action spellcasting modifier on a hit. If you roll a 1 with this
attack, the spell backfires, dealing the same fire damage
Range: 60 feet
to yourself and forcing you to drop the weapon.
Components: V, S, M (pinch of magnesium)
At Higher Levels. The spell’s damage increases by
Duration: Instantaneous 1d6 when you reach 5th level (2d6+your spellcasting
Powerful strike of pure cosmic energy. modifier), 11th level (3d6+your spell casting modifier),
You call a vertical column of pure arcane energy that and 17th level (4d6+your spell casting modifier).
roars down from the cosmos in a location you specify.
Each creature in a 10-foot-radius, 40-foot-high cylinder Emberbolt
centered on a point within range must make a Dexterity Evocation cantrip
saving throw. A creature takes 4d6 force damage and
Casting Time: 1 action
4d6 thunder damage on a failed save, or half as much
damage on a successful one. The spell emits a Range: Touch
thunderous boom audible out to 300 feet. Components: V, S
At Higher Levels. When you cast this spell using a Duration: Instantaneous
spell slot of 6th level or higher, the force damage or the Focus and swing with fire flying through the gaps in your
thunder damage (your choice) increases by 1d6 for each fingers. Sometimes you just need to punch something
slot level above 5th. with fire. Like a shotgunned version of fire bolt, this blast
from the caster's hand dissipates quickly, but burns hotter
Elemental Armor than a normal fire bolt when cast. The caster makes a
1st-level evocation melee spell attack against a single target, if it hits it does
1d12 fire damage.
Casting Time: 1 action
This spell's damage increases by 1d12 when you
Range: Self
reach 5th level (2d12), 11th level (3d12), and 17th level
Components: V, S (4d12).
Duration: 1 hour
You cover yourself with a layer of elemental energy that Endure Elements
shields you from incoming attacks. Choose one damage 1st-level abjuration (ritual)
type when you cast this spell: acid, fire, cold, necrotic,
Casting Time: 1 action
radiant, or lightning. You gain 5 temporary hit points when
you cast this spell. If a creature hits you with a melee Range: Touch
attack while this spell is active, that creature takes 5 Components: V, S
damage of your chosen damage type. The temporary hit Duration: 8 hours
points granted by this spell are lost when the spell ends.
Protection from normal environmental hazards.
When you have no temporary hit points, the spell ends
early. You can target up to 6 willing creatures. A creature
protected by endure elements suffers no harm from being
At Higher Levels. When you cast this spell using a
in a hot or cold environment. It automatically succeeds on
spell slot of 2nd level or higher, the temporary hit points
all saving throws made to resist the effects of Extreme
granted by this spell and the damage dealt by this spell
Cold and Extreme Heat weather conditions.* The
both increase by 5 for every spell level above 1st.
creature’s equipment is likewise protected. This spell
doesn’t provide any protection from fire or cold damage,
Ember Strike nor does it protect against other environmental hazards
Evocation cantrip such as smoke, lack of air, and so forth.
Casting Time: 1 action *See weather conditions in chapter 5 of the Dungeon
Range: 30 feet Master's Guide (pages 109 to 110).
Enspell At Higher Levels. If you cast this spell using a spell
slot of 5th level or higher, you remain invisible for the
4th-level transmutation
duration even if you attack, deal damage, or force a
Casting Time: 1 action saving throw.
Range: Self (15 feet)
Components: V, S, M (spell focus) Fairy
Duration: Concentration, up to 1 minute 2nd-level transmutation
Choose one damage type from acid, cold, fire, lightning, Casting Time: 1 action
and thunder. Upon casting this spell, any or all creatures Range: Self
you choose within 15 feet of you have their weapons
Components: V, S
infused with magical energy corresponding to that
damage type. For the duration, the affected creatures' Duration: Concentration, up to 1 minute
weapons are magical, and on a hit deal an extra 1d6 Immediately after you cast this spell, you transform into a
damage of the type you chose. Any affected weapon fairy of navigation for the duration. If you drop to 0 hit
loses this property if it loses contact with the affected points or die, the spell ends and you revert to your
creature. normal form prematurely.
At Higher Levels. When you cast this spell using a Your statistics and features are replaced with those of
spell slot of 6th level or higher, the damage increases by a fairy of navigation, including ability scores, but the
1d6 for every two slot levels above 4th. languages you know do not change. You retain your own
personality and alignment. You are limited to actions you
Explosive Touch can perform in this new form, with the exception of
concentrating on this spell.
2nd-level transmutation
You assume the hit points of your new form. When you
Casting Time: 1 action
revert to your normal form, you return to the number of hit
Range: Touch points you had before you transformed. If you revert as a
Components: S, M (A semiprecious stone worth at least result of dropping to 0 hit points, any excess damage
10 gp) carries over to your normal form.
Duration: 1 hour Any gear on your body melds into this new form. You
You touch up to three Tiny non magical objects, imbuing can't activate, use, wield, or otherwise benefit from any of
them with explosive power. You can use a bonus action your normal equipment.
before the spell ends to detonate one of the affected At Higher Levels. When you cast this spell using a
items, forcing each creature within a 5-foot sphere spell slot of 3rd level or higher, you can choose to
centered on the item to succeed on a Dexterity saving transform into a fairy of life instead. If you choose this
throw or take 2d6 fire damage, or half as much damage form, you can use the fairy of life's Revive feature once
on a successful one. The detonated item is then for each time you cast this spell.
destroyed.
At Higher Levels. When you cast this spell using a Fairy Fountain
spell slot of 3rd level or higher, you can target one 5th-level conjuration
additional object for each slot level above 2nd.
Casting Time: 1 minute
Range: Touch
Fade
Components: S, M (100 rupees worth of flower petals or
3rd-level illusion
insect wings, which are consumed by the spell)
Casting Time: 1 reaction, which you take when you are
Duration: Concentration, up to 10 minutes
damaged
You touch and enchant a pool of water so that it heals all
Range: Self
who enter it. You do so by sprinkling crushed bits of the
Components: S material components into fairy dust, then sprinkling this
Duration: 1 round dust through the pool. The pool of water cannot be more
Immediately after taking damage, you fade from view and than 200 feet across at the widest point, and can be no
become harder to hit and locate. You and everything you more than 5 feet deep. For the duration, any living
are wearing or carrying becomes invisible until the end of creature that begins its turn in the pool recovers hit points
your next turn. The spell ends early if you attack, deal equal to your casting ability modifier (minimum 1). If a
damage, or force someone to make a saving throw. creature spends the entire duration in the pool, it
ultimately recovers hit points equal to 100 x your casting
ability modifier. Undead and constructs are not healed by Fellhammer
this spell.
1st-level conjuration
Any creature that starts its turn in the pool or enters it
Casting Time: 1 action
on its turn is absolved of all the following conditions:
blinded, deafened, paralyzed, petrified, and poisoned. Range: Self (10 foot cube)
Once you have cast this spell, you must complete a Components: S
long rest before you can cast it again. Duration: Instantaneous
Your arms become a magical instrument of destruction.
Faithful Dead Choose between fire, ice, lightning, radiant, necrotic,
2nd-level necromancy thunder or force. You form a magical hammer over both
hands, a weapon or a staff that you may use to attack.
Casting Time: 1 action
Make a melee spell attack against a target. On a hit, the
Range: Touch target takes 1d8 of the chosen damage and is pushed 5
Components: V, S ft. back. Alternatively, you may choose to slam the
Duration: 8 hours hammer on the ground. All targets within 5 feet of you
must make a dexterity saving throw. On a fail, the targets
Touch one creature who has been dead no longer than
take 1d8 of the chosen damage type and are pushed 5 ft.
an hour. They immediately return to life with 1 hitpoint.
back. After your attack, the hammer disappears.
This spell also neutralizes any poisons and cures non
At Higher Levels. When you cast this spell using a
magical diseases that affected the creature at the time it
spell slot of 2nd level or higher, the damage die increases
died. This spell doesn't, however, remove magical
by 1d8 and the radius increases by 5 ft. for each slot
diseases, curses, or similar effects; if these aren't first
level above 1st.
removed prior to casting the spell, they take effect when
the creature returns to life. The spell can't return an
undead creature to life. Fantastic Arcane Contraption
This spell closes all mortal wounds, but it doesn't 7th-level conjuration
restore missing body parts. If the creature is lacking body Casting Time: 1 action
parts or organs integral for its survival–its head, for Range: 120 feet
instance–the spell automatically fails.
Components: V, S, M (a sprocket)
After this spell ends, their soul passes on completely.
Duration: 1 hour
They die again, and cannot be revived any more, except
by divine intervention, the wish spell, or similar effects. You conjure a bizarre-looking contraption in an
unoccupied space within range. The contraption is under
your control, and as a bonus action you can mentally
Fallen Meteor
command it if it is within 500 feet of you. You decide what
5th-level evocation (ritual) action the contraption will take and where it will move
Casting Time: 1 action during its next turn, or you can issue a general command,
Range: 300 feet such as to cut down a group of trees or construct a
particular building. If you issue no commands, the
Components: V, S, M (a piece of rock from an earth
contraption only defends itself against hostile creatures.
elemental or an ember from a fire elemental)
Once given an order, the contraption continues to follow it
Duration: Instantaneous until its task is complete. The contraption can do the work
A bright streak of light appears in the sky: a meteorite of 100 unskilled laborers unsupervised, or it can do the
heated to incandescence in the atmosphere, which you work of 100 skilled laborers given constant supervision.
direct to a point within range. Each creature in a The contraption is a Huge construct with AC 10 and
30-foot-radius sphere centered on the point of impact 120 hit points. Its Strength is 22, its Dexterity score is 10,
must make a Dexterity saving throw. On a failed save, a its Constitution is 14, its Charisma is 1, and its
creature takes 4d6 bludgeoning damage plus 4d6 fire Intelligence and Wisdom scores are 1. It has a land
damage and is knocked prone. On a successful save, a speed of 60 feet, a fly speed of 60 feet, a swim speed of
creature takes half as much damage and isn't knocked 60 feet, and a burrow speed of 60 feet with which it can
prone. tunnel through rock or stone. It has blindsight with a
At Higher Levels. When you cast this spell using a radius of 60 feet and is blind beyond that distance. When
spell slot of 6th level or higher, the radius increases by 5 the duration ends or the contraption drops to 0 hit points,
feet for each slot level above 5th. it disappears and the spell ends.
If you command the contraption to attack, it can make Components: V, S
a single melee attack against a creature or object within 5 Duration: Instantaneous
feet of it. It makes a slam attack with an attack bonus of
Select a creature within 30ft. of you. If the target is an
+8, dealing 19 (2d12+6) bludgeoning or slashing damage
ally, they regain HP equal to double your current hit
on a hit. The contraption's slam attack deals double
points. If they are an enemy, they must make a
damage against objects and structures.
Constitution Saving Throw. On a failure, they take
damage equal to double your current HP, or half as much
Fiendish Claws on a successful save. You drop to 0 HP after the spell
2nd-level evocation takes effect.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a
Range: Self spell slot of 7th level or higher, you automatically stabilize
upon dropping to 0 HP. If cast at 9th level, you do not fall
Components: V,S,M (any fiendish relic or symbol)
unconscious, and instead lose 3/4 of your current HP.
Duration: 1 minute
While your hands are empty, you create ethereal-looking Firebrand
claws on your knuckles that glow a fiery red. Assign your
Conjuration cantrip
two claws damage types: either fire or force. They can be
matching or different damage types (i.e. left is fire and Casting Time: 1 action
right is force OR left is force and right is force). The claws Range: 60 feet
are considered light melee weapons. The first attack Components: V, S, M (a small piece of red chalk)
made on each turn with this spell will take a standard
Duration: Until the end of your next turn
action, while the second attack will take a bonus action.
On a hit, the target takes 1d6 + your spellcasting ability You throw a small shining ball of fire at a creature within
modifier chosen damage. If you hit with this spell while range that brands it with your mark. Make a ranged spell
"holding the charge" of a touch spell, that spell is attack against the target. On a hit, the target takes 1d6
automatically discharged into the target (allowing normal fire damage and is branded until the end of your next
Wis or Con saving throws but not Dex saving throws). turn. While it is branded, the target takes an extra 1d4 fire
damage every time it takes fire damage. If you cast this
At Higher Levels. When you cast this spell using a
spell on a creature that is already branded, its current
spell slot 4th level or higher, the damage on each claw
brand lasts until the end of your next turn, but it does not
increases by 1d6 chosen damage every two slot levels
gain another brand.
above 2nd.
This spell's damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6) and 17th level (4d6).
Fiery Disengage
Evocation cantrip
Fire Dragon's Iron Fist
Casting Time: 1 action
1st-level evocation
Range: Self, 5 Feet
Casting Time: 1 action
Components: V
Range: Self
Duration: Instantaneous
Components: V, S
This spell can be cast as a reaction after taking damage
Duration: Instantaneous
from a melee attack. When cast, this spell propels you 5ft
upwards and 5ft backwards. Creatures within 5 feet of A dragon made of pure fire meanders around your arm,
you must succeed on a Dexterity saving throw or take being released in a powerful strike. Make a melee spell
1d4 fire damage. attack against one creature within 5 feet of you. On a hit,
the target takes 1d10 bludgeoning damage plus 2d8 fire
The damage for this spell increases to 2d4 at 5th level.
damage on a hit, and can't make reactions until the start
This increases to 3d4 damage, and 10ft distance
of his next turn.
backwards at 11th level. And this increases again to 4d4
damage at 17th level. At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.
Final Move
5th-level evocation
Fire Dragon's Wing Attack
Casting Time: 1 action
2nd-level evocation
Range: 30 feet
Casting Time: 1 action
Range: 15 feet Casting Time: 1 action
Components: S Range: Self
Duration: Instantaneous Components: V, S, M (a melee weapon)
You create wings of flame and sweep two nearby Duration: Instantaneous
enemies. Choose two targets within range. The targets Your body is launched forward with magical force, and
must make a Dexterity saving throw, or take 1d10 fire your weapon is lit with magical flame as you strike all
damage on a hit. You can then fly up to 15 feet without creatures in your path. Upon casting this spell, you move
provoking opportunity attacks. This flight is just a short up to 30 feet in a straight line (this does not count as your
burst; you fall if you end your turn in the air and nothing move for the turn). You can move through the spaces of
else is holding you aloft. other creatures, and this movement does not provoke
At Higher Levels. When you cast this spell using a opportunity attacks, but you cannot end this movement in
spell slot of 3rd level or higher, the fire damage increases another creature's space.
by 1d10 for each slot level above 2nd. As part of casting this spell, you can make one melee
weapon attack against all creatures whose spaces you
Fire Swing move through, as well as one creature within 5 feet of the
3rd-level evocation space your movement ends if you haven't otherwise
attacked that creature. On each hit, your melee weapon
Casting Time: 1 action
inflicts its normal damage plus 1d8 fire damage. Any
Range: Self (60 foot line) flammable objects worn or carried by the target are
Components: V, S, M (A martial, melee weapon worth at ignited and set on fire in a blast of heat.
least 1gp) At Higher Levels. When you cast this spell using a
Duration: Instantaneous spell slot of 3rd level or higher, the fire damage increases
You swing your weapon in an upward motion, sending a by 1d8 for each slot level above 2nd.
giant, flaming visage of your weapon outward from
yourself. Each creature in a 60-foot long, 5-foot wide line Flame Shot
must make a Dexterity saving throw, taking 6d8 fire Evocation cantrip
damage on a failed save, or half as much on a successful
Casting Time: 1 action
one. The fire ignites flammable objects in the area that
are not being worn or carried. Range: 60 feet
At Higher Levels. When you cast this spell using a Components: S
spell slot of 4th level or higher, the damage increases by Duration: Instantaneous
1d8 for each slot level above 3rd. The caster forms a small ball of pure heat energy,
morphing it into an arrow, a small spear, or a dagger and
Fire Volley fires it at a single target. On hit, it deals 1d4 piercing and
5th-level evocation 1d4 fire damage. This spell can set flame to any
flammable object that is not being worn.
Casting Time: 1 action
At Higher Levels. Both of the spell’s damage
Range: 150 feet
increases by 1d4 when you reach 5th level (2d4 piercing
Components: V, S and 2d4 fire), 11th level (3d4 piercing and 3d4 fire), and
Duration: Concentration, up to 1 minute 17th level (4d4 piercing and 4d4 fire).
You shoot a bolt of fire at a creature or object that you
can see within range. Make a ranged spell attack against Flame Spiral
the target. If the attack hits, the creature takes 8d8 fire 2nd-level evocation
damage. If the target is a creature or a flammable object,
Casting Time: 1 action
it ignites. Until a creature takes an action to douse the
fire, the target takes 2d8 fire damage at the start of each Range: 10 feet
of its turns. Components: V, S, M (a twisted angelica root)
As an action on each of your turns until the spell ends, Duration: Concentration, up to 1 minute
you can hurl another bolt of fire. A helix of fire surrounds you, whipping nearby foes.
Every creature of your choice in range must make a
Flame Charge Dexterity saving throw. A target takes 2d6 fire damage on
2nd-level evocation a failed save, or half as much damage on a successful
one.
For the duration, if a creature starts its turn within 10 second consecutive cast, 10 on the third, 20 on the
feet of you, you can use your reaction to force it to make fourth, and so on.
another Dexterity saving throw. A target that fails this At Higher Levels. When you cast this spell at a higher
save takes 2d6 fire damage on a failed save, or half as level it deals weapon damage + 3d4 at 5th level and
much on a successful one. deals Spellcasting modifier + 1d6 recoil damage if cast in
At Higher Levels. When you cast this spell using a a row, weapon damage + 4d4 at 11th level and
spell slot of 3rd level or higher, the initial fire damage spellcasting modifier + 2d6 recoil damage if cast in a row,
increases by 1d6 for each slot level above 2nd. and weapon damage + 5d4 damage at 17th level and
spellcasting modifier + 3d6 if cast in a row.
Flame Tongue
1st-level divination (ritual) Flavor Blast
Casting Time: 1 minute Transmutation cantrip
Range: 30 feet Casting Time: 1 action
Components: V Range: Touch
Duration: 10 minutes Components: S, M (a pinch of salt)
You gain the ability to speak with flame, which relates to Duration: Instantaneous
you who or what has been within their light radius. The Make sure that your food is always full of flavor. You
flame relates complete descriptions if asked. touch a piece of food that fits within a 5-foot cube and
blast it with flavor. Flavor blasted food is the tastiest food
that you have ever eaten.
You can speak with natural or magical flame. If a pile of
ash is reignited, it is treated as if it had died and been
resurrected. It cannot remember events that have Flesh to Jelly
occurred while it was ash. 5th-level transmutation
You can make requests of the flame, such as to not Casting Time: 1 action
burn specific objects or to attempt to launch an ember at Range: 60 feet
a certain object. Flame cannot do anything it would not
Components: V, S, M (a cube of gelatin)
be able to do otherwise, such as move or animate itself.
Duration: Concentration, up to 1 minute
Flare Counter You attempt to turn one creature that you can see within
range into jelly. If the target's body is made of flesh, the
Evocation cantrip
creature must make a Constitution saving throw. On a
Casting Time: 1 action failed save, the creature has its speed halved for the
Range: Self, Touch duration as its flesh begins to become semi-solid. On a
Components: M (A Sword) successful save, the creature isn't affected and the spell
ends.
Duration: Instantaneous
A creature slowed by this spell is subject to a
You enter a parry stance for one turn as your sword is
Constitution saving throw at the end of each of its turns. If
covered in fire, you cannot move from place and you
it successfully saves against this saving throw three
parry any melee attack, but not if the attack is made with
times during the duration, the spell ends. If it fails this
advantage. If an attacker targets you with a melee attack,
saving throw three times during the duration, it is turned
you can instantly counter their attack, taking no damage
to jelly until the spell ends. The successes and failures
from the attack and dealing weapon damage + 2d4 fire
don't need to be consecutive; keep track of both until the
damage. Once you parry an attack, the spell ends. If this
target collects three of a kind.
spell is cast multiple times in a row, it begins to damage
the user. It deals damage equal to your spellcasting A creature turned to jelly has a speed of 10 feet, unless
modifier if cast twice in a row, double if three times in a its speed is normally less than 10 feet. It gains immunity
row, so on and so forth. to slashing damage, and its AC becomes 8. It if is not
wearing armor, it can squeeze through spaces as narrow
Note: This spell is meant to be a reference to Roy's
as 1 inch without squeezing. All of its weapon attacks
Down-B from Super Smash Brothers. I understand the
deal half damage.
power of a guaranteed counter against melee attackers
which is why there is high ramp up recoil damage if cast If you maintain your concentration on this spell for the
in a row to punish potential spam of this spell. For entire possible duration, the creature is turned to jelly
example: a spell modifier of 5 deals 5 damage on the until the effect is removed by the greater restoration spell
or similar magic.
Floating Figment Choose an area of solid terrain or water surface you can
see within range. Up to four 5 foot-square sections of this
Transmutation cantrip
terrain become iced over, with sharp icicles protruding
Casting Time: 1 free action upward randomly across the surface. These sections
Range: touch become difficult terrain. If a creature starts its turn in the
Components: S affected terrain or enters it on their turn, it must succeed
on a Dexterity save or fall prone and take 1d4 piercing
Duration: Concentration, up to 10 minutes
damage. Each time a creature moves more than 5 feet
You suspend multiple items in the air, as if the items are through this terrain while not prone, it must repeat the
unaffected by gravity. This affects any objects of your saving throw or suffer the same effects.
choice you are holding, such as weapons, shields,
Nearby intense or magical heat will melt the ice after 1
spellcasting focuses, tools, etc, allowing for spellcasting
round.
that involves the hands of the caster; or items up to 30 ft
away. While concentrating on this spell, you can make At Higher Levels. When you cast this spell using a
melee and physical attacks and cast spells so long as spell slot of 2nd level or higher, for each spell level above
they don't also require concentration. 1st you may either increase the piercing damage by 1d4,
or increase the area of effect by two additional 5-foot
You cannot use these items, as they are simply
square sections.
suspended in the air. You may use another free action to
grab these items again, ending the spell. If an item is
moved, they fall to the ground and the spell ends on that Flurry
specific item. 1st-level transmutation
Casting Time: 1 action
Floormaster's Grasp Range: 5 feet
3rd-level transmutation Components: V, S, M (A martial, melee weapon worth at
Casting Time: 1 action least 1gp)
Range: 10 feet Duration: Instantaneous
Components: V, S You suffuse your weapon with energy, granting yourself
Duration: Concentration, up to 1 minute an unnatural attack speed. Make two melee spell attack
rolls against any target within range. For each attack that
You transform part of your body into a giant, clawed,
hits, you deal 2d8 + your spellcasting modifier of the
violet-black hand to grab hold of a creature in range. The
weapon's damage type. For example, if the weapon used
target must be no more than one size category larger
is a maul, the damage of this spell is bludgeoning
than you. When you first cast this spell, make a melee
damage, and slashing damage if the weapon used is a
spell attack against the target. On a hit, the target is
greatsword.
grappled by you, and the escape DC is equal to your
spell save DC. While this grapple persists, the target At Higher Levels. When you cast this spell using a
takes 4d6 bludgeoning damage at the start of each of its spell slot of 2nd level or higher, you may make an
turns. As a bonus action, you can crunch or slam the additional melee spell attack roll for every slot level
target to any point within range, forcing it to move there, above 1st.
ending the grapple and inflicting 4d6 bludgeoning
damage plus 4d6 necrotic damage. If you fail to initially Fog From the Void
hit with this melee spell attack, or the grapple ends, your 4th-level truespeak
concentration ends.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
Range: 120 feet
spell slot of 4th level or higher, increase the necrotic
damage by 1d6 for every slot level above 3rd. Components: V
Duration: 1 round
Floor of Ice Your word shapes the universe to form a black fog that is
1st-level transmutation impossible to see or hear through.
Casting Time: 1 action A black fog covers a square area of 20 feet by 20 feet,
blinding and deafening all of those in the fog that do not
Range: 60 feet
have Truesight. Additionally, all creatures caught within
Components: V, S, M (Approximately 1 oz of water) the area of the fog suffer 8d6 cold, lightning, fire or acid
Duration: 10 minutes damage which is chosen upon its creation, whenever a
creature either begins or ends its turn within the fog.
Spells with vocal components still work within the fog. 1d4 when you reach 17th level (2d4 + spellcasting
The fog may not be dissipated until the duration of the modifier).
Utterance completes or a dispel effect targets it.
This utterance cannot be spoken in reverse. Forceful Smite
At Higher Levels. When you speak this Utterance 5th-level abjuration
using a slot higher than 4th level, the duration increases Casting Time: 1 bonus action
by 1 turn, the length of each leg of the square increases
Range: Self
by 5 feet, and the damage increases by 2d6 per level.
Components: V
Fool's Speech Duration: Concentration, up to 1 minute
3rd-level illusion The next time you hit a creature with a weapon attack
before this spell ends, your weapon crackles with force,
Casting Time: 1 action
and the attack deals an extra 5d10 force damage to the
Range: Touch target. Additionally, if this attack reduces the target to 50
Components: V, S, M (a small bone whistle) hit points or fewer, it is stunned. The stunned target must
Duration: 1 hour make a Constitution saving throw at the end of each of its
turns. On a successful save, the effect ends.
You touch up to eight willing creatures. Creatures
affected by this spell gain the ability to speak in a secret
language that is incomprehensible gibberish to all other Frigid Smite
creatures. 3rd-level evocation
Fool's speech language is indecipherable even with Casting Time: 1 bonus action
language-translating magic such as comprehend Range: Self
languages or tongues, though such magic will be able to
Components: V
detect that fool's speech is being used.
Duration: Concentration, up to 1 minute
Forceful Hand The next time you hit a creature with a melee weapon
attack before this spell ends, the weapon is enshrouded
Evocation cantrip
in freezing energy, and the attack deals an extra 3d8 cold
Casting Time: 1 bonus action damage to the target. Additionally, the target is restrained
Range: Self by ice for 1 minute. A creature restrained by the ice can
Components: V, S use its action to make a Strength check against your
spell save DC. On a success, it frees itself.
Duration: 1 round
At Higher Levels. When you cast this spell using a
You surround one or both of your hands with gloves of
spell slot of 4th level or higher, the damage increases by
transparent force until the start of your next turn, granting
1d8 for each slot level above 3rd.
several benefits until then.
You can safely touch, manipulate, and even feel
Frostball
otherwise dangerous objects. The gloves of force shield
your hand(s) from acid, cold, fire, electricity, poison, 3rd-level evocation
sharp points, and bladed edges. Casting Time: 1 action
Whenever you make an unarmed strike, you can Range: 150 feet
substitute a melee spell attack. On a hit, this melee spell Components: V, S, M (a small snowflake)
attack inflicts force damage equal to 1 + your spellcasting
Duration: Instantaneous
modifier.
A small ball of blue and white energy leaves the tip of
If you have a hand free, and are not wielding a shield
your finger and flies to a point you can see within range,
or otherwise gaining a similar bonus to your AC, you gain
exploding upon impact with a sharp crack and covering
a +1 bonus to your AC.
surfaces in a 20-foot-radius sphere centered on that point
If you take the Dodge action, you can interpose your with snow and frost. Each creature in that area must
hand(s) in such a way that you gain resistance to force make a Constitution saving throw. A target takes 5d8 cold
damage. damage on a failed save, or half as much damage on a
Starting from 5th level, the melee spell attack derived successful one. Until the end of your next turn, a creature
from this spell instead inflicts force damage equal to 1d4 that enters the area for the first time on a turn or starts its
+ your spellcasting modifier. This damage increases by turn there must succeed on a Dexterity saving throw or
slip on the ice coating and fall prone.
At Higher Levels. When you cast this spell using a Components: V, S, M (a highly polished gemstone worth
spell slot of 4th level or higher, the damage increases by at least 1,000 gp which may be consumed by the spell;
1d8 for each slot level above 3rd. see description)
Duration: 1 hour
Frostwave You can only cast this spell if you are humanoid. You
1st-level evocation touch a willing humanoid or beast within one size
Casting Time: 1 action category of you, and your two bodies merge into one. If
that creature understands you, it can use its reaction to
Range: Self (10-foot circle or 15-foot cone)
expend 10 magic points (or a spell slot of at least 6th
Components: V, S level) to aid you in casting this spell; if it does not, the
Duration: Concentration, up to 1 minute material component of this spell is consumed.
A spray of crystal laden cold sweeps out from you to This merger physically alters your body so that you
deter movement. When casting this spell, you choose appear as a mixed version of yourself and the creature.
whether to affect a 10-foot circle centered on you or a You decide what equipment is absorbed into the fused
15-foot cone in front of you. For the duration, this ice being and what equipment remains available for use.
turns the ground in the area into difficult terrain. These fused items are restored once the power ends. If
A creature of Medium size or smaller in the area when the creature was not of a size smaller than you, you can
you cast the spell must succeed on a Strength saving choose to be enlarged for the duration.
throw or be restrained by the frost until the spell ends. A For the duration, your body and the target's are
creature restrained by the frost can use its action to make effectively one in the same, and together you share one
a Strength check against your spell save DC. On a turn. You remain in control of yourself—of the fused
success, it frees itself. Prone creatures have body—but the target is fully aware of everything you are
disadvantage on the save and the check. physically doing, and can see through your senses. While
When the spell ends, the frost dissipates harmlessly. fused, you and the target can communicate telepathically.
You are both aware of any surface thoughts, knowledge,
or memories of each other, but can purposefully conceal
Furious Charge anything not at the forefront of your consciousness.
Abjuration cantrip For the duration, you:
Casting Time: 1 action ● Are treated as a monstrosity instead of humanoid.
Range: Touch ● You use your and the target's best ability scores,
Components: V, S proficiencies in skills, tools, items, and saving throws
● Have the combined maximum hit points and
Duration: Instantaneous
remaining hit points of yourself and the target.
You create a shield of force on your shoulder and ram ● Can make any ability check, attack roll, or saving
into a creature you can reach. Make a melee spell attack throw using the target's modifier if it would be higher
against the target. On a hit, the target takes force than your own.
damage equal to 1d4 + your Strength modifier, and if it is ● Gain a +2 bonus on any ability check, attack roll,
Medium or smaller must make a Strength saving throw. saving throw and add this proficiency bonus to it.
On a failed save, the target is pushed 10 feet directly ● Can use all features and spells of the target, except
away from you and knocked prone. for those it purposefully conceals from you. You have
You can instead cast this spell as a bonus action after access to all magic points (or spell slots) of the
you have used your action to dash, and have moved at target.
least 10 feet straight towards the target of your attack. ● Can concentrate on two spells simultaneously, but
At Higher Levels. This spell's damage increases by only if one is one you could otherwise cast and the
1d6 when you reach 5th level (2d6), 11th level (3d6), and other is one the target could cast.
17th level (4d6). At any time, you or the target can use your reaction to
end this spell early. When the spell ends:
Fusion ● The target reappears in an unoccupied space of its
8th-level transmutation choice within 5 feet of you, and your body returns to
normal. If there is insufficient space, the target is
Casting Time: 1 action
magically forced through whatever physical matter is
Range: Touch blocking its reappearance in the shortest possible
path to an open space, before reappearing in that
space and taking 1d6 force damage for every 5 feet Glacial Crash
of matter through which it moved.
1st-level conjuration
● All equipment on your person or absorbed in the
transformation is returned to its original positions on Casting Time: 1 action
its original owners. Range: 60 feet
● Remaining hit points are split between yourself and Components: V, S, M (a small fragile rock or a piece of
the target—unless one party would exceed ice)
maximum hit points, in which case the rest of the hit
Duration: Instantaneous
points go to the other party. Remaining magic points
(or spell slots) are similarly split between yourself You conjure a large chunk of ice and launch it at a
and the target. creature in range. The target must make a Dexterity
● Any conditions, diseases, or similar effects that were saving throw, taking 1d12 bludgeoning damage and 1d12
afflicting the target before the fusion are returned to it cold damage on a failed save. On a successful save, the
as appropriate. Any such effects gained during the target instead takes 1d4 piercing damage from the
fusion are retained only by you. shards of ice.

Ganon's Fist Glacial Pass


1st-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self (30-foot line)
Components: V, S Components: V, S, M (a clear gemstone worth at least
10 gp)
Duration: Instantaneous
Duration: Instantaneous
You concentrate destructive energy into a single,
supernaturally-powerful punch. Make a melee spell You create a wave of ice shards that rise out of the
attack against a creature or object you can reach. On a ground along a line 5 feet wide and 30 feet long. When
hit, the target takes force damage equal to 2d12 plus you cast this spell, you can choose to teleport to an
your Strength modifier. A hit target must succeed on a unoccupied space that is completely within this area,
Strength saving throw or be pushed 10 feet directly away halting the advance of the wave up to that point and thus
from you and knocked prone. shortening the line. Each creature in the spell's area must
make a Dexterity saving throw, taking 2d10 piercing
The somatic component of this spell is unusually
damage and 3d6 cold damage on a failed save or half as
demanding. You cannot cast this spell if you moved since
much on a success. The shards leave a wake of ice in
the end of your last turn. Once you cast this spell, you
their path, causing the ground in the area to become
are incapacitated and your speed becomes 0 until the
difficult terrain until the end of your next turn.
start of your next turn.
At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the cold damage
spell slot of 2nd level or higher, the force damage
increases by 1d6 for each slot level above 3rd.
increases by 1d12 and the total distance pushed
increases by 5ft for every level above 1st.
Glitterdust
Ghostly Hands 3rd-level conjuration
Necromancy cantrip Casting Time: 1 action
Casting Time: 1 bonus action Range: 120 feet
Range: Touch Components: V, S, M (ground mica)
Components: V, S, M (a few grains of dirt from a Duration: Concentration, up to 1 minute
graveyard) Choose a point within range. A cloud of golden particles
Duration: Concentration, up to 10 minutes covers everyone and everything within a 10-foot radius of
that point, blinding creatures. Everyone and everything
You touch a willing creature and cover its hands with
within the area is covered by the dust, which cannot be
ghostly energy. For the duration, the first unarmed strike
removed and continues to sparkle until it fades.
the creature hits with on each of its turns deals an
additional 1d8 necrotic damage. For the duration, any target covered by the dust has
disadvantage on Dexterity (Stealth) checks, and gains no
This spell's damage increases by 1d8 when you reach
benefit from being invisible.
5th level (2d8), 11th level (3d8), and 17th level (4d8).
Each target that is a creature must succeed on a Generally, a creature takes 1d6 bludgeoning damage for
Wisdom saving throw or become blinded for the duration. every 5 feet fallen, to a maximum of 20d6. On a
At the end of each of a target's turns, it may repeat its successful save, the creature takes half this damage and
saving throw, ending the blindness on a success. doesn't land prone.
At Higher Levels. The sphere's radius increases by 5 When this spell is first cast, any affected creature that
feet for every two levels above 2nd. is not airborne and has mass must make a Strength
save. On a failure, it takes 1d6 bludgeoning damage and
Gravity Hammer falls prone.
4th-level transmutation For the duration, any ranged attack which passes
through this cylinder is made with disadvantage. A
Casting Time: 1 action
ranged weapon attack that passes through this cylinder
Range: 120 feet cannot hit anything beyond its shorter range.
Components: V, S For the duration, any creature within the cylinder
Duration: Instantaneous suffers the following effects:
Select a 10-foot cube in range. All creatures and objects ● Its speed is halved. Any flying speed can't be used
in that cube are abruptly weighed down with crushing (subject to DM discretion). A creature can't climb
levels of gravity. All affected creatures must make a unless it has a climb speed.
Strength saving throw. ● At the start of its turn, the creature must succeed on
● A flying or swimming creature falls 90 feet directly a Strength save, with advantage, to move that turn.
downward on a failed save, or 30 feet on a success. On a failure, it can move no more than 5 feet until
If the creature impacts the floor, it takes 1d6 the start of its next turn, and cannot use its
bludgeoning damage for every 10 feet fallen, and movement to recover from the prone condition.
falls prone if it fails the saving throw. ● Any attack roll, ability check, or saving throw it
● A grounded creature suffers 6d6 bludgeoning makes with Dexterity is made with disadvantage.
damage and falls prone on a failed save. On a ● Any ability check or saving throw it makes with
success, it takes half as much damage and doesn't Strength to push or pull upwards, or to avoid being
fall prone. knocked prone, is made with disadvantage. This
does not affect Strength saving throws otherwise
If this spell is readied to be cast as a reaction, it can be
imposed by this spell.
used to affect any ranged attack projectile made through
the 10-foot cube. All such projectiles plummet directly to
the ground, and automatically miss. Greed
8th-level enchantment
Gravity Surge Casting Time: 1 action
8th-level transmutation Range: 60 feet
Casting Time: 1 action Components: V, S, M (a gold or platinum coin)
Range: 30 feet Duration: Until dispelled
Components: V, S, M (a solid iron object weighing at You corrupt the heart of your enemy, giving them a
least 1 lb.) crippling weakness for wealth of all kinds. Choose a
Duration: Concentration, up to 1 minute humanoid you can see within range. Casting this spell
requires you to show the target a gold or platinum coin in
Select a 50-foot radius, 100-foot high cylinder originating
your hand and say the incantation. The target must then
from a point within range. For any open air within this
make a Wisdom saving throw. On a failure, it must make
cylinder, gravity abruptly becomes much more intense
the saving throw again at the end of each of its turns. If it
than normal, and stays that way for the duration. The
successfully saves against this spell three times, the spell
interior of any inanimate fluids within the sphere, such as
ends. If it fails its saves three times, it gains the following
water or lava, are unaffected, as are any objects
flaw: "I hoard wealth like a miser, and I will do anything
suspended in them. Otherwise, every object or creature
that will grant me more money or power, including
in this cylinder effectively weighs four times as much as
betraying my friends." The successes and failures don't
normal for the duration.
need to be consecutive; keep track of both until the target
When this spell is first cast, any affected object or collects three of a kind.
creature that is airborne and has mass comes crashing
The spell can be dispelled only by a dispel magic or
down to whatever surface is beneath it. It must succeed
remove curse spell cast at 9th level, or a wish spell.
on a Strength save, or take damage from falling
appropriate to the distance fallen, and land prone.
Grip of Death At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases by
5th-level necromancy
1d6 for each slot level above 4th.
Casting Time: 1 action
Range: 60 feet Heat Shot
Components: V, S, M (a poe soul, which is consumed by 2nd-level conjuration
the spell)
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet
A living creature within range that you can see is
Components: S, M (a small pebble)
sundered with life-sapping agony. The target must make
a Constitution saving throw. It takes 10d8 necrotic Duration: Instantaneous
damage on a failed save, or half as much damage on a You hurl a molten rock, inflicting damage and melting
successful one. even the strongest of armor. Make a ranged spell attack
A Large, Medium, or Small humanoid killed by this against one target in range. On a hit, the target takes 1d8
spell rises at the start of your next turn as a Stalfos that is fire damage. If a hit target is wearing non-magical metal
permanently under your command, following your verbal armor, it becomes damaged and the target suffers -1 AC.
orders to the best of its ability. The target's armor is rendered useless after it reaches a
-5 AC, and is destroyed beyond repair by normal means.
Hallowed Lances At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, it deals an additional 1d8
9th-level conjuration
damage and causes affected armor to suffer an
Casting Time: 1 action additional -1 penalty for each slot above 2nd.
Range: 120 feet
Components: V, S, M (a miniature lance made of Holy Blade
platinum worth at least 100 GP) Evocation cantrip
Duration: Instantaneous Casting Time: 1 action
You conjure five lances of pure radiance to impale your Range: 10 feet
foes.
Components: V, S
Choose a target for each lance and make a ranged
Duration: Instantaneous
spell attack against each of those targets. On a hit, a
target takes 10d6 radiant damage. You conjure a blade of light and impale a creature within
range. Make a melee spell attack against the target. On a
You have advantage on the attack roll against an
hit, the target takes 1d8 radiant damage, or 1d12 radiant
aberration, fiend, undead, or ooze. On a hit, the spell
damage if it is an aberration, fiend or undead.
does maximum damage to it.
This spell's damage increases by 1d8 or 1d12 when
you reach 5th level (2d8 or 2d12), 11th level (3d8 or
Hands of Elements
3d12), and 17th level (4d8 or 4d12).
4th-level evocation
Casting Time: 1 bonus action Homing Needles
Range: Self Conjuration cantrip
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet
Your hands become engulfed with energy that you can Components: V, S
toss towards your enemies. Choose acid, cold, fire,
Duration: Instantaneous
lightning, or thunder; for the duration, you can use an
action to hurl a blast of energy of the chosen type You create and launch a barrage of flying, magical
towards a point you can see within 120 feet. Each needles at a creature of your choice that you can see
creature in a 10-foot-radius sphere centered on that point within range. If there is a clear path at least 1 inch wide
must make a Dexterity saving throw, taking 4d6 damage between you and the creature, even around obstacles
of the chosen type on a failed save or half as much on a and cover, the target takes 1d4 piercing damage.
success. Any spell or effect that blocks the magic missile spell
also blocks this spell.
This spell's piercing damage increases by 1d4 when Range: 120 feet
you reach 5th level (2d4), 11th level, (3d4), and 17th level Components: V, S, M (a vial of water, handful of snow,
(4d4). or small ice cube)
Duration: Instantaneous
Hylian Shield
A frozen spear of ice pierces through a line 30 feet long
4th-level abjuration by 5 feet wide starting at a point in range that you can
Casting Time: 1 action see. Each creature in the line must make a Dexterity
Range: Self saving throw. A creature takes 6d8 cold damage on a
failed save, or half as much damage on a successful one.
Components: V, S
At Higher Levels. When you cast this spell using a
Duration: 1 minute
spell slot of 4th or higher, the damage increases by 1d8
Divine magic envelops your body to protect you, and any for each slot above 3rd.
gear on your person, from conventional injury. For the
duration of this spell you have resistance to non magical
Ice Wave
bludgeoning, piercing, and slashing damage. A peculiar
side-effect of this shield spell causes any clothing or 1st-level evocation
armor you are wearing to appear a visible, deep red. Casting Time: 1 action
Range: Self (15-foot cone)
Ice Blade Components: V, S
Evocation cantrip Duration: Instantaneous
Casting Time: 1 action After you touch the ground, a thin sheet of ice rapidly
Range: 5 feet extends forth in a 15-foot cone, then ruptures, causing
Components: V, S spikes of ice to launch skyward. Each creature in the
cone must make a Dexterity saving throw. A creature
Duration: Instantaneous
takes 3d6 cold damage on a failed save, or half as much
You deftly pull moisture from the air, which briefly on a successful one.
solidifies into a blade you use to strike a creature or
At Higher Levels. When you cast this spell using a
object within 5 feet of you. Make a melee spell attack
spell slot of 2nd level or higher, the damage increases by
against the target. On a hit, the target takes 1d4 cold
1d6 for each slot level above 1st.
damage and 1d4 slashing damage. The blade then
shatters apart, vaporizing back into the air.
Illumination
Both this spell's cold damage and slashing damage
increase by 1d4 when you reach 5th level (2d4 and 2d4), 4th-level evocation
11th level (3d4 and 3d4), and 17th level (4d4 and 4d4). Casting Time: 1 action
Range: Touch
Ice Shards Components: V, S
Evocation cantrip Duration: Concentration, up to 10 minutes
Casting Time: 1 action A creature or object you touch begins to shed bright, pure
Range: 60 feet light out to a radius of 60 feet, and dim light out to a
Components: V, S radius of 120 feet. This light is daylight. Several effects
occur within the bright light created by this spell:
Duration: Instantaneous
● Anything within the bright light faintly glows, and the
Choose a point in range. Shards of ice rain on creatures
sound of its movement echoes. Every creature gains
in a 5-foot radius sphere centered on the point. Each
a +5 bonus to its passive Perception and advantage
creature in this radius must succeed on a Dexterity
on Wisdom (Perception) checks to notice anything
saving throw or take 1d4 cold damage.
touched by the light.
This spell's damage increases by 1d4 when you reach ● Any invisible creature within this bright light appears
5th level (2d4), 11th level (3d4), and 17th level (4d4). as a shadowy figure resembling its concealed form,
negating the effect of being invisible to creatures that
Ice Spear can see the figure.
3rd-level evocation ● Any creature or object that is magically altered to
change its form (or apparent form) appears as a
Casting Time: 1 action
stark black version of itself while it remains within the Components: V, S, M (a ruby worth at least 4,999 gp)
bright light. Duration: Instantaneous
● If any of this bright light overlaps with an illusion or
Uttering a dark incantation, you summon a fiend from the
an area of darkness created by a spell cast at a
lower planes. As you summon the fiend, you bind it to
lower level, the spell that created the darkness or
your plane and force it to indefinitely obey your will. You
illusion is dispelled.
choose the devil’s type, which must be one of challenge
At Higher Levels. When you cast this spell using a rating 6 or lower, such as a barbed devil. The fiend
spell slot of 6th or 7th level, its duration increases to 1 appears in an unoccupied space that you can see within
hour. When you cast this spell using a spell slot of 8th or range. For the purposes of spells and other effects, the
9th level, its duration increases to 8 hours. fiend is considered native to your current plane.
The fiend is hostile to you and your companions, but
Impart Knowledge when it is summoned it is charmed by you. Roll initiative
2nd-level divination for the fiend, which has its own turns. It obeys any verbal
Casting Time: 1 action commands that you issue to it (no action required by
you). If you don't issue any commands to the fiend, it
Range: Touch
defends itself from hostile creatures but otherwise takes
Components: S no actions.
Duration: Instantaneous At the end of every 7 days, the fiend can make a
A way to quickly and silently communicate complex Wisdom saving throw against this spell. If it succeeds on
ideas. This spell allows you to communicate complex its saving throw, it is no longer charmed by you or subject
thoughts (such as maps, diagrams, explanatory images – to your commands. It is free to act however it pleases,
which may move in a sequence to show a procedure – and may seek revenge against you and your
and the like) silently to a willing recipient upon touch. companions.
Uses for this spell include showing the target a creature's Further casting of this spell has no effect, as long as a
likeness to aid in recognition or a clear route to an devil remains bound by this spell.
unfamiliar place. If the recipient is not willing, this spell
automatically fails.
Infinite Pockets
1st-level transmutation
Incinerating Impacts
Casting Time: 1 bonus action
4th-level evocation
Range: Self
Casting Time: 1 action
Components: S
Range: 60 feet
Duration: Instantaneous
Components: V, S
You temporarily store a number of items equal to your
Duration: Concentration, up to 1 minute
spellcasting modifier in a small pocket dimension. This
A melee weapon in range begins to visibly glow a dim red pocket dimension cannot be inhabited by living beings,
color, and its strikes can become empowered with flame. and can be accessed only by the spellcaster. When this
For the duration, the weapon sheds bright light in a spell is cast, an invisible gate opens to this pocket
20-foot radius, and dim-light for an additional 20 feet. dimension, and handheld items(such as weapons,
Whenever a creature uses the Attack action and hits with shields, coin pouches, backpacks, etc.) can be placed
the weapon, it can use a bonus action to deal an extra within the space. You may create as many gates as you
5d6 fire damage to the target of its attack. This bonus have hands, placing items within the space and retrieving
action represents a summoning of vigorous spirit to other items, replacing the ones already inside. Retrieving
evoke the incinerating flames, usually involving or storing items counts as a bonus action, but doing both
something like clenching fists or shouting a war cry. (Taking out an item and storing another and vice-versa)
At Higher Levels. When you cast this spell using a counts as an action. Larger items, such as weapon,
spell slot of 5th level or higher, the fire damage increases shields or instruments are counted as individual items,
by 1d6 for each slot level above 4th. whereas adventuring tools, artisan's tools and
professional tools are counted as one item as long as
Infernal Binding they are within a bag or container (your DM may clarify
which items count for this specification).
7th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Intense Transformation to damage from spells that create sand or dirt which
deal damage, such as the sandblast spell.
See Tenser's Transformation in Xanathar's Guide to
● You can use your action to create a line of sand 15
Everything on page 168.
feet long and 5 feet wide extending from you in a
direction you choose. Each creature in the line must
Investiture of Green make a Dexterity saving throw. On a failed save, a
6th-level transmutation creature takes 4d8 bludgeoning damage and is
Casting Time: 1 action blinded and unable to speak until the end of your
next turn. On a successful save, a creature takes
Range: Self
half damage and isn't blinded or unable to speak.
Components: V, S
Duration: Concentration, up to 10 minutes Investiture of Water
Until the spell ends, bits of soil, grass, leaves, and vines 6th-level transmutation
spread across your body, and you gain the following
Casting Time: 1 action
benefits:
Range: Self
● You have resistance to bludgeoning, piercing, and
slashing damage from non magical attacks. Components: V, S
● You can use your action to cause lashing weeds and Duration: Concentration, up to 10 minutes
vines to sprout from the ground in a 15-foot square Until the spell ends, water swirls across your body, and
starting from a point within 60 feet of you. Each you gain the following benefits:
creature in the area must make a Strength saving
● You are immune to acid damage, and you have
throw or be restrained by the plants. A creature
resistance to fire damage.
restrained by this effect can use its action to make a
● You have a swim speed of 90 feet, and you can walk
Strength check against your spell save DC. On a
on liquid as if you were under the effects of a water
success, it frees itself.
walk spell. You can breathe water as if it was air.
● You can move across difficult terrain made of
● You can use your action to create a high-pressure
vegetation without spending extra movement, and
blast of water 15 feet long and 5 feet wide extending
you are unaffected by plants that are magically
from you in a direction you choose. Each creature in
created or manipulated to impede movement, such
the line must make a Strength saving throw. A
those created by the entangle spell. You can also
creature takes 4d8 bludgeoning damage on a failed
pass through plants as if they were air without
save, or half as much damage on a successful one.
disturbing them or taking damage from them if they
If a Large or smaller creature fails the save, that
have thorns, spines, or a similar hazard, but you
creature is also pushed up to 10 feet away from you
can't end your movement there. If you do so, you are
and knocked prone.
ejected to the nearest unoccupied space, the spell
ends, and you are stunned until the end of your next
turn. Iron Flesh
5th-level abjuration
Investiture of Sand Casting Time: 1 action
6th-level transmutation Range: Self
Casting Time: 1 action Components: V, S, M (iron statue of yourself worth at
Range: Self least 100 gp)
Components: V, S Duration: Concentration, up to 1 hour
Duration: Concentration, up to 10 minutes This spell turns your flesh to an iron-like substance for
protection. For the duration, you have resistance to non
Until the spell ends, sand whirls around you, and you
magical bludgeoning, piercing and slashing damage. In
gain the following benefits:
addition, your AC can't be less than 18, regardless of
● Ranged weapon attacks made against you have what armor you are wearing.
disadvantage on the attack roll.
However, the heft of the iron increases your current
● You can move across difficult terrain created by dirt
carrying weight by 50 pounds, which can potentially
or sand without spending extra movement. Your
cause you to become encumbered or heavily
vision is obscured by dirt or sand, and you can
encumbered. As long as your carrying weight exceeds
breathe dirt or sand as if it were air. You can walk on
your carrying capacity due to this spell, your movement
quicksand as if it were solid ground. You are immune
speed drops to 5 feet.
Ironwood Duration: Concentration, up to 1 minute
6th-level transmutation You conjure a kraken's tentacle that sprouts from the
surface of a body of liquid in an unoccupied 10-by-10 foot
Casting Time: 1 hour
space of your choice that you can see within range.
Range: Self When you cast this spell, you can direct the tentacle to
Components: V, S, M (wood weighing as much as the lash out at a creature or object within 60 feet of it that you
intended item and shaped into the object) can see. The target must succeed on a Dexterity saving
Duration: Instantaneous throw or take 10d6 bludgeoning damage and be pulled
40 feet directly towards the tentacle. If the target is Large
Ironwood is a spell used to create a magical metal-like
or smaller, it is also restrained. A creature restrained by
substance from normal wood. While remaining natural
the tentacle can use its action to make a Strength or
wood in almost every way, ironwood is as strong and
Dexterity check (its choice) against your spell save DC.
heavy as metal. Spells that affect metal do not function
On a success, it frees itself. A restrained creature moves
on ironwood. Spells that affect wood do affect ironwood,
with the tentacle. The tentacle deals double damage to
although ironwood does not burn. Using this spell with
objects and structures.
wood shape or woodworking tools, you can fashion
wooden items that function as their metallic counterparts. Until the spell ends, as a bonus action you can move
Thus, wooden plate armor and wooden swords can be the tentacle up to 60 feet and direct it to take one of the
created as durable as their metallic counterparts. These following actions.
items are freely usable by druids. If the ironwood objects Fling. A creature or object restrained by the tentacle is
are under the effect of an antimagic field or are dispelled thrown up to 60 feet in a random direction and knocked
via dispel magic, they are considered normal wood prone. If a thrown target strikes a solid surface, the target
objects. takes 1d6 bludgeoning damage for every 10 feet it was
thrown. If the target is thrown at another creature, that
Kinetic Redistribution creature must succeed on a Dexterity saving throw or
take the same damage and be knocked prone.
5th-level abjuration
Lash. If the tentacle is not currently restraining a
Casting Time: 1 action
creature, it can lash out at a creature within 60 feet of it
Range: Self that you can see.
Components: V, S The tentacle can be damaged and thus destroyed. It
Duration: 1 minute has AC 18 and 120 hit points, and it is immune to
A magical barrier envelops your body, which can lightning damage, psychic damage, water damage, and
redistribute impacts. Until the spell ends, you gain one of bludgeoning, piercing, or slashing damage from
the following benefits, which you can change as a bonus non-magical attacks.
action.
● Guard. Your armor class increases by 2, and when Last Laugh
you are hit by an attack, the damage is halved, and 7th-level enchantment
an equal amount is added to the damage pool. Casting Time: 1 action
● Attack. As an action(or as part of the bonus action
Range: 60 feet
used to change bonuses), you can make a melee
spell attack against a creature within 5 feet of you. Components: V, S
On a hit, they take 2d6 force damage, and you can Duration: Concentration, up to 1 minute
expend any amount from the damage pool to add to Your enemy dies of its own laughter. Choose a humanoid
the damage of this attack(maximum 10). you can see within range. It must succeed on a Wisdom
At Higher Levels. When cast at 6th level or higher, the saving throw or begin laughing insanely. At the start of
damage increases by 1d6, and the maximum amount each of its turns, it takes 6d10 psychic damage and must
added to damage increases by 10, for every level above repeat the saving throw, ending the spell on a success.
5th. After three failed saving throws, the target drops to 0 hit
points.
Kraken's Tentacle
8th-level evocation Lava Burst
Casting Time: 1 bonus action 4th-level evocation
Range: 300 feet Casting Time: 1 bonus action
Components: V, S Range: 90 feet
Components: V, S Range: Touch
Duration: Instantaneous Components: V, S, M (a golden bell worth 10 gp which
Make a ranged spell attack against a creature or object is consumed by the spell)
within range. On a hit, the target takes 4d8 fire damage. Duration: Until dispelled
If the target has taken fire damage within the last round, You touch a Large or smaller unattended object that
the spell is considered a critical hit. weighs up to 500 pounds, transforming it into a Tiny
At Higher Levels. When you cast this spell using a green leaf that weighs 1⁄4 pounds. As part of the action
spell slot of 5th level or higher, the Fire damage used to cast this spell, you can move the object to a
increases by 1d8 for each spell slot level above 4th, and pocket or other easily-accessible container on your
the amount of rounds for the critical benefit increases by person. The leaf is a magical item, and can be detected
1 round for each spell slot level above 4th with effects such as detect magic.
This spell cannot affect an object that is inherently part
Lava Line of a Huge or larger structure unless the object is first
4th-level transmutation separated from that structure.
Casting Time: 1 action Any creature holding the Tiny leaf can use its action to
deliberately toss the leaf onto the ground in an
Range: 60 feet
unoccupied space adjacent to the creature, causing the
Components: V, S, M (an ember or fragment of igneous leaf to revert to its previous form and end the spell. The
rock) leaf will not transform if the unoccupied space is not large
Duration: Concentration, up to 1 minute enough to hold it, or the ground is not strong enough to
Select up to four 5-foot adjacent cubes of ground in sustain its weight.
range that you can see. The ground of these cubes must
be non magical, and consist of common materials such Lesser Confusion
as dirt, stone, grass, clay, or wood. The material of the 1st-level enchantment
ground in these cubes transmutes into small pockets of
Casting Time: 1 action
hot lava for the duration. The pockets extend downwards
5 feet. Any creatures or objects not worn by a creature Range: 90 feet
which fall into this lava take 6d6 when they fall into it, and Components: V, S, M (a nut shell)
again at the end of each of their turns they remain within Duration: 1 round
it. Items worn by a creature are not set on fire. The
This spell assaults and twists a creature's mind,
pockets of lava count as difficult terrain.
spawning delusions and provoking uncontrolled action.
Any creature which is above one of the 5-foot squares One creature of your choice within range must succeed
transmuted to lava is afforded a Dexterity saving throw. on a Wisdom saving throw when you cast this spell or be
On a success, it moves to the nearest safe ground, but affected by this spell.
its speed is reduced by that much on its next turn. On a
An affected target can't take reactions and must roll a
failure, the creature falls into the lava and takes damage
d10 at the start of its turn to determine its behavior for
as noted.
that turn.
When your concentration ends, the cubes of lava
d10 Behavior
become black igneous rock, and from this point act as
normal terrain. Any caught in the lava when it cools must The creature uses all its movement to move in a random
make a Dexterity save, or take 1d6 bludgeoning damage direction, as determined by a d8 roll, with 1 being north,
and be thrown five feet in a random direction. 1 2 being northeast, continuing clockwise around the
compass, with 8 being northwest. The creature doesn't
At Higher Levels. When you cast this spell using a take an action this turn..
spell slot of 5th level or higher, you can select one
The creature doesn't move or take actions this turn, and
additional 5-foot cube for each level above 4th. Instead of 2-6
only babbles incoherently.
adding two of these additional cubes, you can instead
choose for existing cubes to deepen by 5 feet (to 10 feet The creature uses its action to make a melee attack
if you forgo two cubes, or to 15 feet if you forgo four against a randomly determined creature within its
7-8
reach. If there is no creature within its reach, the
cubes).
creature does nothing this turn.
9-10 The creature can act and move normally.
Leafify
4th-level transmutation
Lesser Purge
Casting Time: 1 action
3rd-level evocation
Casting Time: 1 action Range: 30 feet
Range: Self (30-foot sphere) Components: V, S
Components: V,S,M (a translucent crystal worth at least Duration: Concentration, up to 1 minute
10gp) You attempt to drain the life out of a creature within
Duration: Instantaneous range. The target must make a Constitution saving throw
You strain a drop of pure divinity from your god or patron, at the start of each of its turns, taking 4d6 necrotic
letting the raw power burst out to consume those around damage on a failed save, or half as much damage on a
you. successful one.
All creatures within 30ft (including you) must make If the target successfully saves three times against this
Strength, Dexterity, Constitution, Intelligence, Wisdom, spell, it ends early.
and Charisma saving throws. You cannot exclude At Higher Levels. When you cast this spell using a
creatures in range from Lesser Purge by any means. The spell slot of 5th level or higher, the damage increases by
CR or level of each creature (whichever applies) may 1d6 for each slot level above 4th.
influence their saving throws according to the following
table: Light Beam
CR/Level Effect 4th-level evocation
Greater than double They have advantage on their saving Casting Time: 1 action
your level throws
Range: Self (60-foot line)
Greater than your They cannot gain disadvantage on their
level saving throws Components: V, S, M (any weapon)
Less than half your They cannot gain advantage on their Duration: Instantaneous
level (rounded down) saving throws You fire a ray of light out of your weapon. All creatures in
Less than one-quarter a line that is 60 feet long and 5 feet wide must make a
They have disadvantage on their saving Dexterity saving throw. They take 4d6 radiant damage on
of your level (rounded
throws
down) a failed save, or half as much damage on a successful
Creatures who fail all six of their saving throws crumble one. If damage from light beam reduces a creature to
under the weight of divinity and instantly die. less than 12 hit points, it is fatally vaporized.
As you cast this spell, you may choose to force the At Higher Levels. When you cast this spell using a
divine power in your favor and increase or decrease the spell slot of 5th level or higher, the damage increases by
saving throw DC's by 3. If you do so, you gain a level of 1d6 and the fatal threshold increases by 6 points for each
exhaustion at the end of your turn. spell slot level above 4th.

Lethal Weapons Light Binding


2nd-level transmutation 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 90 feet
Components: V, S, M (a weapon) Components: S
Duration: Concentration, up to 1 minute Duration: 1 round
Any weapon attack you make inflicts an extra 2d6 A creature in range you can see is pinned down with a
bludgeoning, piercing, or slashing damage as appropriate spotlight of magical luminosity that restricts its
to the weapon. movement. The target must succeed on a Wisdom
saving throw or take 2d8 radiant damage and be
If you make an attack during your turn, this effect ends
restrained until the end of your next turn.
at the end of that turn. If you make an attack outside of
your turn, this effect ends at the end of your next turn. At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
At Higher Levels. When you cast this spell at 3rd level
1d8 for each slot level above 2nd.
or higher, the extra damage increases by 1d6 for each
slot level above 2nd.
Light Drive
Life Drain 1st-level evocation
4th-level necromancy Casting Time: 1 action
Casting Time: 1 action Range: Self (60 foot line)
Components: S, M (a piece of copper) saving throw or become tired and delirious. While drowsy
Duration: Instantaneous the creature has disadvantage on concentration saving
throws, and on Intelligence and Wisdom checks. The
An orb of radiant power forming a line 60 feet long and 5
creature knows you are affecting it. If the target takes
feet wide blasts out from you in a direction you choose.
damage, it snaps from its dazed state, and this spell
Creatures in the orb's path must make a Dexterity saving
ends.
throw or take 2d10 radiant damage, or half as much on a
successful save.
Lunar Serenity / Sun's Grace
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by 3rd-level evocation
1d10 for each slot level above 1st. Casting Time: 1 action
Range: 30 feet
Lightning Field Components: V, S
Evocation cantrip Duration: 1 minute
Casting Time: 1 action You summon the moon's serene grace or the sun's
Range: 5 feet healing rays, creating a sphere of purplish light or
Components: S incandescent yellow light. The sphere emits a 10-foot
radius of bright light and dim light for an additional 10
Duration: 1 round
feet. On the start of their turns, each non hostile creature
A cylindrical aura of electricity sweeps around you for a within the bright light regains a number of hit points equal
moment, jolting adjacent foes. Each creature who starts to 1d8 + your spellcasting ability modifier. This spell has
their turn within range, other than you, and each time a no effect on undead or constructs.
creature enters within the range of the spell for the first
Creatures in the bright light that are disguised by
time on their turn, must succeed on a Dexterity saving
illusion spells such as disguise self appear as their true
throw or take 1d6 lightning damage. A creature can gain
forms. You may designate any number of creatures to be
advantage against this spell by taking the Disengage
immune to this effect.
action before entering the spell's area.
At Higher Levels. When you cast this spell using a
This spell's damage increases by 1d6 when you reach
spell slot of 4th level or higher, the healing is increased
5th level (2d6), 11th level (3d6), and 17th level (4d6).
by 1d8.

Lightning Orb Magi Mine


Evocation cantrip
Transmutation cantrip
Casting Time: 1 action
Casting Time: 1 action
Range: 120 feet
Range: 30 feet
Components: V, S
Components: S
Duration: Instantaneous
Duration: Up to 1 minute
You summon a ball of electric energy to strike a creature
You infuse a 5-foot square with volatile magical energy,
within range. Make a ranged spell attack against the
causing it to explode if touched. That square glows with
target. On a hit, the target takes 1d8 lightning damage.
fluctuating orange light. If any creature of Small or larger
You can choose one creature within 5 feet, which also
size moves over it, they take 1d6 force damage and the
takes 1 lightning damage.
mine spell ends. You can have a number of these active
This spell's damage increases by 1d8 when you reach equal to your spellcasting ability modifier (minimum 1).
5th level (2d8), 11th level (3d8), and 17th level (4d8).
If two magi mines are cast such that they overlap, both
detonate, dealing 2d6 force damage to all creatures
Lullaby occupying that space.
Enchantment cantrip This spell's damage increases by 1d6 when you reach
Casting Time: 1 action 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Range: 120 feet
Components: V, S Magic Fang
Duration: Concentration, up to 1 minute 1st-level transmutation
Your lullaby makes a targeted creature within range Casting Time: 1 action
become drowsy. The creature must make a Wisdom Range: Touch
Components: V, S Casting Time: 1 action
Duration: 1 minute Range: Touch
You touch a creature to enhance its natural weaponry. Components: V, S
Whenever the target makes an attack or damage roll with Duration: 8 hours
an unarmed strike, the target can roll a d4 and add the
You touch a non magical piece of jewelry, such as a ring,
result to its roll. Alternatively, the target can attack with a
an amulet, or a bracelet. For the duration, a creature
melee weapon that is part of its body and still receive this
gains a +2 bonus to AC and saving throws while wearing
benefit. If the target is affected by another spell or
the object you touched. This spell immediately ends if
magical effect which grants a d4 bonus to rolls, such as
you cast it again before its duration ends.
bless, it cannot also use the benefit of this spell.
At Higher Levels. When you cast this spell using a
Magnesis
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. 1st-level transmutation
Casting Time: 1 action
Magical Blade Range: 60 feet
Transmutation cantrip Components: S, M (a metal object)
Casting Time: 1 bonus action Duration: Concentration, up to 10 minutes
Range: Touch You gain control of one object that is made mostly or
Components: V, S, M (A bladed or pointed weapon) entirely of metal in range that you can see, and does not
exceed 10 feet in any dimension. If the object is worn or
Duration: 1 minute
carried by a creature, that creature can make a Strength
You mutter a quick phrase and thrust your blade into the saving throw to break your control over the object, ending
air, coating it in magic energy which helps bypass the spell on a success. At the end of each of that
physical barriers, causing it to become magical for the creature's turns, it can make a new Strength saving
duration. It sheds bright light of a color of your choosing throw, to end the spell on a success.
for 15 feet and dim light for another 15 feet.
The controlled object moves up to 30 feet vertically,
Casting this spell again causes its effect to end on any horizontally, or in any direction you choose. You can only
weapons you previously casted it upon. move an object vertically if it weighs 500 pounds or less
At Higher Levels. The enchantment of this spell (including any weight the object is bearing), and can only
increases in potency as you reach higher levels, granting move an object horizontally if it weighs 2000 pounds or
the enchanted weapon a +1 bonus to attack and damage less. You cannot move an object if your weight is on it.
rolls for the duration at 5th level. This bonus increases For the duration, you can use an action to move the
again at 11th level (+2) and 17th level (+3). controlled object an additional 30 feet in any direction.
Whenever you move the controlled object, you can
Magic Vestment attempt to strike a creature with it. To do so you must
3rd-level transmutation make a ranged spell attack against that creature, and on
a success hit the creature for 1d6 bludgeoning damage
Casting Time: 1 action
(or another damage type appropriate to the object).
Range: Touch
When your concentration ends outside of your turn
Components: V, S while it is suspended, the object drops slowly and
Duration: Concentration, up to 1 hour harmlessly to the ground. During your turn, you can
You touch a suit of non magical armor or a non magical choose to end your concentration and drop the
shield. For the duration, that armor or shield becomes a suspended object violently as an attack. You must make
magic item that provides a +1 bonus to the wearer's or a ranged spell attack to hit a specific object or creature
wielder's AC. with the violently dropped object. If you succeed on the
attack to hit a creature, the object inflicts bludgeoning
At Higher Levels. When you cast this spell using a
damage equal to 1d6 if it fell at least 10 feet, plus an
spell slot of 5th or higher, the bonus increases to +2.
additional 1d6 for each 10 feet it fell after that. For
When you use a spell slot of 7th level or higher, the
example, an iron shield that fell a full 60 feet would inflict
bonus increases to +3.
6d6 bludgeoning damage.
If a construct is targeted by this spell, they must make
Magic Talisman a strength saving throw or be paralyzed for 1 round.
6th-level transmutation
If the object moves beyond the range of this spell, your A creature of your choice that you can see within range
concentration ends. You can easily discern if you are perceives everything as closing in and confining it if this
close to the maximum range of this spell. spell affects it. The target must succeed on a Wisdom
saving throw or fall prone, becoming incapacitated and
Magnet Orb unable to stand up for the duration. A creature with an
Intelligence score of 4 or less isn't affected.
1st-level conjuration
At the end of each of its turns, and each time it takes
Casting Time: 1 action
damage, the target can make another Wisdom saving
Range: 60 feet throw. The target has advantage on the saving throw if
Components: V, S, M (A small nugget of iron) it's triggered by damage. On a success, the spell ends.
Duration: Concentration, up to 1 minute
You conjure an orb that pulls foes towards it. Mergewall
You create a magical orb of iron at a point of your 7th-level transmutation
choice within range. The orb is 3 feet in diameter, and Casting Time: 1 action
floats 2 feet above the ground. Each creature that starts Range: 90 feet
its turn within 20 feet of the orb must succeed on a
Components: V, S, M (a golden scepter worth at least
Constitution saving throw or be pulled 10 feet towards the
50,000 rupees)
orb. Any creature within 20 feet of the orb must spend 2
feet of Movement for every 1 foot it moves when moving Duration: Concentration, up to 1 minute
away from the orb. Any creature that touches the orb Designate a creature in range that is within 5 feet of a flat
must make a Strength saving throw or take 1d10 vertical surface at least as wide and tall as the creature.
lightning damage. Unattended inanimate objects that The target "merges" into that wall, appearing on its
weigh 5 pounds or less within 20 feet of the orb are also surface as a crude painting of itself. If there are multiple
pulled towards it at a rate of 10 feet per round. The caster suitable walls near the target, you choose which wall the
cannot be affected by the orb's effect. target merges into. An unwilling creature is afforded a
At Higher Levels. When you cast this spell using a Charisma saving throw to resist this effect, preventing the
spell slot of 2nd level or higher, the maximum range that effect and ending the spell on a success. If the target was
the orb's pulling can reach increases by 10 feet for each affected by this spell within the past 24 hours, it
slot level above 1st. automatically succeeds on this saving throw.
While it is merged with the wall, the target has
Mass Blade Bane immunity to all damage other than psychic.
8th-level transmutation An unwilling target is unable to move while merged,
and is effectively petrified for the spell's duration. At the
Casting Time: 1 action
end of each of its turns, it can make a new saving throw,
Range: 90 feet ending the spell on a success, and unmerging from the
Components: V, S wall.
Duration: Concentration, up to 1 minute A willing target can move along the wall's surface by
Choose up to twelve creatures of your choice that you expending movement as normal, but is only able to move
can see within range, and choose one of the following laterally, and only if there is a section of contiguous flat
damage types: bludgeoning, piercing, or slashing. Each wall for it to move into. While merged, a willing creature
target must succeed on a Constitution saving throw or be can take the Dash action, but otherwise cannot attack,
affected by the spell for its duration. The first time each cast spells, or use any other actions. For the duration, the
turn an affected target takes damage of the chosen type, target can still use a bonus action on each of its turns to
the target takes an extra 2d6 damage of that type. remove itself from the wall, or use its bonus action to
Additionally, the target loses any resistance to that merge again with any suitable wall it is touching.
damage type until the spell ends. If at any point the wall merged with the target is
destroyed, this spell ends, the target unmerges with the
Mental Bindings destroyed wall, and the target takes 21 (6d6) force
damage.
1st-level enchantment
If at any point the target emerges from a wall but there
Casting Time: 1 action is no available open space at the point at which it
Range: 30 feet emerges, the creature takes 7 (2d6) force damage and
Components: V, S, M (A link of chain) teleports to the nearest available unoccupied space.
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a your turn to change the location of one gate to another
spell slot of 8th or higher, it gains an additional benefit. If location you can see within 1,000 feet of you and within
you target an unwilling creature and successfully 1,000 feet of the other gate.
concentrate on the spell for its entire duration, the effect
becomes permanent on that creature. Moonbeam Bolt
Moonbeam Bolt
Minor Ward
Casting Time: 1 action
Abjuration cantrip
Range: 120 feet
Casting Time: 1 bonus action
Components: V, S
Range: Touch
Duration: Instantaneous
Components: V, S
You hurl a shard of pure moonlight. Make a ranged spell
Duration: 8 hours attack against the target: On a hit, it takes 1d8 radiant
You touch a creature to minutely increase its resistance damage, and if it's a shapechanger, it must also make a
to damage. Charisma saving throw, instantly reverting to its true form
The target gains 1 temporary hit point for the duration. on a failed save.
If you cast this spell multiple times, you can have up to At Higher Levels. This spell’s damage increases by
three minor ward effects active at a time, and you can 1d8 when you reach 5th level (2d8), 11th level (3d8), and
dismiss any one of them as an action. 17th level (4d8).
At Higher Levels. The amount of temporary hit points
gained upon casting the spell increases to 2 at 5th level, Moonblast
3 at 11th level, and 4 at 17th level. 5th-level evocation
Casting Time: 1 action
Misty Gate Range: 60 feet
6th-level conjuration Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 1,000 feet You conjure a pillar of moonlight to strike your foes with
Components: V, S, M (a reflective piece of metal) lunar power. Each creature in a 10-foot radius, 40-foot
Duration: Concentration, up to 10 minutes high cylinder of moonlight centered on a point within
range must make a Constitution saving throw. On a failed
You conjure linked teleportation gates for the duration.
save, a creature takes 3d6 cold damage and 3d6 radiant
Choose two grounded points you can see, one of which
damage on a failed save and is blinded until the end of its
can be anywhere in range, the other of which must be
next turn. On a successful save, a creature takes half as
within 10 feet of you. Hovering a few inches above each
much damage and isn't blinded.
point appears a two-dimensional square, 10 feet on each
side. Each square gate floats above the ground, its Illusions cast using a lower level spell slot than this
length perpendicular to the designated points. spell in the spell's area are dispelled.
One "inactive" side of each gate is inactive, appearing At Higher Levels. When you cast this spell using a
only as a semitransparent swirling silvery mist. The spell slot of 6th level or higher, the cold damage or the
"active" side of each gate is a directly connected portal, radiant damage (your choice) increases by 1d6 for each
or wormhole. Any object, creature, light, sound, or other level above 5th.
phenomenon that enters one gate's active side instantly
exists from the other. Consequently the active side itself Moonburst
appears like a hole cut out in space, as whoever looks 4th-level evocation
through it sees through the opposite square's active side.
Casting Time: 1 action
Any object or creature that attempts to pass through
Range: 150 feet
the inactive side of a gate will move right through, as if
the gate was mere mist. To use the gate's teleportation Components: V, S, M(a moonstone worth 100gp)
from the inactive side, a creature would need to pass Duration: Instantaneous
completely through the gate to be on the active side, and A cold light flashes from your pointing finger to a point
then re-enter it from that side. you choose within range then blossoms with a soundless
At Higher Levels. When you cast this spell using a radiance. Each creature in a 20-foot radius Sphere
spell slot of 8th or 9th level, you can use your action on centered on that point must make a Dexterity saving
throw. A target takes 4d6 radiant damage and 4d6 cold Necrotic Glare
damage on a failed save, or half as much damage on a
Conjuration cantrip
successful one.
Casting Time: 1 action
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher add 1d6 to each damage Range: 120 feet
type. Components: V
Duration: Instantaneous
Muffle You create a small beam of necrotic energy. Make a
1st-level illusion ranged spell attack against the target. On a hit the target
Casting Time: 1 action takes 1d8 necrotic damage.
Range: Touch This spell's damage increases by 1d8 when you reach
5th Level (2d8), 11th level (3d8), and 17th level (4d8).
Components: V, S, M (a patch of black cloth)
Duration: Concentration, up to 10 minutes
Needle Hex
You touch a willing creature or object and their
2nd-level evocation
countenance dims slightly and becomes silent: All sound
made by the target or anything the target is wearing or Casting Time: 1 action
carrying becomes silenced. For the duration, the target Range: 120 feet
has advantage on any Dexterity (Stealth) check made to Components: V, S, M (a pincushion or doll filled with
hide or move silently. several needles)
While under the effects of this spell, the creature Duration: Concentration, up to 1 minute
cannot audibly speak, and cannot complete the vocal
You create spectral needles in the air around a creature
components of spells. The affected creature can choose
you can see within range, which prick at it as it moves.
to end your concentration on this spell at any time.
For the duration, you can use a reaction to force the
target to make a Dexterity saving throw the first time it
Nature’s Ward moves or makes an attack on each of its turns. On a
Abjuration cantrip failed save, the target takes 3d4 piercing damage.
Casting Time: 1 action If the target tries to cast a spell, it must first succeed on
Range: Touch a Constitution saving throw or the casting fails and the
spell is wasted, and this spell ends.
Components: V, S
At Higher Levels. When cast at 3rd level or higher, the
Duration: 1 round
damage increases by 1d4 for every level above 2nd.
You imbue a creature with protection against natural
forces. Until the end of your next turn, the willing target
Nexus Weapon
you touch has resistance to cold, fire, and lightning
damage. 5th-level evocation
Casting Time: 1 bonus action
Nayru's Love Range: Touch
8th-level abjuration Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: Self You imbue a weapon you touch with psychic power. Until
Components: V, S, M (a transparent crystal worth at the spell ends, the weapon emits bright light in a 30-foot
least 5,000 rupees, which is consumed by the spell) radius and dim light for an additional 30 feet. In addition,
weapon attacks made with it deal an extra 2d6 psychic
Duration: Concentration, up to 1 minute
damage on a hit. If the weapon isn’t already a magic
Your body is surrounded by a ward resembling a weapon, it becomes one for the duration. Once per turn,
transparent blue crystal. For the duration, you are when you hit a creature with an attack using the weapon,
immune to all damage other than psychic. For the you can attempt to stagger the creature. When you do
duration, on each of your turns after the first, you must so, the creature must succeed on a Wisdom saving
use a bonus action to expend 3 magic points to maintain throw, or it can't take reactions or bonus actions until the
concentration on this spell. end of its next turn.
As a bonus action on your turn, you can dismiss this
spell and cause the weapon to emit a burst of disruptive
energy. Each creature of your choice that you can see Body part, lock of hair, bit of nail, or the like −10
within 30 feet of you must make a Wisdom saving throw. The vision prevents restful sleep. It causes 1d10
On a failed save, a creature takes 4d6 psychic damage, psychic damage, increases the target's exhaustion by
and it is discombobulated for 1 minute. During that time, one level, and makes them unable to regain arcane
it rolls a d6 and subtracts the number rolled from all its spells for the next 24 hours. Each consecutive night of
attack rolls and ability checks, as well as its Constitution visions increases the target's exhaustion by one
saving throws to maintain concentration. On a successful additional level; two nights of consecutive visions
save, a creature takes half as much damage and isn’t increases exhaustion to level 2, three nights of visions
discombobulated. At the end of each of its turns, a increases exhaustion to level 3, and so on.
discombobulated creature can make a Wisdom saving
A dispel evil and good spell cast on the target while
throw, ending the effect on itself on a success.
you are casting the spell dispels the visions and causes
you to be stunned for (10 * caster's level or caster's
Nightly Terrors Challenge Rating) minutes. For instance, if the dispel evil
Conjuration cantrip and good spell is cast by a 4th level caster, you are
Casting Time: 1 action stunned for 40 minutes. If the caster has both a level and
challenge rating, use whichever is lower.
Range: Self
If the target is awake when the spell begins, you can
Components: M (a pinch of black salt)
choose to cease casting (ending the spell) or to enter a
Duration: 1 minute trance until the target goes to sleep, whereupon you
Conjure a pair of formless, black entities next to you from become alert again and complete the casting. If you are
the realm of nightmares that only you can initially see. As disturbed during the trance, you must succeed on a
a bonus action, you can mentally choose a target within Concentration check as if you were in the midst of
30 feet of you for the entities to affect. Once chosen, the casting a spell or the spell ends.
target can now see the entities and must make a Wisdom If you choose to enter a trance, you are not aware of
or Intelligence saving throw, your choice. On a failed your surroundings or the activities around you while in
save, the entities circle the target and form into the the trance. You are defenseless, both physically and
target's worst fears, dealing 2d4 psychic damage to the mentally, while in the trance (you always fail any saving
target. On a successful save, the target can no longer throw, for example).
see the entities.
Creatures who don't sleep or dream, such as elves, are
This spell's damage increases by 1d4 when you reach immune to this spell.
5th level (3d4), 11th level (4d4), and 17th level (5d4).
Notes of Lesser Death
Nightmare 1st-level evocation
2nd-level illusion
Casting Time: 1 action
Casting Time: 10 minutes
Range: Self (15 ft cone)
Range: Unlimited
Components: V, S, M (A musical instrument worth at
Components: V, S least 1 gp)
Duration: Instantaneous Duration: Concentration, up to 10 minutes.
You send a hideous and unsettling phantasmal vision to a You go crazy on your musical item and lose your
specific creature of your choice that is on the same plane self-control, leaving space for a death-like spirit to invade
of existence as you. The target must make a Wisdom your body. The death-spirit blows every creature to a
saving throw, modified by how well you know the target, space of the caster’s choice outside the cone (unless no
to resist the vision. On a failed save they suffer through other space is available. Two creatures cannot share the
the vision; on a successful save they do not dream that same space). All affected creatures must attempt a
night and otherwise rest as normal. Constitution saving throw. On a failure, they take 2d6
Knowledge Save Modifier necrotic damage. On a success, they take no damage.
Secondhand (you have heard of the target) +5 The caster can only move the cone 90 degrees as their
entire turn for this spell’s duration.
Firsthand (you have met the target) +0
At Higher Levels. When you cast this spell using a
Familiar (you know the target well) −5
spell slot of 2th level or higher, the spell ends 1 mins
Connection Save Modifier sooner per level. When you cast this spell using a spell
Likeness or picture −2 slot of 4th level or higher, you can also move them to a
Possession or garment −4 directly dangerous area. The spell also does 2d6 more
necrotic damage now and 2d6 more for each level above At Higher Levels. When you cast this spell using a
4th level spell slot of 5th level or higher, you oversize it by an
additional category for every two levels above 3rd.
Nurture
1st-level transmutation (ritual) Petal Glide
Casting Time: 1 minute 1st-level conjuration (ritual)
Range: Touch Casting Time: 1 action
Components: V, S Range: 5 feet
Duration: 1 minute Components: S, M (a flower petal)
You can infuse a beast or plant with vitality. When you Duration: Concentration, up to 1 minute
cast this spell, choose one of the following effects: You manifest a large, lightweight, and daisy-like flower as
● Target plant or beast creature is cured of the tall as a human. It appears harmlessly in your hand or
poisoned condition, and has advantage on saving anywhere within the range of this spell. When the stem of
throws against being poisoned for the duration of the this conjured flower is gripped in the hand, it magically
spell. rotates to generate thrust. A Medium or smaller creature
● Target plant or beast creature gains temporary hit who grasps the stem in its hand immediately flies straight
points equal to 1d4 + your spellcasting modifier for upward a distance of 30 feet, and gains a fly speed of 30
the duration of the spell. feet for so long as it holds the stem. The benefiting
● Target noncreature plant regains all of its hit points, creature cannot ascend higher with this fly speed without
and gains resistance to non magical bludgeoning, the aid of an updraft or similar force. If the creature
slashing, and piercing damage for the duration of the releases the stem or this spell's duration ends, the flower
spell. vanishes into thin air.
At Higher Levels. When you cast this spell using a
Orb of Discord spell slot of 3rd level or higher, the gained fly speed
increases to 50 feet. (The initial distance flown upward
3rd-level evocation
does not increase.)
Casting Time: 1 bonus action
Range: 120 feet Phantasmal Notebook
Components: V, S, M (a pile of sand and dirt) Conjuration cantrip
Duration: Concentration, up to 10 minutes Casting Time: 1 action
You create an orb of chaos that floats over the head of a Range: Self
creature within range for the duration of the spell.
Components: V, S
Whenever that creature takes damage, the orb causes it
to take additional force damage equal to 1d8 plus your Duration: Instantaneous
spellcasting modifier. You summon a phantasmal notebook and a writing quill.
When you cast this spell using a spell slot of 4th level The notebook will contain the same contents between
or higher, the damage increases by 1d8 per level above castings and can hold up to 50 pages of writing. If it is
the 3rd. destroyed, it will reappear again later as it was before the
destruction. As part of dismissing the notebook, you may
choose to remove all writing from it. The notebook cannot
Overcompensated Weaponry
be used as a spellbook.
2nd-level transmutation
Casting Time: 1 action Phantom Laughter
Range: Touch 2nd-level illusion
Components: V, S, M (powdered fish oil) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 60 feet radius
You touch one weapon, and cause it to massively swell in Components: V
size. For the duration of the spell, it becomes oversized
Duration: Instantaneous
by two categories, but its properties are only changed as
if it was oversized once. You fill the air with the sounds of malicious, insane
laughter that overwhelm the senses of any who hear it.
Each creature within the radius must succeed on a
Wisdom saving throw or be frightened until the end of
your next turn. If the target fails the saving throw by 5 or one creature in range, or any open 5-foot-space on the
more, they are also paralyzed for this amount of time. ground or in the air that is in range. If you target a
creature, it must succeed on a Dexterity saving throw or
Phoenix Dash take 1d4 necrotic damage.
5th-level transmutation If you target an open 5-foot-space, the poe flame flies
to that space and continues to hover there until the end
Casting Time: 1 action
of your next turn. Any creature that enters the poe flame's
Range: Self space must make a Dexterity saving throw or take 1d4
Components: V, S, M (a tear-drop shaped piece of necrotic damage. The flame is destroyed regardless of
amber) the saving throw result.
Duration: Concentration, up to 1 minute If there is a non-destroyed poe flame in range when
Your body becomes wreathed in bursts of white-hot you cast this spell (either created by your previous
flames, endowing the caster with the flight and spectral casting of poe reprise or another source), you can target
appearance of a majestic phoenix. For the duration you it as if it was a creature. If you target one of these
gain a flying speed of 60 feet, gain resistance to fire previously-created poe flames with a new poe flame, they
damage, and can take the Dash action as a bonus action hit one another and both explode; any creature within 5
on each of your turns. For the duration, you may also feet of at least one of these explosion points must
move through another creature´s space, treating it as succeed on a Dexterity saving throw or take 3d4 necrotic
difficult terrain. Each time you move through a creature's damage. (If you detonate several poe flames in your turn,
space for the first time during your turn, that creature they all count as one explosion. A given creature doesn't
must succeed on a Dexterity saving throw or take 3d10 need to make multiple saves in one turn, nor take this
fire damage. damage twice.)
As your level increases, you can create additional poe
Pictograph flames with one cast of this spell. You can create three
flames when you reach 5th level, four flames when you
2nd-level transmutation (ritual) reach 11th level, and five flames when you reach 17th
Casting Time: 1 action level.
Range: Self
Components: S, M (a sheet of parchment and 10 gp Polar Ray
worth of cut crystals, all of which are consumed by the 8th-level evocation
spell)
Casting Time: 1 action
Duration: Until dispelled
Range: 60 feet
You transmute a sheet of parchment you hold to
Components: V, S, M (a small, white ceramic cone or
flawlessly portray a flat depiction of what you see when
prism)
you cast the spell. Even if the sheet is larger, the
depiction you produce can be no more than 1 foot by 1 Duration: Instantaneous
foot, and captures only what you saw. The altered A blue-white ray of freezing air and ice springs from your
parchment—or "pictograph"—records any illusions you hand and towards a creature within range. Make a
saw, and reproduces facets such as colors and ranged spell attack against the target. On a hit, the target
brightness as you saw them. takes 12d6 cold damage and must succeed on a
The sheet is not dyed and it is not an illusion. Rather, Constitution saving throw or be frozen solid until the start
the sheet is physically changed until an effect would of your next turn. A creature who is frozen solid by this
dispel this spell. The transmuted sheet appears spell is petrified (as the condition); however, instead of
indistinguishable from a very true-to-life painting. receiving resistance to bludgeoning and fire damage, the
target has vulnerability to those damage types. In
addition, when the effect wears off, the target suffers one
Poe Reprise level of exhaustion.
Necromancy cantrip At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 9th level, the effect lasts for 1 minute
Range: 30 feet (requiring concentration to maintain). A creature affected
by polar ray can make a new Constitution saving throw at
Components: V, S
the end of each of its turns, ending this effect on a
Duration: 1 round success. On a failed save, the target suffers another level
You hurl two spheres of violet-colored poe flame. For of exhaustion.
each of the poe flames you create, you can either target
Poof You envelop your body with deep red flames, increasing
your own attack power. For the duration of the spell, you
2nd-level illusion
gain a +2 bonus to all damage rolls you make.
Casting Time: 1 reaction, which you take in response to
This comes at a cost, however: At the beginning of
a hostile creature moving within 10 feet of you
each of your turns, the heat of the flames burns you,
Range: Self dealing to you 1 fire damage that can't be reduced or
Components: V negated by any means.
Duration: 1 round At Higher Levels. When you cast this spell using a
A momentary poof of smoke obscures you, and as it spell slot of 2nd level or higher, the damage bonus
clears you appear to have disappeared into thin air. You increases by 2 and the damage dealt to yourself
become invisible until the end of your next turn. increases by 1 for every slot level above 1st.
You cannot cast this spell if you cast it during the
previous round. Power Word Pacify
7th-level enchantment
Portent Casting Time: 1 action
2nd-level divination Range: 60 feet
Casting Time: 1 action Components: V
Range: Touch Duration: Instantaneous
Components: V, S You utter a word of power that can compel one creature
Duration: 8 hours that you can see within range to immediately cease
hostile actions. If the target has 100 hit points or fewer, it
You speak a word of omen to a creature you can touch,
is pacified. Otherwise, the spell has no effect on it. A
granting it instinctive insight into its own death. For the
target is also unaffected if it is immune to being charmed.
duration, the target can add its proficiency bonus to its
While the target is pacified, it can't attack a creature it is
death saving throws.
aware of, nor can it target a creature or an area
containing a creature with harmful abilities or magical
Power Beam effects. A pacified creature can make a Wisdom saving
Evocation cantrip throw at the end of each of its turns. On a successful
Casting Time: 1 action save, it is no longer pacified.

Range: 60 feet
Precipice Blade
Components: S, M (a weapon)
Transmutation cantrip
Duration: Instantaneous
Casting Time: 1 action
You project a beam of force from the melee weapon used
as a material component for this spell. Make a ranged Range: 60 feet (5 foot square)
spell attack against a target within range, dealing 1d8 Components: S
force damage on a hit. Duration: Instantaneous
At Higher Levels. When you reach 5th level, you can You strike the ground, summoning a 10 ft. tall spike of
use your innate skill to enhance the beam's power, earth underneath the target. Choose one 5 ft. square up
adding your spellcasting modifier to the spell's damage. to 60 ft. away from you. A creature standing in space
The beam projected by this spell also deals more must make a Dexterity saving throw. If it cannot move to
damage as you reach higher levels, dealing an additional another space 5 ft. away from where it is currently
1d8 force damage when you reach 11th level (2d8) and standing (This direction cannot be diagonal), it
17th level (3d8). automatically fails this save, while creatures with
tremorsense have advantage on this saving throw. The
Power Within target takes 1d10 piercing damage on a failed save, or
half as much on a successful one. Regardless of the
1st-level evocation result of the save, the creature is moved 5 ft. from the
Casting Time: 1 action space in a direction of its choosing. The spike of earth
Range: Self remains where it was summoned as if occurring by
natural means. It can be destroyed (HP 4d10), but if
Components: V, S
another spike is created the previously made one
Duration: 1 minute
disappears back under the ground, even if the majority of concentration, and the wall's hit point total increases to
it was destroyed. 50.
This spell's range of effect increases to a 10 ft. square
and a 20 ft. spike at 11th level. The piercing damage Psychic Attack
increases by 1d10 when you reach 5th level (2d10), 11th Enchantment cantrip
level (3d10), and 17th level (4d10).
Casting Time: 1 action
Range: 90 feet
Projectile Protection
Components: S
2nd-level abjuration
Duration: Instantaneous
Casting Time: 1 action
You attack the mind of a creature within range. The target
Range: Touch
must succeed on an Intelligence saving throw or take 1d8
Components: V, S, M (a piece of shell from a tortoise or psychic damage.
a turtle)
This spell's damage increases by 1d8 when you reach
Duration: Concentration, up to 1 minute 5th level (2d8), 11th level (3d8), and 17th level (4d8).
For the duration, the willing creature you touch has
resistance to bludgeoning, piercing, and slashing Pulling Shade
damage from non magical ranged weapons.
2nd-level conjuration
Casting Time: 1 action
Protection from Spells
Range: 60 feet
8th-level abjuration
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 30 feet
You manifest a whirlpool-like, swirling mass of darkness
Components: V, S, M (a diamond worth at least 500 gp,
that ensnares and decays your victims. Choose a point
crushed and sprinkled on each target)
on any level ground within range. For the duration, any
Duration: 1 hour creature that begins its turn within 40 feet of this point
You raise an aura of magical protection around a number must succeed on a Strength saving throw or be pulled 20
of creatures you choose less than or equal to your feet closer to its center. A flying creature has
spellcasting ability modifier (minimum 1). For the disadvantage on this saving throw.
duration, each affected creature has advantage on saving Any creature that starts its turn within 20 feet of the
throws against magic and magical effects, and has point, or enters it on its turn, must make a Constitution
resistance against damage from magical sources. saving throw. It takes 3d6 necrotic damage on a failure,
or half as much on a success.
Protective Barrier At Higher Levels. When you cast this spell using a
1st-level abjuration spell slot of 4th level or higher, the damage increases by
Casting Time: 1 action 1d6 for every two slot levels above 2nd.
Range: 10 feet
Pursuers
Components: V, M (a halfbrick)
2nd-level conjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You conjure a wall of force in range measuring five feet
tall, one foot thick, and ten feet long for allies to take Range: 60 feet
cover behind. The wall is opaque from one side, of any Components: V, S
color you choose. The wall has an AC of 15, 30 hit Duration: Instantaneous
points, and resistance to piercing and slashing damage
You summon three orbs of warm darkness that seek
from non magical weapons.
enemies. Each orb targets the closest hostile creature
At Higher Levels. When you cast this spell using a that they can see within range, and deals 1d8 + 1
spell slot of 2nd level or higher, the height and length of necrotic damage to the target. The orbs all strike
the wall both increase by 5 ft. for each slot level above simultaneously. This spell has no effect on constructs.
1st. When you use a spell slot of 4th level or higher, the
At Higher Levels. When you cast this spell using a
duration becomes 1 hour, the spell doesn't require
spell slot of 3rd level or higher, the spell creates one
more orb for each slot level above 2nd.
Push At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, you can target one
Evocation cantrip
additional creature for each slot level above 4th.
Casting Time: 1 action
Range: 30 feet Pyrokinesis
Components: S Pyrokinesis
Duration: Instantaneous Evocation cantrip
You blast a creature in range with raw kinetic force. The Casting Time: 1 action
target must make a Strength save. On a failure, it takes
Range: 30 feet
1d6 force damage and is laterally pushed up to 15 feet in
a direction of your choice. Components: S
If the target would be pushed into terrain it knows is Duration: Instantaneous
lethal, such as being pushed into a pool of molten rock or You exert your power to cause a mote of flame to appear
over a sheer cliff, it is granted a Constitution save. On a either in your hand or at a point in mid-air within range.
success, it is pushed no further. This mote emits dim light to a range of 10 feet until the
This spell's damage increases by 1d6 when you reach start of your next turn.
5th level (2d6), 11th level (3d6), and 17th level (4d6). You may also use this spell to ignite a target within
range. The target must make a Constitution saving throw,
Putrefy Food taking 1 fire damage and becoming ignited on a failed
save.
2nd-level necromancy
Objects automatically fail the saving throw. You can't
Casting Time: 1 action
target an object that's being worn or carried, and you
Range: 10 feet can't target an object larger than 5 feet in any dimension.
Components: S, M (A bit of mold) At higher levels. The spell's initial damage increases
Duration: Instantaneous by 1d4 when you reach 3rd level (1d4 + 1), 6th level (2d4
All non-magical food within a 5-foot radius sphere + 1), 9th level (3d4 + 1), 13th level (4d4 + 1) and 15th
centered on a point of your choice within range is level (5d4 + 1).
rendered obviously rotten and unwholesome. Elemental Discipline. A Way of the Four Elements
Creatures who eat it anyway must make a Constitution monk may cast this cantrip at will if they know the Flames
saving throw or become poisoned for 10 minutes. of the Phoenix discipline.

Pyre Siphon Quicksand


4th-level transmutation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: S Components: V, S
Duration: Instantaneous Duration: 1 minute
You draw the flame or heat from an object or creature You point at a 10-foot square patch of rock, dirt or sand
within range. If the creature or object is ignited (Such as centered on a point within range. The area becomes
a torch or a flaming goblin), it is extinguished. If the target quicksand for the duration. Quicksand is difficult terrain.
is a creature and it is not ignited, it must be a creature When the quicksand appears, each creature standing in
whose anatomy involves flame in some way (like a Fire its area must succeed on a Strength saving throw or
Elemental or a creature made of magma). If such a become restrained. A creature that enters the area or
creature is the target, they must make a Constitution ends its turn there must also succeed on a Strength
saving throw or take 3d10 fire damage (Or half on a saving throw or become restrained.
success) and is paralyzed until the start of your next turn. Creatures restrained by the quicksand can use its
A creature cannot resist this damage even if they have action to make a Strength check against your spell save
immunity. DC. On a success, it frees itself. On a failure, it sinks
When this damage is rolled, you gain HP equal to half further into the quicksand and has disadvantage on
the damage dealt. subsequent Strength checks made to escape it, until it
escapes.
Quincy's Investiture Rain of Fiery Blades
8th-level transmutation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 300 feet
Components: V, S, M (a letter "Q" sculpture shaped Components: S
from iron, worth 10 gp) Duration: Instantaneous
Duration: Concentration, up to 10 minutes A flurry of flaming enchanted swords falls from above
Invest in one spell from the following list. Your investiture onto a location you specify. Each creature in a
takes that shape, and you gain the benefits of the 30-foot-radius, 60-foot-high cylinder centered on a point
invested spell as if you had invested cast it: within range must make a Dexterity saving throw. A
creature takes 2d12 fire damage and 2d12 slashing
damage on a failed save, or half as much damage on a
● investiture of flame
successful one. These swords remain implanted in the
● investiture of ice
ground for a number of rounds equal to your spellcasting
● investiture of green
modifier, and can be used by friendly creatures, dealing
● investiture of sand
1d12 fire damage on a hit. If an unfriendly creature
● investiture of stone
attempts to use such a weapon, they take 2d12 fire
● investiture of water
damage and the sword disappears.
● investiture of wind
At Higher Levels. When you cast this spell using a
At Higher Levels. When you cast this spell using 9th
spell slot of 6th level or higher, the fire damage or the
level, you gain the benefits of two of the listed spells
slashing damage (your choice) increases by 1d12 for
simultaneously for the duration.
each slot level above 5th.

Radiant Lance Ray of Light


Evocation cantrip
1st-level evocation
Casting Time: 1 action
Casting Time: 1 action
Range: 120 feet
Range: 60 feet
Components: V, S
Components: V, S
Duration: Instantaneous
Duration: Instantaneous
You launch a lance-shaped beam of light at a creature
You form a concentrated beam of light infused with holy
within range. Make a ranged spell attack. On a hit, the
energy to strike your enemies down with a flash of light.
target takes 1d6 radiant damage.
The target must make a Dexterity saving throw, taking
The spell creates more than one beam when you reach 3d6 radiant damage on a failed save, or half as much on
higher levels: two beams at 5th level, three at 11th level, a success.
and four at 17th level. You can aim the spears at the
At Higher Levels. When you cast this spell using a
same target or different ones. Make a separate attack roll
spell slot of 2nd level or higher the targeted creature
for each beam.
takes an additional 1d6 radiant damage for every spell
slot above 1st.
Radiant Song
Abjuration cantrip Razor Leaf
Casting Time: 1 action 3rd-level transmutation
Range: Touch Casting Time: 1 action
Components: V, S Range: Self (30-foot cone)
Duration: 1 round Components: V, S, M (a green leaf)
You touch a creature and cause an eerie song to play, Duration: Instantaneous
warding away danger.
You fling scores of razor-sharp leaves, which fly and cut
The creature you touch has advantage on saving into all creatures in a 30-foot cone originating from you,
throws until the start of your next turn. but then disappear. Each creature in the area must make
a Dexterity saving throw, taking 5d6 slashing damage on
a failure, or half that much on a success.
If a creature rolls a 1 or 2 on the d20 for its saving 3d4 slashing damage and three other creatures to each
throw, it automatically fails the saving throw and takes take 1d4 slashing damage.
double damage from this spell.
At Higher Levels. When you cast this spell using a Remote Bomb
spell slot of 4th level or higher, the damage increases by 1st-level evocation
1d6 for each slot level above 3rd.
Casting Time: 1 action
Range: Self
Razor Storm
Components: S
1st-level conjuration
Duration: Up to 10 minutes
Casting Time: 1 action
You magically create in your open palm either a
Range: Self
bluish-white sphere or cube rigged to explode. As part of
Components: S, M (A Slashing weapon you are the action used to cast this spell, you can throw this
proficient with) bomb out to a range of up to 20 feet. The bomb is
Duration: Instantaneous unusually lightweight, as if made of parchment, and can
As part of the action of casting this spell, make one be pushed or carried on strong winds. The sphere
melee spell attack. All creatures within 15 feet of you with version of the bomb will easily roll down slopes.
an armor class less than or equal to your attack roll must As a reaction, you can cause the bomb to detonate
make a Dexterity saving throw or take 3d10 slashing with a concussive burst. Any creature within 10 feet of
damage on a failed save, and half as much on a the bomb when it detonates must make a Dexterity
successful one. If the roll is a critical hit, double the saving throw. On a failure, a creature takes 2d8 thunder
damage rolled. If a creature is killed instantly via massive damage and is pushed 10 feet away from the bomb. On
damage from this spell any mundane armor or clothing is a success, a creature takes half damage and isn't
also bisected several times in line with their wounds (this pushed. Any unattended object within 10 feet of the
includes shields that are being wielded and their weapon bomb takes double the full damage and is pushed 10 feet
if they are receiving a bonus to their AC by wielding it). away.
At Higher Levels. When you cast this spell using a If it doesn't detonate beforehand, the remote bomb will
spell slot of 2nd level or higher, the radius of this spell's instead detonate at the end of this spell's duration, or if
effect increases by 15 feet and deals 2d10 additional you cast this spell again before the end of the duration.
Slashing damage. At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
Razor Tome 1d8 for each slot level above 1st.
Transmutation cantrip
Casting Time: 1 action Rift
Range: 20 feet 3rd-level conjuration
Components: S, M (a book or several sheets of paper or Casting Time: 1 action
parchment) Range: 30 feet
Duration: 1 action Components: V, S
You momentarily transmute several pieces of paper or Duration: 1 minute
parchment to have sharp edges, which then fly out to Tear a small rift into Space, creating a portal to a place
slice a creature in range, before safely returning to your you can see or can visualize within 30 feet of you. Any
book or hand. Choose one creature within range, or creature or object of the size Medium or smaller can
choose two creatures within range that are within 5 feet enter the Rift and be transported to the other side. When
of each other. A single target must succeed on a looking into it, you can see clearly for up to 30 feet. You
Dexterity saving throw or take 2d4 slashing damage. If can attempt to look further into the distance, but this
you selected two targets, each one must succeed on a requires a DC10 + x Wisdom (Perception) check, with x
Dexterity saving throw or take 1d4 slashing damage. being every 10 feet, up to a maximum of DC20.
This spell's damage increases by 2d4 when you reach You can only look into and enter the Rift from the
5th level (4d4), 11th level (6d4), and 17th level (8d4). You direction it was created from, anyone or anything entering
can target a number of creatures in range up to the it from the wrong side will simply pass through it. The Rift
number of damage dice you roll for this spell, and can is not visible from the other side.
split up the damage dice however you like. For example,
at 11th level (6d4), you can target one creature to take
The target Rift follows the same rules, but creatures You recite a puzzling, cryptic rhyme and force a creature
and objects can only leave it into the said direction. If the you can see within range to ponder it for some time. If the
output is blocked, or if the Rift itself is, the spell will fail target can hear and understand you, it must make an
and consume your Spell Slot. Intelligence or Wisdom saving throw (your choice). On a
Rift can only transport up to 1,000 miles of distance, failed save, the target's Intelligence and Wisdom scores
but there is no limit on the amount of people or objects are swapped for the duration. An affected creature can
that can pass through it during the duration. Additionally, use an action on its turn to repeat the saving throw,
only the starting Rift is considered magical. Your endpoint ending the spell on itself on a success.
can lay in Zones of Dead Magic, such as an area created At Higher Levels. When you cast this spell using a
by the "antimagic field" spell, it does not trigger spells or spell slot of 4th level or higher, you can target one
effects that sense magic, and so forth. additional creature for each slot level above 3rd.
At Higher Levels.
● When you cast this spell using a spell slot of 4th Sandcast
level or higher, the Rift can now transport you Evocation cantrip
anywhere on this world/planet. Casting Time: 1 action
● When you cast this spell using a spell slot of 5th
Range: 120 feet
level or higher, the Rift can now transport creatures
up to large size. Components: V, S
● When you cast this spell using a spell slot of 6th Duration: 1 round
level or higher, the Rift can now transport you You hurl a swirling mass of sand at a creature or object
anywhere on this plane of existence. within range. Make a ranged spell attack against the
● When you cast this spell using a spell slot of 7th target. On a hit, the target takes 1d8 bludgeoning
level or higher, the Rift can now transport creatures damage. If the target is a creature, it has disadvantage
up to huge size. on Wisdom (Perception) checks that rely on sight and a
● When you cast this spell using a spell slot of 8th -5 penalty to its passive Perception score until the end of
level or higher, the Rift can now transport you to your next turn. Any unprotected, small flame hit by this
other planes of existence. spell is smothered and quenched.
● When you cast this spell using a spell slot of 9th
This spell's damage increases by 1d8 when you reach
level or higher, the Rift can now transport creatures
5th level (2d8), 11th level (3d8), and 17th level (4d8).
up to gargantuan size or larger.

Rock Wave Scout


3rd-level divination
1st-level evocation
Casting Time: 1 action
Casting Time: 1 action
Range: Self (5 feet)
Range: Self (30-foot line)
Components: V, S, M (an opal)
Components: V, S, M (a piece of malachite)
Duration: Concentration, up to 1 minute
Duration: Instantaneous
You create a translucent visage of yourself within 5 feet
You create a storm of razor-sharp stones that forms a line
of you, that last for 1 minute or until you lose
that is 30 feet long and 5 feet wide. Each creature in the
concentration. You may see and hear everything the
line must make a Dexterity saving throw. A creature takes
visage can, and on your turn, you may command the
4d4 slashing damage on a failed save, or half as much
visage to move its movement speed as a bonus action.
damage on a successful one.
The visage can move through solid objects at a
At Higher Levels. When you cast this spell using a movement speed of 10 feet, which can not be increased
spell slot of 2nd level or higher, the damage increases by in any way besides casting scout at a higher level.
1d4 for each slot level above 1st.
At Higher Levels. When you cast this spell using a
spell slot of 4th or higher, the movement speed of the
Rhyme visage created increases by 5 feet for each spell slot
3rd-level enchantment above 3rd used to cast this spell.
Casting Time: 1 bonus action
Range: 30 feet Searing Blow
Components: V 3rd-level evocation
Duration: 1 minute
Casting Time: 1 reaction, which you take when you hit target within 120 feet of it. The target must be a single
an enemy with a Melee weapon attack creature or object you can see, the closest creature in the
Range: Touch statue's range, or the closest creature in its range that
was not in range when you first cast the spell, as you
Components: V
command. For the duration, you can use a bonus action
Duration: Instantaneous to cause the statue to spit another mote.
When you attack and hit an enemy creature with a melee When the statue spits a mote, make a ranged spell
weapon attack you can choose to channel your magical attack against the target. On a hit, the target takes 9
energies into your weapon dealing additional damage. (2d8) radiant damage if it was a mote of radiant energy,
The damage type is determined by your alignment. Good or 13 (3d8) fire damage if it was a mote of flame.
alignment channels Radiant energy. Evil alignment
At Higher Levels. When you cast this spell using a
channels Necrotic energy. Neutral alignment chooses
spell slot of 5th level or higher, the damage increases by
Radiant or Necrotic.
1d8 for each slot level above 4th.
The target of the attack must make a Wisdom Saving
throw. On a successful save the target takes half damage
Serac
or takes 5D10 additional damage of the type chosen by
your alignment. 2nd-level evocation
At Higher Levels. When you Cast this spell using a Casting Time: 1 action
spell slot of 4th Level or higher, the damage is increased Range: Self (15-foot cube)
by 1D10 for each spell slot above 3rd. Components: V, S, M (a piece of ice)
Duration: Instantaneous
Sensory Field
A freezing wave of ice explodes in a 15-foot cube
3rd-level divination centered on yourself. Each creature other than you in
Casting Time: 1 bonus action that area must make a Dexterity saving throw, taking 2d6
Range: Self (15-foot cube) cold damage and 2d6 piercing damage on a failed save,
or half as much damage on a successful one.
Components: V, S, M(a crystal worth at least 1 gp,
consumed upon casting) At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, it deals an additional 1d6
Duration: Concentration, up to 1 minute.
cold damage or 1d6 piercing damage for every level
You tap into the world around you, granting you a perfect above 2nd.
understanding of your surroundings. You gain truesight
out to 15 feet, and whenever a creature enters your
Shadow Spray
reach, you may make a melee attack against them.
1st-level conjuration
Sentinel Casting Time: 1 action
4th-level conjuration Range: 60 feet (5-foot radius sphere)
Casting Time: 1 action Components: V, S, M (a handful of black ribbons)
Range: 60 feet Duration: Instantaneous
Components: V, S You cause a multitude of ribbon-like shadows to
instantaneously explode outward in a 5-foot radius
Duration: 8 hours
sphere from a point that you choose, restraining nearby
You conjure an immobile stone statue that completely fills creatures. Each creature within the radius must succeed
a 5-foot-cube of water or open air in range, which lasts on a Constitution saving throw, or be restrained until the
for the duration. If you wish, the statue can take the form end of your next turn. The shadows vanish once they are
of a crude and obviously fake resemblance of a creature, no longer restraining a given creature.
or a large and ornate stone lamp that remains magically
At Higher Levels. When you cast this spell using a
lit for the duration. The statue must be conjured on solid
spell slot of 2nd level or higher, you can increase the
ground that can support its weight, and must have 5 feet
radius of the sphere by 5 feet for each slot level above
of open space around it to the north, south, east, and
1st.
west of it. If the statue is destroyed or moved from this
position, the spell ends.
Shield of Honor
When you cast this spell, you can mentally command
the statue to spit a mote of radiant energy (if you are a 2nd-level abjuration
cleric) mote of flame (if you are another spellcaster) at a Casting Time: 1 action
Range: Touch a hit, the target takes 1d8 lightning damage, and it can’t
Components: V, S take reactions until the start of its next turn.
Duration: 1 hour This spell's damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
You trace a sigil on an adjacent creature’s body, creating
the glowing outline of a shield that protects them from
injury. The creature gains 10 temporary hit points for the Skyward Strike
duration. 1st-level evocation
At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 3rd level or higher, the number of temporary Range: Self
hit points gained increases by 5 for each slot level above
Components: S, M (a melee weapon worth at least 1 sp)
2nd.
Duration: Concentration, up to 1 minute
Sheikah Meditation You raise the weapon used in the casting upward, filling it
with divine energy for the duration. While the spell is
4th-level abjuration
active, the weapon glows with bright light in a 10-foot
Casting Time: 1 minute radius and dim light for an additional 10 feet. The next
Range: Touch time you hit a creature with a melee weapon attack
Components: S, M during this spell's duration, the attack deals an extra 2d12
radiant damage, and the spell ends.
Duration: Permanent, until dispelled
Alternatively, as an action, you can make a ranged
You or a willing creature you touch enters a potentially
spell attack to launch the divine energy at a distance from
endless meditative state. To maintain this trance, the
your weapon, up to a range of 60 feet. On a hit, the target
target must concentrate as if concentrating on a spell.
takes 2d12 radiant damage. Hit or miss, the spell then
This spell ends if the target's concentration ends, if the
ends.
target moves, if the target takes any kind of action, or if
you cast this spell again. For the duration, the target: At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, and one more damage
● Can still speak, think clearly, and perceive your
die for each level above 1st.
surroundings as normal without ending the spell.
● Has no need to breathe, eat, sleep or drink. The
target can complete and gain the benefits of a short Slashing Darkness
or long rest while maintaining this state. 3rd-level evocation
● Is immune to disease, and any symptoms of any Casting Time: 1 action
disease it has are suppressed.
Range: 60 feet
● It continues to age, but as long as the trance
continues it will not die of old age or any other Components: V, S
natural causes. Duration: Instantaneous
● Can't be targeted by any divination magic or You launch a hissing ribbon of pure darkness from your
perceived through purely magical senses. hand. Make a ranged spell attack against a creature
● Has advantage on all Intelligence, Wisdom, and within range. On a hit, the target takes 7d8 necrotic
Charisma saving throws. damage.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, you can target one spell slot of 4th level or higher, you increase the damage
additional creature for each slot level above 4th. it deals by 1d8 for each slot level above 3rd.

Shocking Bolt Solar/Lunar Blast


Evocation cantrip 6th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You hurl a small bolt of lightning at a creature or object in You collect the power of the sun or moon (depending the
range. Make a ranged spell attack against the target. On time of day you are casting this spell) between your
hands, forming a shining sphere of radiant energy.
Creatures within 60 feet facing directly towards you must Casting Time: 1 action
succeed on a Constitution saving throw or have Range: Self (20-foot radius)
disadvantage on all rolls that rely on vision. You can
Components: S
choose to unleash the stored power at once in a 60 feet
cone in front of you. Each creature in the cone must Duration: 1 minute
make a constitution saving throw. It takes 3d12 radiant Your body violently explodes with life-destroying power,
damage in a failed save or half as much on a successful turning you into a specter-like creature for the duration.
one. Undead and oozes have disadvantage on this While in your specter form, you are invisible, petrified,
saving throw. The ray ignites flammable objects in the and are immune to all damage other than psychic and
area that aren’t being worn or carried and dispels any force.
magical darkness effect. Any creature in a 25 foot radius of you when you cast
Round 2: The radiant sphere between your hands the spell must make a Constitution save. On a successful
emits a sharp bright blinding light that makes vision save, the creature takes 2d12 necrotic damage.
almost impossible. Any creatures looking directly towards On a failed save, a target takes 50 necrotic damage or
you must succeed on a Constitution saving throw. The damage equal to 75% of its hit points, whichever is
creature has disadvantage on all rolls that rely on vision lesser. The creature's type changes to undead for the
on a successful save or become blinded on failed one. If duration. If the creature dies within this duration, it cannot
you choose to unleash the stored power now, the beam be resurrected with any spell lower than 9th level.
deals an extra 6d6 radiant damage on a failed save or
At the end of the duration, you must make a DC 20
half as much on a successful one.
Constitution saving throw. If you fail by 10 or more, you
Round 3: The power stored in the sphere explodes, die outright. If you fail by less than 10, you take 1d6
dealing an extra 9d4 radiant damage on a failed save or necrotic damage for each point of failure, but return to
half as much on a successful one. Any creature caught in your normal form. If you succeed, you return to your
the area of effect must make a Constitution saving throw. normal form and regain 2d12 hit points for each creature
It has disadvantage on all rolls that rely on vision on a affected by this spell that died within its duration.
successful save or becomes blinded on failed one.
Soul Strike
Somaria
9th-level necromancy
2nd-level conjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 120 feet
Range: 10 feet
Components: V, S, M (a black gemstone worth at least
Components: S, M (an iron cube one inch in diameter) 1,000 gp)
Duration: 1 minute Duration: Instantaneous
You create a 5-foot-diameter stone block in a 5-foot cube You assault the soul of a creature within range,
of open space in range. The stone block has AC 17, has attempting to rend it from the body and disperse it into
27 hit points, and has a damage threshold of 10. Despite the ether. Make a ranged spell attack against the target.
its rigidity and size, this stone block only weighs only 500 On a hit, the target takes 16d12 necrotic damage. This
lb. If you cast this spell again, a new block is created and spell has no effect on undead or constructs.
the previous one abruptly vanishes.
A creature killed by this spell can be restored to life
As a bonus action, you can end the spell early by only by means of a true resurrection spell or a wish spell.
detonating the block, causing bolts of flame to scatter
over a wide radius. Any creature other than you within a
30 foot radius of the block must succeed on a Dexterity
Spark Shower
saving throw or take 2d8 fire damage. Evocation cantrip
At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 3rd level or higher, the damage increases by Range: 80 feet
1d8 for each slot level above 2nd. When you cast this Components: V, S
spell using a spell slot of 4th level or higher, the
dimensions of the block increase by 5 feet and its weight Duration: Instantaneous
doubles for every two spell levels above 2nd. You bring down sparks of lightning in a small area
centered to a point you choose within range. Each
Soul Bomb creature in a 5-foot-radius sphere centered on that point
must succeed on a Dexterity saving throw or take 1d6
8th-level necromancy lightning damage.
This spell's damage increases by 1d6 when you reach Casting Time: 1 bonus action
5th level (2d6), 11th level (3d6), and 17th level (4d6). Range: Self
Components: V, S
Speak with Images
Duration: Concentration, up to 1 minute
3rd-level transmutation (ritual)
The next time you hit a creature with a melee weapon
Casting Time: 1 action attack during this spell's duration, your weapon shines
Range: 10 feet with divine power and deals an extra 3d8 radiant damage
Components: V,S,M (a paint brush bristle) to the target, sundering its ability to cast spells. Until the
spell ends, the creature has disadvantage on
Duration: 10 minutes
concentration checks, and whenever the creature
You cause a character in an image or art piece (such as attempts to cast a spell, it must make an ability check
a painting, sculpture, ect.) to come to life and begin using its spellcasting ability modifier against a DC of 10 +
speaking. For the duration, the target can speak and the spell's level. On a failure, the spell fails and is wasted
understand a language you know, see and hear, and with no effect.
recall events that occurred in the past 24 hours as if the
At Higher Levels. When you cast this spell using a
target could see and hear during that time. The target
spell slot of 4th level or higher, the damage increases by
cannot remember events that occurred before or during
1d8 for each slot level above 3rd.
its creation. The target takes on a personality and
alignment befitting of the type of creature it represents.
Sphere of Simulated Antimagic
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher the target will be able to 5th-level conjuration
remember events that occurred further into the past. 3 Casting Time: 1 action
days if cast at 4th level, 1 week if cast at 5th level, 1 Range: 30 feet
month if cast at 6th level, 3 months if cast at 7th level, 1
Components: V, S, M (any gemstone worth at least 50
year if cast at 8th level, or since the target was first
gp, which the spell consumes)
created if cast at 9th level.
Duration: Concentration, up to 1 hour
Speak with Skull Originating from one point you can see within range, a
glowing emerald 10-foot-radius sphere spawns. Within
3rd-level necromancy
this sphere you create, the effects of anti-magic are
Casting Time: 1 action simulated through magic. Any elementals or fey, magical
Range: Touch effects, and magic items cannot enter the sphere after it
Components: V, S, M (burning incense) is formed. You can choose for you and objects on your
person to be unaffected by this spell.
Duration: 10 minutes
If an elemental or fey starts its turn in the sphere, it must
Grant an eerie vitality to a skull of your choice within
make a Charisma saving throw. On a failure, it takes 4d6
range, allowing it to answer the questions you pose. The
force damage and is pushed to the nearest space outside
skull must still have at least an upper and lower jaw and
the sphere. On a success, it takes half damage and is not
can't be undead or part of an undead creature. The spell
pushed.
fails if the skull was the target of this spell within the last
10 days. Any magical effects within the sphere are affected as if
by dispel magic, when it is cast as a 3rd level spell.
Until the spell ends, you can ask the skull up to five
questions. The skull knows only what it knew in life, If a creature has magic items on its person that aren't
including the languages it knew. Answers are usually carried, it must make a Strength saving throw. On a
brief, cryptic, or repetitive, and the skull is under no failure, those carried items fly off its person to the nearest
compulsion to offer a truthful answer if you are hostile to space outside the sphere. On a success, the magic item
it or it recognizes you as an enemy. This spell doesn't is retained on the creature's person, but the creature
return the creature's soul to its skull, only its animating cannot benefit from the item's magic effects.
spirit. Thus, the skull can't learn new information, doesn't
comprehend anything that has happened since it died, Spin Attack
and can't speculate about future events. 1st-level evocation
Casting Time: 1 action
Spellbreaking Smite
Range: Self (5-foot radius)
3rd-level evocation
Components: V, M (a weapon)
Duration: Instantaneous Range: 120 feet
You brandish the weapon used in the spell's casting and Components: V, S
whirl around in circles, striking foes all around. Make a Duration: Instantaneous
melee weapon attack, affecting all creatures within range.
You conjure a sphere of vile, life-sapping energy and hurl
On a hit, a creature suffers the weapon's normal effects,
it at a creature or object in range. Make a spell attack
and takes an additional 1d6 damage of the weapon's
against the target. On a hit, the target takes 4d6 force
damage type.
damage.
You may cast this spell as if it had a casting time of 2
Regardless whether you hit or miss, the orb splits apart
actions. In doing so, you may increase its range to 10
into smaller segments which fly at creatures within a 60
feet or increase its damage by 1d6, as decided when you
foot radius of the intended target. Each creature in this
make the attack roll.
radius, including the target if it is a creature, must
At Higher Levels. When you cast this spell using a succeed on a Dexterity saving throw or take 4d6 necrotic
spell slot of 2nd level or higher, your weapon attack damage.
inflicts an extra 1d6 force damage for each slot level
At Higher Levels. When you cast this spell using a
above 1st.
spell slot of 5th level or higher, the necrotic damage
increases by 1d6 for each spell slot level above 5th.
Split
2nd-level transmutation Star Fire
Casting Time: 1 action 8th-level evocation
Range: Self Casting Time: 1 minute
Components: V, S Range: 300 feet
Duration: 1 round Components: V, S, M (1 Comet Fragment)
Until the start of your next turn, your body and all of its Duration: Instantaneous
equipment splits apart into a cloud of floating, sentient,
Invoke a supernova that crushes nearby opponents with
and gooey particles of slightly less collective mass than
unrelenting Force
your normal body. The cloud moves as one creature, but
creatures and mundane objects pass right through these Upon casting this spell, a 60 foot radius sphere of
particles without effect. While in this form, you have the intense flame forms at a point within range. All creatures
following features and restrictions: inside the sphere must make a Dexterity saving throw.
On a failed save, a creature takes 8d6 Fire damage and
● You cannot perform any actions, bonus actions, or
is restrained by extreme gravity; however, they take only
reactions.
half damage and get pushed outside the sphere on a
● You have a flying speed equal to your base walking
successful save. Beginning on the next round, the sphere
speed, and while using this speed your movement
implodes, causing an overwhelming magical explosion.
does not provoke opportunity attacks.
Creatures that failed the initial Dexterity saving throw
● You can move through any space as small as 1 inch
take 20d6 Force damage with no saving throw, while
wide without squeezing. You can move through the
creatures that passed the initial save, in addition to
space of any creature that does not completely fill its
creatures within 60 feet of the sphere's edge, must make
space, and other creatures can similarly move
an additional Dexterity saving throw, taking 16d6 Force
through your space.
damage on a failed save, and half as much on a
● You have resistance to bludgeoning, piercing, and
successful one.
slashing damage.
● You are considered an ooze instead of a humanoid, At Higher Levels. When cast at 9th level, the sphere's
or whatever your type would normally be. radius increases by 20 feet, the secondary blast
increases by 20 feet, and the damage dealt by the
At Higher Levels. When you cast this spell using a
secondary blast increases by 10d6.
spell slot of 5th level or higher, its duration increases to 1
minute. You can use your action to Dash or Dodge, but
otherwise your actions in this form have the same Static Strike
restrictions. Evocation cantrip
Casting Time: 1 action
Splitting Orb Range: Self (5-foot radius)
4th-level evocation Components: S, M (a melee weapon worth at least 1 sp)
Casting Time: 1 action Duration: 1 round
You brandish the weapon used in the spell’s casting and Casting Time: 1 bonus action
make a melee attack with it against one creature within 5 Range: 30 feet
feet of you. On a hit, the target suffers the weapon
Components: V
attack’s normal effects and you can cause an arc of
lightning to leap from the target to a different creature of Duration: Instantaneous
your choice that you can see within 10 feet of it, dealing By uttering a phrase laced with magic, you slightly hasten
1d4 lightning damage to the second creature. your own movement, or the movement of another
At 5th level, the melee attack deals an extra 1d4 creature within range. The target's speed increases by 5
lightning damage to the target on a hit, and the lightning feet until the end of its next turn. If you target yourself,
damage to the second creature increases to 2d4. Both the effect lasts until the end of your current turn.
damage rolls increase by 1d4 at 11th level (2d4 and 3d4) At Higher Levels. This spell's speed increase
and 17th level (3d4 and 4d4). becomes 10 feet when you reach 11th level, and 15 feet
when you reach 17th level.
Steal Voice
4th-level enchantment Sticky Spellbook
Casting Time: 1 action 2nd-level transmutation (ritual)
Range: 60 feet Casting Time: 1 minute
Components: S Range: 5 feet
Duration: Concentration, up to 1 minute Components: S, M (ink mixed with blood and pearl
powder, which the spell consumes; a dagger; and a
With a silent motion of your hand, you seek to sunder the
spellbook worth at least 50 gp)
vocal cords of a creature in range that you can see. The
target must succeed on an Intelligence saving throw or Duration: Until dispelled
become unable to speak understandably for the duration. You create a decoy entry in a spellbook you own.
The creature can still make unintelligible vocal sounds, When a creature other than yourself opens the
but cannot communicate in any known language, and spellbook, their fingers will stick to the page on which the
cannot cast any spell which has a verbal component (V). decoy spell is written, and the ink on the page will work
At the end of each of its turns, the creature can repeat its its way across the creature over the course of 1 minute.
Intelligence saving throw, ending the effect on a success. While this is happening, the creature must succeed on a
At Higher Levels. When you cast this spell using a Constitution saving throw at the beginning of each of its
spell slot of 5th level or higher, you can target one turns or take 1d4 force damage. This effect ends if the
additional creature for each slot level above 4th. creature is targeted by an effect that removes a curse.
You can drop the spell at any time, which erases the
Step of Respite decoy entry and releases any creature stuck to your
spellbook.
2nd-level evocation
For the duration, unless the ink was unable to
Casting Time: 1 action
completely transition to the creature's skin, the ink puts
Range: 60 feet out a message to all creatures detecting magic within 30
Components: V, S feet of it, reading that the creature is a thief. Magic that
Duration: Instantaneous removes curses may end this effect on a creature.
Choose one creature that you can see within range to
regain hit points equal to 1d6 + your spellcasting modifier. Stone Bolt
The creature is then physically moved up to 10 feet in a 1st-level evocation
direction you choose, and this movement does not Casting Time: 1 action
provoke opportunity attacks. If the target is an unwilling
Range: 30 feet
creature, it can make a Wisdom save, and on a success
is not moved by this spell. Components: V, S, M (a small rock, which the spell
consumes)
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the distance moved Duration: Instantaneous
increases by 10 feet for each slot level above 2nd. You fire a piece of stone at an enemy, much harder than
normally possible. Make a ranged spell attack against a
Step Up target within range, dealing 3d8 bludgeoning damage on
a hit. The bolt deals double damage to objects and
Transmutation cantrip
structures.
At Higher Levels. When you cast this spell using a Duration: Concentration, up to 1 minute
spell slot of 2nd or higher, increase the by damage by You create a polished sphere of stone, 5 feet in diameter.
1d8 for each slot level above 1st. It appears in an unoccupied space of your choice within
range and lasts for the duration. The sphere is an object
Stone Drill made of stone that can be damaged. It has AC 15 and
5th-level evocation 250 hit points. Reducing it to 0 hit points destroys it.
Casting Time: 1 action As a bonus action, you can move the sphere up to 30
feet. If you ram the sphere into a creature, the sphere
Range: 90 feet
stops moving and the creature must make a Dexterity
Components: V, S, M (a twisted bar of iron) saving throw. The creature takes 2d10 bludgeoning
Duration: Concentration, up to 1 minute damage on a failed save. If you ram the sphere into an
This spell allows you to bore through natural rock. You object it is automatically damaged, and if this destroys
target a natural rock surface within range and begin to the object the sphere's movement is not halted.
excavate a cylindrical tunnel 5 feet in diameter at the rate If you do not move the sphere, it may naturally roll
of 1 foot per round (concentrating for the full spell down an incline. It does so at a speed of 15 feet on
duration creates a tunnel 10 feet long.) You can tunnel gradients of 1:4, and 30 feet on gradients of 1:2.
horizontally or vertically. At Higher Levels. When you cast this spell using a
The removed material is crushed into fine gravel and spell slot of 5th level or higher, the damage increases by
ejected forcefully away: any creature within 10 feet of the 1d10 for each slot level above 4th.
targeted rock must succeed on a Dexterity saving throw
or take 2d4 bludgeoning damage. Stone Tell
The stone drill has no effect on soft materials like earth 4th-level divination
or sand, nor worked stone such as masonry walls.
Casting Time: 1 minute
At Higher Levels. When you cast this spell using a
Range: Self
spell slot of 6th or higher, the rate of excavation
increases by 1 foot per round per spell slot beyond the Components: V, S
5th. Duration: 10 minutes
You gain the ability to speak with stones, which relate to
Stonefists you who or what has touched them as well as revealing
Transmutation cantrip what is covered or concealed behind or under them. The
stones relate complete descriptions if asked. A stone's
Casting Time: 1 action
perspective, perception, and knowledge may prevent the
Range: Self stone from providing the details you are looking for.
Components: V, S, M (two small rocks, one held in each You can speak with natural or worked stone.
hand for the duration of the spell)
Duration: Concentration, up to 10 minutes Storm Front
Your fists transmute to hard stone. You drop anything you 3rd-level evocation
were carrying. If you unclench either fist (for example to
Casting Time: 1 action
cast another spell with a somatic component, or to pick
up or manipulate an item) your hands return to normal, Range: 30 feet
but can be transmuted again as a bonus action. Components: V, S, M (an acorn from a tree struck by
You can use your action to make a single melee spell lightning)
attack with your stonefists. On a hit, the target takes 1d6 Duration: Instantaneous
bludgeoning damage + your spellcasting modifier. You fire a thin bolt of lightning at a creature or object
This spell's damage increases by 1d6 when you reach within range. Make a ranged spell attack against the
5th level (2d6), 11th level (3d6), and 17th level (4d6). target. On a hit, the target takes 1d8 lightning damage
and you can teleport to a space within 5 feet of the target.
Stone Sphere At Higher Levels. When you cast this spell using a
4th-level conjuration spell slot of 4th level or higher, the damage increases by
1d8 for each slot level above 3rd.
Casting Time: 1 action
Range: 60 feet
Stun Monster
Components: V, S, M (a stone marble)
5th-level abjuration
Casting Time: 1 action Components: V, M (a melee weapon)
Range: 90 feet Duration: Instantaneous
Components: V, S, M (a small, straight piece of glass) As part of the action used to cast this spell, you must
Duration: Concentration, up to 1 minute make a melee weapon attack within this spell's range,
otherwise the spell fails. If you hit, your weapon flares up
A creature you can see within range is constrained by an
with the light of the sun, empowering your attack. In
invisible force. The target must succeed on a Strength
addition to the attack's normal effects, a hit target takes
saving throw to break through, or be paralyzed for the
4d6 radiant damage.
duration. At the end of each of its turns, the target can
make a Constitution saving throw. On a success, the A hit target must also succeed on a Constitution saving
spell ends on the target. throw, or be blinded until the start of your next turn.
Creatures with sensitivity to light or sunlight, or
At Higher Levels. When you cast this spell using a
vulnerability to radiant damage, have disadvantage on
spell slot of 6th level or higher, you can target one
this saving throw.
additional creature for each slot level above 5th. The
creatures must be within 30 feet of each other when you At Higher Levels. When you cast this spell using a
target them. spell slot of 3rd level or higher, the damage increases by
2d6 for each slot level above 2nd.
Stun Person
Sun Ward
2nd-level abjuration
4th-level abjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 60 feet
Range: Self
Components: V, S, M (a small, straight piece of glass)
Components: V, S
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes
A humanoid that you can see within range is constrained
by an invisible force. The target must succeed on a You call upon the life-giving power of the sun to protect
Strength saving throw to break through, or be paralyzed yourself. For the spell's duration, you shed bright light in
for the duration. At the end of each of its turns, the target a 30-foot radius and dim light for an additional 30 feet,
can make a Constitution saving throw. On a success, the and you have resistance to both cold and necrotic
spell ends on the target. damage. If the light created by this spell overlaps with an
area of darkness created by a spell of 3rd level or lower,
At Higher Levels. When you cast this spell using a
the spell that created the darkness is dispelled.
spell slot of 3rd level or higher, you can target one
additional humanoid for each slot level above 2nd. The The first time during the spell's duration that you would
humanoids must be within 30 feet of each other when drop to 0 hit points as a result of taking damage, you
you target them. instead drop to 1 hit point, and the spell ends.

Summon Instrument Suppress Pain


Conjuration cantrip 1st-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: V, S
Duration: 1 hour Duration: Instantaneous
You conjure a handheld musical instrument of your You dull the pain of a creature’s wounds and help it
choice, which appears in your hands, or at your feet if tolerate further punishment. The creature regains 1d6 hit
you have no free hand. The instrument is typical for its points and also gains temporary hit points equal to your
type. The summoned instrument disappears after an spellcasting ability modifier. This spell has no effect on
hour, or when you cast this spell again. undead or constructs.
At Higher Levels. When you cast this spell using a
Sun Strike spell slot of 2nd level or higher, the healing increases by
1d6 and the number of temporary hit points increases by
2nd-level evocation
1 for each slot level above 1st.
Casting Time: 1 action
Range: 5 feet
Swiftbolt within range must make a Dexterity saving throw, taking
force damage equal to 2d12 + your spellcasting modifier
4th-level evocation
on a failed save, or half as much on a successful one.
Casting Time: 1 bonus action
If you drop the enchanted weapon before the end of
Range: 60 feet the spell's duration, the spell ends.
Components: V, S At Higher Levels. When you cast this spell using a
Duration: Instantaneous spell slot of 5th level or higher, the damage increases by
A bolt of focused and accelerated magical lightning 1d12 for every slot level above 3rd, and the radius
springs from your pointing finger, hitting a creature of increases by 5 feet for every two slot levels above 3rd.
your choice you can see within range without a chance of
failure. It deals 5d6 lightning damage to its target. Sword Split
When you cast this spell using a spell slot of 5th level 1st-level transmutation
or higher, the damage increases by 1d6 for each slot Casting Time: 1 bonus action
level above 4th.
Range: Touch
Components: S
Swirling Storm
Duration: 1 minute
5th-level evocation
You touch a non-sentient, non-artifact melee weapon that
Casting Time: 1 action
deals no less than 1d6 piercing or slashing damage. That
Range: Self (10-foot radius) weapon splits into two smaller melee weapons, each
Components: V, S dealing piercing or slashing damage one die size less.
Duration: Concentration, up to 1 minute For example, you could split a shortsword (1d6) into two
daggers (1d4). For the duration of the spell, the weapons
For the duration, swirling winds and wild arcs of lightning
are considered magical, and can be fused back together
surround you, causing several effects.
by holding them together as a bonus action, ending the
● Opportunity attacks are made against you with spell early. If the spell expires on its own, the weapons
disadvantage, due to the chaotic winds. become non magical and lose the ability to be fused back
● If a creature starts its turn within this area, it takes together.
2d8 lightning damage. A creature that has cover
Alternatively, you may use this spell to fuse two smaller
from you, or took the Dodge action on its last turn,
weapons into one larger one. For example, you may fuse
doesn't take this damage.
two longswords into one greatsword. The same
● If you hit a creature with a weapon attack while it is
restrictions and effects of splitting a weapon apply to
within this area, the electricity arcing from your
fusing them. If the spell expires on its own, the weapon
weapon causes the creature to take an extra 1d8
becomes non magical and loses the ability to be split
lightning damage.
back apart.
At Higher Levels. If you cast this spell using a spell
If the weapon was originally magical, at the expiration
slot of 6th level or higher, the extra damage from weapon
of the spell, the two weapons forcibly fuse back together
attacks increases by 1d8 and the radius increases by 5
(or split apart), appearing back into the hand of the one
feet for each slot level above 5th.
who originally cast the spell.
Weapon Die Size
Swordcraft
Original Result Example
3rd-level evocation
2d6 or
Casting Time: 1 action 1d10 A greatsword (2d6) into two longswords (1d10)¹
1d12
Range: Self (10-foot radius) 1d8 or
1d10 A longsword (1d10)¹ into two broadswords (2d4)
Components: S, M (a melee weapon which deals 2d4
slashing damage) 1d8 or
1d6 A longsword (1d8)¹ into two shortswords (1d6)
Duration: 1 minute 2d4
You brandish the weapon used in the spell's casting and 1d6 1d4 A shortsword (1d6) into two daggers (1d4)
gain the ability to unleash a flurry of blurry, brightly ¹ Versatile weapons use their higher damage die for
glowing slashes of magical force in every direction. the purposes of what forms them, but can use either
When you cast the spell, and then as an action on each damage die for determining what they split or fuse into.
of your subsequent turns, you can slice and dice At Higher Levels. Casting this spell with a higher level
everything around you: Each creature of your choice spell slot increases the duration of the spell. The duration
becomes 10 minutes with a 3rd-level or higher slot, 1 Whispering words that no longer exist, you recall
hour with a 5th-level or higher slot, 8 hours with a memories of times long past. Fusing the energies within
7th-level or higher slot, and 1 day with a 9th-level slot. your memories, you tell a tale imbued with forbidden
knowledge of one million nights, overwhelming the target.
Sylvanism The recipient must make a Wisdom saving throw and on
a failed save, it listens to the first two chapters and feels
Transmutation cantrip
as if it must listen to your tale as you tell it of ancient
Casting Time: 1 action secrets that you yourself may not even understand. On a
Range: 10 feet success, they ignore your uncanny words and
Components: V, S concentration breaks immediately. On each of your turns
while you maintain concentration, you may use a bonus
Duration: Instantaneous
action to have the target repeat the saving throw,
You exert control over time in a small manner. You create whispering the next chapter of the tale to the target on a
one of the following effects within range: failure. On a success, they ignore the chapter. When
● You cause time to pass up to twice as quickly or concentration breaks, for every chapter of the tale that
twice as slowly within a cubic foot for 1 hour. you told, the target's mind relapses. Upon relapse the
● You freeze time within 1 cubic foot for 1 hour. target takes 1d6 psychic damage for every chapter they
Nothing in this area can age or be subjected to listened to and did not ignore.
gravity. At Higher Levels. When you cast this spell using a
● You freshen or spoil up to 1 cubic foot of non-living spell slot of 2nd level or higher, the duration of the spell
organic material (such as food) for 1 hour. increases by 2 rounds (or 12 seconds) for each level
● You temporarily mend or rust up to 1 cubic foot of above 1st.
nonliving material for 1 hour.
● You snuff or re-light a candle, torch, or small Tears of Denial
campfire for 1 hour.
1st-level enchantment
None of these abilities have any effect on creatures or
magical objects. Casting Time: 1 action
If you cast this spell multiple times, you can have up to Range: Touch
three of its non-instantaneous effects active at a time, Components: V, S, M (a small vial of holy water)
and you can dismiss such an effect as an action. Duration: 1 hour
You offer a prayer to your god to save the target from a
Sympathetic Vibrations horrible fate. The next time the target would become
6th-level evocation poisoned, petrified, or their form would be altered, this
Casting Time: 1 minute enchantment is instead dispelled.

Range: Touch
Teleport Slash
Components: V, S, M (a tuning fork)
3rd-level conjuration
Duration: Concentration, up to 1 minute
Casting Time: 1 action
By attuning yourself to a freestanding structure such as a
building, bridge, or dam, you create a damaging vibration Range: 60 feet
within it. When you cast this spell and again at the start of Components: V, S
each of your turns for the duration, the structure takes Duration: Concentration, Up to 1 minute
8d10 thunder damage. If the spell is cast upon a target
You conjure a sword made of ethereal light that seems to
that is not freestanding, such as a hillside, the
bend and twist space around it. Make a melee spell
surrounding earth dissipates the vibrations and no
attack against a creature within range. On a hit, the target
damage occurs.
takes 3d10 force damage. Until the spell ends, you can
make the attack again on each of your turns as an action.
Tale of a Million Nights When you deal damage to a target with this spell, you
1st-level divination can force the target to make a Constitution saving throw.
Casting Time: 1 action If the save fails, the target is stunned until the end of its
next turn.
Range: 120 feet
At Higher Levels. When casting this spell using a
Components: V
spell slot of 4th level or higher, the damage of this spell
Duration: Concentration, Up to 1 minute
increases by 1d10 and the range of this spell increases At Higher Levels. When you cast this spell using a 3rd
by 15 feet for each spell level above 3rd. level spell slot or higher, you can enhance it in several
ways. For each slot level above 1st, pick one of the
Thirsting Blade following. You may pick an option multiple times.
2nd-level necromancy ● Additional Tile. You create an additional 5-foot
square of fire within range, which behaves identically
Casting Time: 1 action
to the first. When you use your bonus action to
Range: 5 feet dismiss and recreate fire with this spell, you can
Components: V, M (a melee weapon) dismiss any number of squares evoked with this
Duration: Instantaneous spell.
● Additional Damage. All fire created by this spell
When you make a melee attack with a weapon within this
deals an additional 1d6 fire damage.
spell's range, you may cast this spell as many times as
you can attack, spending one spell slot every time you
cast the spell to attack. You must make at least one Tornado
melee attack, otherwise the spell fails. On a hit, the target 8th-level conjuration
suffers the attack's normal effects as well as 2d6 necrotic Casting Time: 1 action
damage. You regain a number of hit points equal to the
Range: 100 feet
necrotic damage inflicted by this spell. You do not regain
hit points if the target is a construct or an undead. Components: V, S, M (a piece of silver wool worth 1,000
gp)
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the necrotic damage Duration: Concentration, up to 1 minute
increases by 1d6 for each slot level above 2nd. You conjure a spiraling cylinder of wind in range, which
has a 20 foot radius and 40 foot height. This cylinder
Thunder becomes difficult terrain for the duration, even for flying
creatures. Unattended objects in this cylinder that are
7th-level evocation
Large or smaller are pulled towards the center. A
Casting Time: 1 action creature that starts its turn in the cylinder must succeed
Range: Self (60-foot radius) on a Strength save or be pulled to the center of the
Components: V, S cylinder, and be restrained while it remains in the center.

Duration: Instantaneous All creatures inside the cylinder take damage when this
spell is cast, and again at the start of each of your turns.
Bolts of lightning and echoes of deafening thunder burst
The damage inflicted depends on how many objects and
from your body in every direction. Each creature other
creatures are in the cylinder itself.
than you in a 60-foot radius centered on you must make
a Constitution saving throw. On a failed save a creature Cumulative damage:
takes 6d6 lightning damage and 6d6 thunder damage, ● Small or Medium: +1d6 bludgeoning
and is deafened for 1 minute. On a success a creature ● Large: +2d6 bludgeoning
takes half as much damage and isn't deafened. ● Huge: +3d6 bludgeoning
● Unattended Weapons or Ammunition: +1d6 of its
Tile of Fire respective damage (bludgeoning, piercing, or
slashing)
2nd-level evocation
So, for example, three Medium creatures and two
Casting Time: 1 action spent arrows inside the cylinder would cause this spell to
Range: 120 feet inflict 3d6 bludgeoning and 2d6 piercing to all targets in
Components: V, S the cylinder. If one of the Medium creatures escaped on
its turn, the bludgeoning damage would decrease to 2d6
Duration: 1 minute
at the start of your next turn.
One 5-foot square you can see within range is lit on fire
A DM may determine that some creatures or objects
by magical means. Any creature that moves into the area
inflict other forms of damage. A fire elemental for
for the first time on a turn or starts its turn there must
example may inflict fire damage instead of bludgeoning
make a Dexterity saving throw or take 2d6 fire damage.
damage.
For the duration of this spell, you use a bonus action to
Regardless of how many objects are in the cylinder,
dismiss and recreate the magical fire up to 20 feet away
the damage a creature takes at one time from this spell
from its previous location.
cannot exceed 12d6.
While an affected target is able to take actions, it can ● You gain a +3 bonus to your AC.
attempt to escape the center of the cylinder and thus ● You have advantage on all ability checks and saving
remove its restrained condition. Any action that doesn't throws except for Constitution saving throws made to
require movement but moves the creature, such as the maintain concentration, on which you instead suffer
misty step spell, automatically succeeds in removing the a -2 penalty.
target. A creature can attempt a more mundane escape ● Any time you deal damage with a spell or attack, you
by succeeding on a Strength saving throw at any point can add an amount of additional damage equal to
during its turn. half of the base damage dealt, rounded up.
At Higher Levels. When you cast this spell using a 9th When the spell ends, you gain 2 levels of exhaustion.
level spell slot, it affects Huge creatures and objects.
Touch Wind
Touched by the Sun Transmutation cantrip
4th-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: Self (10-foot radius) Components: V, S
Components: S Duration: Instantaneous
Duration: Concentration, up to 1 minute You seize the air and compel it to create one of the
You use the power of the sun to heal and protect following effects at a point you can see within range.
yourself. For the duration, you regain hit points equal to ● One Medium or smaller creature you choose must
the maximum number rolled on your hit dice. All succeed on a Strength saving throw or be pushed up
creatures within 10 feet of the caster take 2d10 radiant to 5 feet in a direction of your choice. A flying
damage if they move into or start their turn inside the creature has disadvantage on this saving throw.
radius. When inside the radius, creatures other than the ● A small gust of air moves one unattended object that
caster must make a Charisma saving throw at the weighs no more than 5 pounds. The object is pushed
beginning of their turn. On a fail, the target is stunned by up to 10 feet in any direction. It isn’t pushed with
the light and cannot move. On a success, the target can enough force to cause damage.
move 5 ft outside the radius. The target can repeat this ● You create a harmless sensory effect using air, such
saving throw at the beginning of their next turn. as causing leaves to rustle, wind to slam shutters
You can use this spell only if you are in direct sunlight. shut, or your clothing to ripple in a breeze.
While concentrating, you cannot move, take actions,
bonus actions, reactions or cast spells other than Tractor Cannon
concentrating on the spell or ending concentration as an
2nd-level evocation
action. If you get hit by an attack, you immediately lose
concentration. Casting Time: 1 action
At Higher Levels. When you cast this spell using a Range: 60 feet
spell slot of 5th level or higher, the duration increases by Components: V, S (two hands free)
one minute. For every two levels over 4th, the radiant Duration: Instantaneous
damage increases by 2d10.
You grab the wrist of your dominant hand with your other
one. You then speak a phrase of force as you target a
Touch of the Void creature in range that you can see. The target then
8th-level transmutation makes a Strength saving throw. On a success, it is
Casting Time: 1 action pushed 5 feet directly away from you, and on a failure it
is pushed up to 40 feet directly away from you. Any
Range: Self
sizable or damaging object in the creature's path halts
Components: S, M (A piece of black cloth) this movement prematurely, and the creature takes falling
Duration: Concentration, up to 1 minute damage equal to the distance traveled.
Channeling your power, you thrust yourself backwards in At Higher Levels. When you cast this spell using a
time to before the formation of the universe and absorb spell slot of 3rd or higher, add 10 feet to the range of the
the pure energy that was present, giving yourself spell, and to the distance the target is pushed if it fails the
significant abilities before coming back to the present. save.
For the duration, you gain the following effects:
● Your speed is increased by an amount equal to half
of your walking speed, rounded up.
Transfer Pain For the duration, you assume the form of a Large living
tree or shrub or a Large dead tree trunk with a small
1st-level necromancy
number of limbs. All clothing and gear carried or worn
Casting Time: 1 action changes with you. The closest inspection cannot reveal
Range: Touch that the tree in question is actually a magically concealed
Components: V, S creature. To all normal tests you are, in fact, a tree or
shrub, although a detect magic spell reveals a faint
Duration: Instantaneous
transmutation on the tree. While in tree form, you can
You attempt to siphon the life from a creature you touch. observe all that transpires around you just as if you were
Make a melee spell attack against the target. On a hit, in your normal form, and your hit points and save
the target takes necrotic damage equal to 1d8 plus your bonuses remain unaffected. You have an AC of 20, but
spellcasting modifier, and a creature within 10 feet of the gain no benefit from shields or other effects that increase
target regains hit points equal to half of the damage AC. You automatically fail all Dexterity checks and saving
dealt, rounded down. throws, and you have a speed of 0 feet.
At Higher Levels. When you cast this spell using a When you cease concentration on this spell, you
spell slot of 2nd level or higher, the damage increases by instantly return to your normal form.
1d8 for each slot level above 1st.
True Annihilation
Tree
9th-level necromancy
1st-level conjuration
Casting Time: 1 action
Casting Time: 1 action
Range: 120 feet
Range: 30 feet
Components: V, S, M (A small black marble)
Components: V, S, M (a nut or seed which is consumed
Duration: Instantaneous
by the spell)
You attempt to truly annihilate your opponent, wiping
Duration: 1 minute
them from reality. Choose a target within 120 feet of you.
In an unoccupied space in range, you conjure a Large They must make a Constitution saving throw, taking
tree of any height of your choosing up to 10 feet. It has 12d10 necrotic damage on a failed save, or half as much
an armor class of 16, 30 hit points, immunity to psychic on a successful one. In addition, if this damage brings
damage, and vulnerability to fire and slashing damage. them to 0 hit points, they immediately die and cannot be
Its hit points can be restored by other spells and magic resurrected by any means short of a wish spell.
effects as if it was a creature.
A Medium or Small creature can use the tree as half Twilight Blast
cover. A Tiny or smaller creature can use the tree as
Evocation cantrip
three-quarters cover.
Casting Time: 1 action
Once on each of your turns, you can use your bonus
action to cause the tree to vanish and instantly reappear Range: 120 feet
at any point within 30 feet of where it was and where you Components: V, S
are now. Duration: Instantaneous
At the end of the duration, the tree persists as a natural Brilliant swirls of dark and light energy swirl towards your
plant if it is settled upon suitable soil. If not, the tree targets in a starry fashion. Make a ranged spell attack
immediately withers away into nothingness. against the target. On a hit, the target takes 1d10 radiant
At Higher Levels. When you cast this spell using a damage.
spell slot of 2nd level or higher, for each spell slot level The spell creates more than one swirl of energy when
above 1st the hit points increase by 10 and the potential you reach higher levels: two beams at 5th level, three
height increases by 10 feet. beams at 11th level, and four beams at 17th level. You
can direct the beams at the same target or at different
Tree Shape ones. Make a separate attack roll for each beam.
2nd-level transmutation
Casting Time: 1 action Twin Bolts of Demonfire
Range: Self 4th-level evocation
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 8 hours Range: 150 feet
Components: V, S purpose of this spell, you can don or doff any shield as if
Duration: Instantaneous it was part of your armor.
You summon two churning bolts of dark-colored liquid fire
from the lower planes and hurl them at targets within Unholy Flame
range. You can hurl them at one target or two. Evocation cantrip
Make a ranged spell attack for each bolt, with Casting Time: 1 action
advantage on your attack roll if the target is a fiend or Range: 60 feet
undead. On a hit, the target takes 3d6 fire damage and
Components: V, S
3d6 necrotic damage, or 3d10 fire damage and 3d10
necrotic damage if the target is a fiend or undead. The Duration: Instantaneous
target must succeed on a Constitution saving throw or its Flame-like malevolence descends on a creature that you
hit point maximum is reduced by an amount equal to the can see within range. The target must succeed on a
damage taken. This reduction lasts until the target Dexterity saving throw or take 1d8 necrotic damage. The
finishes a long rest. The target dies if this effect reduces target gains no benefit from cover for this saving throw.
its hit point maximum to 0. At Higher Levels. The spell's damage increases by
At Higher Levels. When you cast this spell using a 1d8 when you reach 5th level (2d8), 11th level (3d8), and
spell slot of 5th or 6th level, the damage increases by 17th level (4d8).
1d6 (1d10 if the target is a fiend or undead). When you
cast this spell using a spell slot of 7th or 8th level, the Vengeful Roots
damage increases by 2d6 (2d10 if the target is a fiend or
undead). When you cast this spell using a spell slot of 9th 2nd-level transmutation
level, the damage increases by 3d6 (3d10 if the target is Casting Time: 1 action
a fiend or undead). Range: 150 feet
Components: V, S
Ultimate Earth Spikes Duration: 2 rounds
9th-level transmutation The ground in a 20-foot radius centered on a point within
Casting Time: 1 action range causes foliage and roots to grab and strangles
Range: 120 feet foes. The area becomes difficult terrain for the duration.
For the duration, any creature which starts in the affected
Components: V, S
area or enters it on its turn, makes a Strength save. On a
Duration: Concentration, up to 2 minutes failed save, a creature becomes restrained for the
Spikes rise from the ground in a 50-foot cube centered duration, and takes 2d6 piercing damage now and at the
on a space you can see within range. Each creature in beginning of each of its turns while it remains so
the area must make a Dexterity saving throw, taking restrained. Any creature affected by this spell can use its
15d12 piercing damage on a failed save, or half as much action to make a new Strength save, freeing itself on a
damage on a successful one. A creature that fails the success.
saving throw is also restrained by rock until the spell The affected ground is camouflaged to look natural.
ends or it frees itself by taking an action to make a Any creature that can't see the area at the time the spell
Strength (Athletics) check against your spell save DC is cast must make a Wisdom (Perception) check against
and succeeding. The area is also difficult terrain until the your spell save DC to recognize the terrain as hazardous
spell ends. before entering it.
At Higher Levels. When you cast this spell using a
Uncanny Outfitting spell slot of 3rd level or higher, the damage of the roots
Conjuration cantrip increases by 1d6 for each spell level above 2nd, and the
Casting Time: 1 action radius is increased by 5 feet for each spell level above
2nd.
Range: Self
Components: V, S
Venomous Ray
Duration: Instantaneous
1st-level necromancy
Any armor or attire you are wearing is instantly doffed,
Casting Time: 1 action
and at your option any armor or attire stowed on your
person is instantly donned in its place. The armor or attire Range: 30 feet
you doff can be stowed in an appropriate place on your Components: V, S
person, or dropped harmlessly at your feet. For the
Duration: Instantaneous Components: V, S, M (a melee weapon)
Make a ranged spell attack against a creature within Duration: Concentration, Up to 1 minute
range. A venomous ray or fang lashes out to infect the You create a pocket of unstable gravity tethered to a
target creature, dealing 1d4 piercing damage and 3d4 melee weapon, which causes it to spin wildly in a
poison damage on a hit. A hit creature must succeed on 5-foot-radius space within range. Any creature that enters
a Constitution saving throw or be poisoned until the end or ends its turn within range must make a Dexterity
of your next turn. saving throw. The creature takes damage equal to the
At Higher Levels. When you cast this spell using a weapon’s damage on a failed save, or half as much
slot of 2nd level or higher, the poison damage increases damage on a successful one.
by 2d4 for each slot level above 1st. As a bonus action, you may move the weapon up to 20
feet. If it moves through the space of a creature, they are
Venomous Spit forced to make the save as well.
Evocation cantrip At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 2nd level or higher, you may spin an
additional melee weapon in a new 5-foot-radius for every
Range: 90 feet
two slot levels above 1st; when you use your bonus
Components: S action to move a center of gravity, you may only move
Duration: Instantaneous one.
You twist your body back then snap forward with a
hissing open maw releasing a venomous spit. Make a Wall of Tentacles
ranged spell attack against an object or creature within 4th-level evocation
range. On a hit, the target takes either 1d8 poison
Casting Time: 1 action
damage or 1d8 acid damage, as you decide when
casting this spell. Range: 120 feet
This spell's damage increases by 1d8 when you reach Components: V, S, M ( a piece of tentacle from a giant
5th level (2d8), 11th level (3d8), and 17th level (4d8). octopus or a giant squid)
When you roll multiple damage dice, you can roll any Duration: Concentration, up to 1 minute
amount for acid damage and any amount for poison You create a wall of squirming black tentacles on a solid
damage, as you decide when casting this spell. surface within range. You can make the wall up to 60 feet
long, 20 feet high, and 1 foot thick, or a ringed wall up to
Void Rupture 20 feet in diameter, 20 feet high, and 1 foot thick. The
2nd-level evocation wall is opaque and lasts for the duration.
Casting Time: 1 action When the wall appears, each creature within its area
must make a Dexterity saving throw. On a failed save, a
Range: 30 feet
creature takes 6d8 bludgeoning damage, and becomes
Components: S grappled (escape DC = your spell save DC). On a
Duration: Instantaneous successful save, a creature takes half as much damage
You thrust out your hands crossed over one another, and isn't grappled.
tearing directly into the aether along the direction you are One side of the wall, selected by you when you cast
facing. this spell, deals 6d8 bludgeoning damage to each
Creatures in a 30 foot line must make a Dexterity creature that ends its turn within 10 feet of that side or
saving throw, taking 3d8 force damage on a failure, or inside the wall. A creature takes the same damage when
half as much on a success. Creatures that fail the saving it enters the wall for the first time on a turn or ends its
throw are knocked prone. turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a


spell slot of 3rd level or higher, this spell deals an Warping Step
additional 1d8 force damage for every level above 3rd. 4th-level conjuration
Casting Time: 1 bonus action
Volatile Vortex Range: Self (60-foot line)
1st-level conjuration Components: S
Casting Time: 1 action Duration: Instantaneous
Range: 60 feet
Designate a point in space you can see. Your body Range: 120 feet
momentarily transforms into invisible force, then rapidly Components: V
travels to the point in range, before transforming back to
Duration: Concentration, up to 1 hour
your normal form. Any object or creature within a 10-foot
wide line between where you cast this spell and the point You breathe in, and begin a chant which can make any
to which you teleported must make a Constitution saving man a willing fighter. Each allied creature in range that
throw. On a failure, the target takes 5d6 force damage. can hear you gains the following benefits until either the
spell ends or they leave the range.
As with any spell that has a casting time of 1 bonus
action, you can't cast another spell during the same turn, ● At the start of their turn, they gain temporary hit
except for a cantrip with a casting time of 1 action. points equal to your spellcasting modifier.
● Whenever they make a weapon attack, they deal
At Higher Levels. When you cast this spell using a
extra damage equal to your spellcasting modifier.
spell slot of 5th level or higher, the range increases by 10
● They can ignore the effects of exhaustion, and are
feet and the force damage increases by 1d6 for each
immune to the charmed and frightened conditions.
level above 4th.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the extra damage on
Warrior's Weapon
weapon attacks increases by 1 for each slot level above
3rd-level transmutation 5th.
Casting Time: 1 bonus action
Range: Self Water Cube
Components: S, M (any martial, melee weapon worth at 2nd-level conjuration
least 1gp) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 120 feet
You clutch a melee weapon of your choice, sending Components: V, S
arcane energy through it, making it feel light & easy to
Duration: Concentration, up to 1 hour
wield. For the duration of the spell, attacks that you make
with this weapon are made with advantage. Additionally, You summon a cubical mass of water in any unoccupied
if you cast any spell that requires melee spell attack rolls, space within range, where it remains and retains its
the first attack roll for that spell is made with advantage. shape for the duration. The cube can be of any size you
designate, up to a 20 foot cube. The cube retains its
shape, but otherwise acts as normal water, as if
Warsong
suspended and contained in a nonexistent cubical
9th-level transmutation container. If summoned above the ground in open air, the
Casting Time: 1 bonus action water cube will float at that point in the air for the
Range: Self (360-foot radius) duration. Creatures and objects can pass through this
manifestation as normal water, but must swim or
Components: V, S, M (a musical instrument)
otherwise traverse it accordingly. An attack or spell made
Duration: Concentration, up to 10 minutes in or through the cube of water is subject to disadvantage
You begin to play a song that can instill a whole army or other effects as it would be underwater. (See
with heroism. The song is magically amplified in volume Underwater Combat.)
to be audible in any conditions within a 360-foot radius At Higher Levels. When you cast this spell using a
centered on you, even above the sounds of the fiercest spell slot of 3rd level or higher, the longest dimension of
or most chaotic battle. Until the spell ends, the radius of the cube increases by 10 feet for every slot level above
the song moves with you. Each non hostile creature 2nd. For example, by casting water cube as a 4th level
within the radius that can hear the song gains the spell, you can evoke a cube of water up to 40 feet long
following benefits: on each of its edges.
● It gains a +3 bonus to attack rolls and AC.
● It cannot be charmed or frightened. Water Volley
● Its weapon attacks are magical, and deal 3d6
5th-level evocation
additional force damage on a hit.
Casting Time: 1 action
War Song Range: 150 feet
5th-level enchantment Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
You shoot a bolt of tightly compressed water at a creature Weave Shadows
or object that you can see within range. Make a ranged
Transmutation cantrip
spell attack against the target. If the attack hits, the
creature takes 8d8 bludgeoning damage and becomes Casting Time: 1 action
soaked. If the target is a creature, it must also make a Range: 60 feet (5 foot cube)
Strength saving throw. On a failure, it is pushed 15 feet Components: S
and knocked prone.
Duration: Instantaneous
As an action on each of your turns until the spell ends,
You can change the form of shadows or dark energy that
you can hurl another bolt of water.
you can see within range and that fits within a 5-foot
cube. You affect it in one of the following ways:
Wave of Obliteration
● You instantaneously expand the shade 5 feet in one
5th-level evocation direction, provided that flame or another light source
Casting Time: 1 action is not present in the new location.
Range: Self (30-foot radius) ● You instantaneously remove the shadows within the
cube.
Components: V
● You double or halve the deepness of the shade.
Duration: Instantaneous ● You change the form of the shade and animate it as
With a guttural roar, you unleash a wave of thunderous you like. The shapes last for 1 hour.
power in every direction around you. Every creature If you cast this spell multiple times, you can have up to
within a 30-foot radius of you must make a Strength three of its non-instantaneous effects active at a time,
save. On a failure, a creature takes 8d8 thunder damage, and you can dismiss such an effect as an action.
and falls prone. On a successful save, a creature takes
half this damage and isn't knocked prone.
Whirlwind Strike
At Higher Levels. When you cast this spell using a
2nd-level evocation
spell slot of 6th level or higher, the thunder damage
increases by 1d8 for each slot level above 5th. Casting Time: 1 action
Range: Self (10 foot radius sphere)
Waves of Exhaustion Components: Self (10 foot radius sphere)
7th-level necromancy Duration: Concentration, up to 1 minute
Casting Time: 1 action You swing your weapon around your body in circles,
Range: Self (60-foot cone) creating a whirling flurry of destruction. All creatures
within 10 feet of you must make a Dexterity saving throw,
Components: V, S
taking 3d6 of the weapon's damage type on a failed save,
Duration: Instantaneous or half as much on a successful one.
You raise your hands and thrust them forward, violently On each of your turns while the spell is active, you may
flinging foul rays of energy from your fingertips. Each use your action to create another area of flurried
creature in a 60-foot cone must make a Constitution destruction.
saving throw. On a failed save, a creature suffers one
You cannot take this action if you cannot swing your
level of exhaustion; on a failure of 5 or more, it gains two
weapon around you.. i.e. adjacent to a solid wall or being
levels of exhaustion instead.
grappled/restrained by a creature.
At Higher Levels. When you cast this spell using a
Weapon Shift
spell slot of 3rd level or higher, the damage increases by
Transmutation cantrip 1d6 for each slot level above 2nd.
Casting Time: 1 bonus action
Range: Touch Wildfire
Components: S, M (a melee weapon worth at least 1 sp) 9th-level evocation
Duration: 1 minute Casting Time: 1 action
A melee weapon you are wielding transforms into a non Range: 60 feet
magical melee weapon of your choice for the duration. Components: V, S, M (a firefly)
The weapon's new form must be one with which you are
Duration: Instantaneous
proficient. If the weapon leaves your touch, it reverts to
its original form at the start of your next turn. A creature within range burns. While it is burning, at the
start of each of its turns, it makes a Constitution saving
throw. On a failure, it takes 15d8 fire damage. On a target. Make a ranged spell attack using your spellcasting
success, it takes half as much damage and the effect ability modifier against one creature within range, and on
ends for that creature. a hit, the target suffers your weapon attack’s normal
If a target takes fire damage from this spell, choose effects.
one creature you can see within 30 feet of the target that This spell’s range increases by 30 feet when you reach
is not already burning. The new target begins burning, 5th level (60 feet), 11th level (90 feet), and 17th level
taking damage and spreading the fire as above. (120 feet).

Wild Winds of Chaos Withering Destruction


7th-level evocation 7th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self (100-foot line) Range: 120 feet
Components: V, S Components: V, S, M (a withered flower, a piece of
Duration: Concentration, up to 1 minute obsidian worth at least 50 gp, and an amethyst worth
at least 100 gp)
A 100-foot long, 15-foot wide line of gale-force wind
infused with swirling, multicolored strands of wild magic Duration: Instantaneous
blasts from you in a direction you choose for the spell's You conjure a bolt of dark energy that leaps at a creature
duration. Each creature that starts its turn in the line must or object within range. The target must make a
make a Strength saving throw. On a failed save, a Constitution saving throw, taking 9d10 necrotic damage
creature takes 10d8 damage and is pushed 30 feet away on a failed save, or half as much damage on a successful
from you in a direction following the line. On a successful one.
save, a creature takes half damage and isn't pushed At Higher Levels. When you cast this spell using a
back. Choose one of the d8s. The number rolled on that spell slot of 8th level or higher, increase the damage by
die determines the wind's damage type, as shown below. 1d10 for each slot level above 7th.
d8 Damage Type
1 Acid Withering Ray
2 Cold 2nd-level necromancy
3 Fire Casting Time: 1 action
4 Force Range: 120 feet
5 Lightning Components: V, S
6 Poison Duration: Instantaneous
7 Psychic You create three rays of necromantic energy and hurl
8 Thunder them at targets within range. You can hurl them at one
Any creature in the line must spend 2 feet of target or several.
movement for every 1 foot it moves when moving closer Make a ranged spell attack for each ray. On a hit, the
to you. The chaotic wind disperses gas or vapor, and it target takes 2d6 necrotic damage. If this damage
extinguishes flames within the area. reduces an organic target to 0 hit points, it dies instantly
As a bonus action on each of your turns before the and withers into a husk. Inorganic targets such as
spell ends, you can change the direction in which the line constructs (except wood or flesh constructs) do not
blasts from you. wither but are not immune to this spell's damage.
This spell automatically causes up to a 10-foot cube of
Wind Strike non magical plants, excluding plant creatures, to wither
Evocation cantrip on a hit.

Casting Time: 1 action At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you create one additional
Range: 30 feet
ray for each slot level above 2nd.
Components: V, S, M (a melee weapon worth at least 1
sp) Wizzro's Blast
Duration: Instantaneous
5th-level evocation
You brandish the weapon used in the spell’s casting and
Casting Time: 1 action
swing through the air, projecting an attack towards your
Range: See description You touch a piece of wood, which may be a Large or
Components: V, S smaller tree or wooden object or a section of wood that
fits entirely within a 10-foot cube, and cause it to twist
Duration: Instantaneous
into any shape you desire. The extant of these changes
You push both hands forward to blast a searing beam of can't cause the wood to extend beyond 10 feet in any
life-draining energy. This beam lingers for several dimension. While it is possible to make crude coffers,
seconds. During this brief period, you can point the beam doors, and so forth, fine detail isn't possible. You can also
in one direction as a 60-foot line, sweep it over a small create simple melee weapons, such as a club, greatclub,
area as a 60-foot cone, or spiral it around you as a or quarterstaff, using this spell, but shields, armor, and
60-foot-radius circle centered on you. When the beam martial or ranged weapons are too complex to create.
covers a wider area, each individual target suffers it for
less time, and consequently takes less damage. Any
Wreath of Life
target in range must succeed on a Dexterity saving throw
to duck out of the way, or take damage based on the area 1st-level conjuration
selected: Casting Time: 1 action
● 60-Foot Line: 42 (12d6) necrotic damage Range: 60 feet
● 60-Foot Cone: 35 (10d6) necrotic damage Components: V, S, M (a flower petal)
● 60-Foot Radius: 28 (8d6) necrotic damage
Duration: 1 round
At Higher Levels. When you cast this spell using a
You chant a mystic incantation, creating a magical
spell slot of 6th level or higher, increase the necrotic
garland on the head of an ally. If it is not destroyed, it
damage by 1d6 for every slot level above 5th.
restores their health. If the target takes no damage
before the start of your next turn, it regains a number of
Woeful Stab hit points equal to 1d8 + your spellcasting ability modifier.
6th-level conjuration This spell has no effect on undead or constructs.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell using a
Range: Self spell slot of 2nd level or higher, the healing increases by
1d8 for each slot level above 1st.
Components: V, S, M (one dagger, which the spell
consumes)
Write Contract
Duration: Concentration, up to 1 minute
3rd-level divination
A dagger in the back might hurt for some time, but the
pain of a woeful dagger never ends. You conjure a woeful Casting Time: 1 minute
dagger in your free hand, which lasts for the duration. Range: Touch
You are proficient with the woeful dagger and you may Components: M (One sheet of paper of any kind, ink,
use your spellcasting ability instead of Strength or the blood or signature of all participants)
Dexterity for the attack and damage rolls of melee Duration: Instantaneous
attacks using it. It deals 2d4 piercing damage and is a
Write a contract with any wording you choose. Specify at
magic weapon.
least one negative consequence that will affect any
Once during the spell's duration, when you hit a participants of the spell who break the contract. Specify
creature with the woeful dagger, you can make a woeful the time limit of the spell, if applicable. The negative
stab. The creature you hit must make a Charisma saving consequence cannot involve death unless cast with a 4th
throw. On a failure, you deal an extra 10d10 psychic tier spell slot. The spell does not come into effect unless
damage and the target has disadvantage on saving each participant signs their name or applies their own
throws for 1 minute. The affected creature can repeat the blood to the paper. The participant does not need to
saving throw at the end of each of its turns in an attempt know or understand the actual contents of the paper, and
to end the effect. any form of editing or obscuring the writing temporarily
will not affect the contract in any way. If the contract is
Wood Shape destroyed, it reappears in the caster's hand.
2nd-level transmutation At Higher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 4 or higher, the chosen negative
consequence can now be death, of any specification.
Range: Touch
Components: V, S
Zone of Power
Duration: Instantaneous
6th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small quartz sphere worth at
least 100 gp, and an acorn or a few pieces of wheat
chaff)
Duration: Concentration, up to 1 minute
You create a zone of slightly bluish energy that suffuses
an area you can see. Choose a 15-foot cube within the
spell's range that you can see. That area takes 4d6 force
damage at the start of each of your turns. Creatures
within the area must make a Dexterity saving throw,
taking full damage on a failed save, or half as much
damage on a successful one. You may use a bonus
action on your turn to move the zone up to 15 feet.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, increase the damage by
1d6 for each slot level above 6th.
Chapter 5: Equipment
Armor
The Kingdom of Hyrule and the greater world beyond it is made up of many different cultures, each with its own
technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to
chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most
commonly available types of armor found in Hyrule and separates them into three categories: light armor, medium
armor, and heavy armor. Many warriors supplement their armor with a shield.

Armor Qualities
Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the
armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If
you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll
that involves Strength or Dexterity, and you can’t cast spells.
Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base
Armor Class.
Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only
one shield at a time.
Strength Requirements. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If
the Armor table lists entries such as “Str 13” or “Str 15” in the Strength column for an armor type, the wearer is
restricted as if they were not proficient with the armor. Armor Enhancements may increase an armor's Strength
requirement further.
Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity
(Stealth) checks made to move quietly. If it shows “Advantage”, the wearer has advantage on Dexterity (Stealth)
checks.

Armor
The Armor table shows the cost, weight, and other properties of the common types of armor worn in Hyrule. The
costs and weights of weapons listed on this page should be used if they differ from the pages of individual weapons.

Armor Cost Armor Class (AC) Strength Stealth Weight Properties


Light Armor
Padded 50 r 11 + Dex modifier — Disadvantage 8 lb. —
Leather 100 r 11 + Dex modifier — — 10 lb. —
Studded Leather 450 r 12 + Dex modifier — — 13 lb. —
Medium Armor
Hide 50 r 12 + Dex modifier (max 2) — — 12 lb. —
Chain Shirt 500 r 13 + Dex modifier (max 2) — — 20 lb. —
Scale Mail 500 r 14 + Dex modifier (max 2) — Disadvantage 45 lb. —
Breastplate 4,000 r 14 + Dex modifier (max 2) — — 20 lb. —
Half Plate 7,500 r 15 + Dex modifier (max 2) — Disadvantage 40 lb. —
Heavy Armor
Ring Mail 300 r 14 — Disadvantage 40 lb. —
Chain Mail 750 r 16 Str 13 Disadvantage 55 lb. —
Splint 2,000 r 17 Str 15 Disadvantage 60 lb. —
Plate 15,000 r 18 Str 15 Disadvantage 65 lb. —
Shield
Wooden Shield 20 r +2 — — 3 lb. Flammable¹
Lizal Gauntlet 40 r +1 Str 15 — 12 lb. Special
Iron Shield 80 r +2 — — 6 lb. —
Deflecting Shield 200 r +3 — — 3 lb. Ranged Only²
Heavy Shield 350 r +3 Str 15 Disadvantage 35 lb. Special

1. A wooden shield is vulnerable to fire damage. When you take fire damage while wielding this shield, the shield is destroyed at
the end of your next turn unless you use your action to extinguish the flames.
2. The AC bonus from a deflecting shield is ignored by melee attacks.

Variant Rule: Armor Enhancements


Armor Enhancement is a variant rule. Consult your DM before seeking armor with enhancements.
A set of armor (but not a shield) can be made with any of the following enhancements, each of which increases its
cost.
Most armor enhancements increase the Strength requirement of the armor. If an armor does not have a Strength
requirement normally, its requirement after being enhanced becomes 10 + the increase of the enhancement.
Magic armor or armor that has already been crafted cannot be given any enhancements, subject to DM discretion.
Enhancement Summary Cost Strength
Radiant Armor Glows in darkness +500 r —
Spiked Armor Covered in weaponized spikes that deal 1d4 piercing on contact +500 r Str +1
Anti Corroding Armor Immune to rust and corrosive damage +500 r Str +3
Alacritous Armor Can be donned or doffed as an action +2,000 r Str +5
Zora Armor Wearer gains a swim speed equal to base walking speed +3,500 r Str +2
Quiet Armor Doesn't impose disadvantage on Stealth checks +5,000 r Str +4
Climbing Gear Wearer gains a climb speed equal to base walking speed +15,000 r Str +4
Snowquill Armor Grants the wearer cold resistance, but fire vulnerability +30,000 r Str +4
Flamebreaker Armor Grants the wearer fire resistance, but cold vulnerability +45,000 r Str +4
Rubber Armor Grants the wearer lightning resistance +75,000 r Str +3
Magic Armor Grants the wearer an additional +1 AC +90,000 r Str +5
Dire. If you are proficient with a dire weapon, you
Weapons add your proficiency bonus to damage rolls instead of
attack rolls.
Whether you favor a longsword or a longbow, your Finesse. When making an attack with a finesse
weapon and your ability to wield it effectively can weapon, you use your choice of your Strength or
mean the difference between life and death while Dexterity modifier for the attack and damage rolls.
adventuring. The Weapons table shows the most You must use the same modifier for both rolls.
common weapons used in Hyrule, their price and Glove. A glove weapon is worn on your hand or
weight, the damage they deal when they hit, and any forearm, and you cannot be disarmed of it. You can
special properties they possess. Every weapon is hold or wield objects in a hand fitted with a glove
classified as either melee or ranged. A melee weapon weapon, but you can only attack with a glove weapon
is used to attack a target within 5 feet of you, whereas if that hand is unoccupied.
a ranged weapon is used to attack a target at a Light. A light weapon is small and easy to handle,
distance. making it ideal for use when fighting with two
weapons.
Weapon Proficiency Loading. Because of the time required to load or
otherwise prepare this weapon, you can only attack
Your race, class, and feats can grant you with it once when you use an action, bonus action, or
proficiency with certain weapons or categories of reaction, regardless of the number of attacks you can
weapons. The three categories are simple, martial, normally make.
and exotic. Most people can use simple weapons Range. A weapon that can be used to make a
with proficiency. These weapons include clubs, ranged attack has a range in parentheses after the
maces, and other weapons often found in the hands ammunition or thrown property. If the range lists two
of commoners. Martial weapons, including swords, numbers, the first is the weapon’s normal range in
axes, and polearms, require more specialized training feet, and the second indicates the weapon’s long
to use effectively. Most warriors use martial weapons range. When attacking a target beyond normal range,
because these weapons put their fighting style and you have disadvantage on the attack roll. (If you
training to best use. Exotic weapons are of bizarre otherwise would already have disadvantage on the
construction, don't follow the conventions of most attack roll, the attack misses regardless of the roll.)
weapons, and require specific training to wield with You can't attack a target beyond the weapon's long
proficiency. range.
Proficiency with a simple or martial weapon allows Reach. This weapon adds 5 feet to your reach
you to add your proficiency bonus to the attack roll for when you attack with it, as well as when determining
any attack you make with that weapon. If you make your reach for opportunity attacks with it.
an attack roll using a weapon with which you lack
proficiency, you do not add your proficiency bonus to Returning. If you make a ranged attack with a
the attack roll. returning weapon and miss, you catch it at the end of
your turn if you still have a free hand. Returning
weapons need lots of space to bank and return to the
Weapon Properties thrower. There must be no obstructions (such as walls
or trees) within 5 feet of the target.
Many weapons have special properties related to Thrown. If a weapon has the thrown property, you
their use, as shown in the Weapons table. can throw the weapon to make a ranged attack. If the
Ammunition. You can use a weapon that has the weapon is a melee weapon, you use the same ability
ammunition property to make a ranged attack only if modifier for that attack roll and damage roll that you
you have ammunition to fire from the weapon. Each would use for a melee attack with the weapon. For
time you attack with the weapon, you expend one example, if you throw a handaxe, you use your
piece of ammunition. Drawing the ammunition from a Strength, but if you throw a dagger, you can use
quiver, a case, or another container is part of the either your Strength or your Dexterity, since the
attack (you need a free hand to load a one-handed dagger has the finesse property.
weapon). At the end of the battle, you can recover Two-Handed. This weapon requires two hands
half your expended ammunition by taking a minute to when you attack with it. Attempting to attack with only
search the battlefield. If you use a weapon that has one hand imposes disadvantage on the attack roll. (If
the ammunition property to make a melee attack, you you otherwise would already have disadvantage on
treat the weapon as an improvised weapon.
the attack roll, the attack misses regardless of the creature with resistance or immunity to fire damage
roll.) automatically succeeds on this save. An ignited
Versatile. This weapon can be used with one or creature takes 1d6 fire damage at the end of each of
two hands. A damage value in parentheses appears its turns, but it can use its action to end this condition.
with the property; this is the damage dealt when the An ember seed is destroyed after it hits a creature.
weapon is used with two hands to make a melee Fire Arrow. Weapon (arrow), common. This magic
attack. arrow is distinguished by having an orange-red tip
which resembles a swirling flame. Once this arrow is
Special Weapons drawn, you can use your bonus action to focus on the
arrow, causing it to glow with fiery evocation magic
until the start of your next turn. When you use this
Weapons with special rules are described here.
glowing arrow as part of a ranged attack, the attack
Ball & Chain Variant. Attacking. When taking the deals magical fire damage instead of its normal
attack action and targeting further than 5ft away, the damage type. If the target is flammable, it is also
wielder must spin the weapon over their head. If the ignited, and will take 1d6 fire damage at the end of
weapon cannot be swung in a 15 foot cube (5 ft. in each of its turns unless an action is used to put out
every direction centered on the wielder) without hitting the flames. Once it hits a target, this arrow is no
a wall, ranged attacks with this weapon cannot be longer magical. You can expend 1 magic point when
made. While doing this, melee attacks against the you use the bonus action to have both the initial hit
wielder have disadvantage, but they have and the ignited condition deal an extra 1d6 fire
disadvantage on Strength and Dexterity saving damage.
throws. This is counted as an attack action, and
Heavy Gauntlet. While wielding a pair of Heavy
unless they have the Extra Attack subfeature the
Gauntlets, you have advantage on Athletics checks to
wielder must wait until their next turn to throw the
lift or drag heavy objects, as well as a +1 to your AC.
weapon. When the ranged attack is made, if the ball
However, you only gain these benefits while wielding
hits the target takes 1d10 + Strength bludgeoning
both gauntlets.
damage and must make a DC 15 Strength saving
throw. On a fail the target is knocked back 5 ft. and Razor Seed. One of these rare seeds is lined with
falls prone. After the ball is thrown, the user can take organic razor-like blades, making them dangerous
a bonus action to pull on the chain, returning the ammunition when used in a blowgun, sling, slingshot,
weapon to their hands. Special. While wielding this or seed shooter. When using a razor seed as
weapon, a creature's movement speed is decreased ammunition, the attack deals slashing damage
by 25 feet. If a creature has a Strength score of 20 or instead of its normal damage type, and you gain a +1
higher, this property is ignored. bonus to the damage roll.
Blowgun, Variant. The force with which you shoot Seed Shooter. Wondrous item, common. This
a blowgun needle depends on your exhalation power wondrous item appears as a hollow tube about the
and lung capacity. When you use ammunition to make length of a forearm, with a small funnel on one end
a ranged weapon attack with this blowgun, you can designed to draw in a nut or other seed. Once this
add your Constitution modifier to the damage roll ammunition has been placed inside, each nut can be
instead of your Dexterity modifier fired one at a time by squeezing the proper end of the
tube. This causes the magic force to launch out a
Duplex Bow. This unusually designed shortbow is
single seed at high speed as a ranged weapon attack.
known to be crafted and wielded by members of the
You can load upwards of 30 seeds at once, but each
Yiga clan, and is specialized for use in close range.
squeeze only fires a single seed. As long as you have
When you make an attack with this weapon, you can
seeds or sling bullets to use as ammunition, this can
choose to use one or two pieces of ammunition. If the
be treated as a martial ranged weapon with the
attack hits, it respectively deals 1d4 or 2d4 piercing
following property: ammunition (range 60/240). On a
damage.
hit, the seed shooter inflicts bludgeoning damage
Ember Seed. Wondrous item, common. One of equal to 1d6 + your Dexterity modifier. The damage is
these rare, bright orange seeds is imbued with not magical. Unique to the seed shooter is that any
incinerate chemicals that ignite when pierced or projectile fired from it temporarily gains the ability to
smashed. This makes them dangerous, magical bounce off walls, floors, or other hard surfaces. Any
ammunition when used in a blowgun, sling, slingshot, projectile bounces off at an angle almost identical to
or seed shooter. When using a ember seed as the angle it hits the object (similar to a modern tennis
ammunition, the attack inflicts fire damage instead of ball). The projectile will continue to bounce until it has
bludgeoning damage. The hit target must succeed on bounced thrice, or reached the end of its trajectory.
a DC 12 Dexterity saving throw or be ignited. Any
This can enable you to shoot the weapon off walls or Whip, Variant. Distant Shoving. If you are proficient
around corners, though there still must be a clear line with this weapon and wielding it, you can attempt to
of trajectory to do so. For example, you could bounce shove a creature within a reach of 10 feet. When
a seed off a wall to hit a target behind cover—but shoving a creature in this way, you can only pull the
could not hit a target behind cover if there are no creature 5 feet towards you or attempt to knock it
walls or other surfaces off which your projectile could prone. Grappling. While wielding this weapon, you
bounce. If you make an attack that requires at least can grapple a creature without needing a free hand.
one bounce to hit, you have disadvantage on the
attack roll.

Weapons
The Weapons table shows the cost, weight, and other properties of the common types of weapons wielded in
Hyrule. The statistics of weapons listed on this page should be used if they differ from the pages of individual
weapons.
Simple Melee Weapon Cost Damage Weight Properties
Clawed Glove 50 r 1d4 slashing 1 lb. Finesse, glove
Club 1r 1d4 bludgeoning 2 lb. Light
Dagger 20 r 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Gauntlet 45 r 1d4 bludgeoning 1 lb. Glove
Handaxe 20 r 1d6 slashing 2 lb. Light, thrown (range 20/60)
Hammer or Quarterstaff 5r 1d6 bludgeoning 4 lb. Versatile (1d8)
Javelin 50 r 1d6 piercing 2 lb. Thrown (range 30/120)
Scythe 50 r 1d6 slashing 5 lb. Reach, two-handed
Sickle 10 r 1d4 slashing 2 lb. Light
Spear or Trident 15 r 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
Throwing Hammer 50 r 1d6 bludgeoning 2 lb. Light, thrown (range 20/60)
Greatclub 2r 1d8 bludgeoning 10 lb. Two-handed
Crusher 55 r 1d10 bludgeoning 12 lb. Dire, two-handed

Simple Ranged Weapon Cost Damage Weight Properties


Blowgun (variant) 10 r 1 piercing 1 lb. Ammunition (range 25/100), special
Dart 1r 1d4 piercing ¼ lb. Finesse, thrown (range 20/60)
Slingshot 5r 1d4 bludgeoning 1 lb. Ammunition (30/90), two-handed
Boomerang 10 r 1d4 bludgeoning 1 lb. Light, returning, thrown (range 30/120)
Shortbow 250 r 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Light Crossbow 250 r 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed

Martial Melee Weapons Cost Damage Weight Properties


Whip (variant) 100 r 1d4 slashing 3 lb. Finesse, reach, special
Shortsword 150 r 1d6 piercing 2 lb. Finesse, light
Scimitar or Cutlass 250 r 1d6 slashing 2 lb. Finesse, light
Ball and Chain 550 r 1d8 bludgeoning 12 lb. Dire, versatile (1d10), thrown (range 20/60)
Ball and Chain (Variant) 500 r 2d6 bludgeoning 15 lb. Two-handed, Thrown (range 40/80), returning, special
Battleaxe, Broadsword, or Longsword 200 r 1d8 slashing 3 lb. Versatile (1d10)
Morningstar or War Pick 50 r 1d8 piercing 4 lb. —
Rapier 250 r 1d8 piercing 2 lb. Finesse
Flail or Warhammer 150 r 1d8 bludgeoning 3 lb. Versatile (1d10)
Heavy Gauntlet 350 r 2d4 bludgeoning 25 lb. Heavy, Glove, Dire, special
Pike 50 r 1d10 piercing 18 lb. Reach, two-handed
Glaive or Halberd 200 r 1d10 slashing 6 lb. Reach, two-handed
Giant Boomerang 500 r 1d10 bludgeoning 6 lb. Returning, thrown (range 20/80), two-handed
Greataxe 300 r 1d12 slashing 6 lb. Two-handed
Lance 100 r 1d12 piercing 6 lb. Reach, special
Moblin Spear 350 r 1d12 piercing 6 lb. Dire, reach, two-handed
Claymore or Greatsword 550 r 2d6 slashing 6 lb. Two-handed
Megaton Hammer 550 r 2d6 bludgeoning 8 lb. Two-handed

Martial Ranged Weapons Cost Damage Weight Properties


Seed Shooter 1,000 r 1d6 bludgeoning 1 lb. Ammunition (range 60/240), special
Hand Crossbow 750 r 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Longbow 500 r 1d8 piercing 2 lb. Ammunition (range 150/600), two-handed
Duplex Bow 900 r 2d4 piercing 2 lb. Ammunition (range 20/60), two-handed, special
Heavy Crossbow 500 r 1d10 piercing 18 lb. Ammunition (range 100/400), two-handed, loading

Ammunition Cost Weight Properties Supported Ranged Weapon(s)


Arrows (20) 20 r 1 lb. — duplex bow, longbow, shortbow
Arrows, Fire (5) 100 r ¼ lb. Special duplex bow, longbow, shortbow
Crossbow Bolts (20) 10 r 1 ½ lb. — hand crossbow, heavy crossbow, light crossbow
Bullet (50) 10 r 2 ½ lb. — blowgun, seed shooter, slingshot
Bullet, Ember Seed (1) 20 r ⅛ lb. Special blowgun, seed shooter, slingshot
Bullet, Razor Seed (1) 10 r ⅛ lb. Special blowgun, seed shooter, slingshot

Exotic Weapons
Making an attack with an exotic weapon is particularly abnormal, as defined by each weapon's description.
An exotic weapon's proficiency may rely on another weapon. Anyone proficient with a greatclub is also proficient
with a deku stick, for example.
Exotic Melee Weapons Cost Damage Weight Properties Proficiency Required
Bug‑Catching Net 10 r 1 bludgeoning 2 lb. Light, special net (or simple weapons)
Finesse, returning, special, thrown
Lizal Boomerang 900 r 1d6 slashing 2 lb. scimitar (or martial weapons)
(range 20/60)
Deku Stick 500 r 2d8 bludgeoning 2 lb. Two-handed, special greatclub (or simple weapons)
Must have a Tail (and martial melee
Tail Attachment 150 r varies 10 lb. Special
weapons)

Exotic Ranged Weapons Cost Damage Weight Properties Proficiency Required


Net 10 r — 3 lb. Loading, special, thrown (range 5/15) net (or martial weapons)
Lightning Rod 900 r 2d6 lightning 1 lb. Special (range 30) magic rods
Fire Rod 900 r 2d6 fire 1 lb. Special (range 90) magic rods
Ice Rod 900 r 2d6 ice 1 lb. Special (range 60) magic rods
Lightning Staff 1000 r 3d6 lightning 3 lbs. Melee, Special (range 90) magic rods
Fire Staff 1000 r 3d6 fire 3 lbs. Melee, Special (range 90) magic rods
Ice Staff 1000 r 3d6 ice 3 lbs. Melee, Special (range 90) magic rods
Loading, thrown (range 20/60),
Bomb 100 r 3d6 thunder 5 lb. bombs
two-handed, special
Bombchu 300 r 4d6 thunder 10 lb. Loading, special (range 100 or more) bombs

you are proficient with bombs, add your proficiency


Exotic Special Weapons bonus to this DC. On a failed save, a target suffers 14
(4d6) thunder damage from a forceful explosion. The
Weapons with special rules are described here. damage a bombchu inflicts on objects and structures
Bomb, Hylian. A typical bomb in Hyrule is is doubled. You can make a ranged weapon attack
spherical, between 6 and 12 inches in diameter, and with a bombchu by throwing it, as if it were identical to
usually a black or blue color. It automatically lights a Hylian bomb.
when it is pulled from its satchel, but requires two Bug-Catching Net. This handheld wooden net
hands to throw accurately. A Hyrulean bomb is built ends in a large loop, with a large and dense net
from a material other than gunpowder. Its explosion attached to the loop. It is primarily designed to catch
creates great blunt force and noise, but little flame or butterflies, bees, or other such diminutive creatures. A
heat. Throwing one of these bombs is treated as a Tiny creature hit by a bug-catching net suffers no
ranged weapon attack with a range of 20/60 feet. damage, but is grappled by you, and restrained until it
Instead of an attack roll, it requires a Dexterity saving is freed from the grapple. A bug-catching net has no
throw from the target and all targets within 5 feet of it. effect on creatures that are amorphous. The
The DC equals 8 + your Strength or Dexterity restrained creature can use its action to attempt to
modifier. If you are proficient in bombs, you can add escape by making a Strength (Athletics) check
your proficiency modifier to this DC. If you would have contested by your Strength (Athletics) check, but the
disadvantage on an attack roll with a bomb, any target restrained creature automatically fails the contest
has advantage on its saving throw. On a failed save, a unless its result is at least 10. Maintaining the grapple
target suffers 10 (3d6) thunder damage from the blast. requires one hand from you, and you cannot make
Instead of throwing a Hyrulean bomb to detonate another attack with this bug-catching net while you
immediately, you can use an action to set or roll it are maintaining the grapple. Dealing 5 slashing
anywhere within 20 feet. If you do so, the bomb damage to the net (AC 10) also frees the restrained
explodes at the start of your next turn, and you do not creature without harming it, ending the effect and
add an ability modifier to the bomb's DC. The damage destroying the net.
a Hyrulean bomb inflicts to objects and structures is Deku Stick. Composed of dense but brittle wood,
doubled. this long and naturally-occurring stick makes for a
Bombchu. Wondrous item, common. A bombchu is surprisingly effective weapon. When you hit with this
a mouse-like device constructed of thin, glistening greatclub, it deals an extra 1d8 bludgeoning damage,
metal and packed with explosive powder. One is just but breaks apart against the target, and the weapon is
over 1 foot long, almost 1 foot wide, and about 3 or 4 destroyed beyond repair. You can only attack with this
inches tall. One weighs 10 pounds. As an action, you weapon as part of the Attack action on your turn.
can activate this device by setting it down on the Fire Rod. Rod, common. This rod features a
ground, at which point it will race forward in the prominent red, spherical stone or gemstone at its tip,
direction of your choice, in a zig-zagging but straight which is always warm or hot to the touch. In place of
line at high speed. It hums with a loud and distinct an attack you would otherwise be able to make, you
sound as it travels. It travels 100 feet in this direction can do one of the following: Melee Weapon Attack.
on the turn you activate it, and an additional 100 feet You swing the rod, which on a hit deals non magical
in this direction at the start of each of your turns if it bludgeoning damage equal to 1d4 + your Strength
has not yet exploded. While it is traveling modifier, plus 1 magical fire damage. Ranged Spell
autonomously, a bombchu has an AC of 18. It travels Attack (costs 1 mp). You swing the rod, and a mote of
over up any wall, over ceilings, or through any difficult flame leaps from the tip up to a range of 90 feet,
terrain without slowing down. If the bombchu enters which on a hit deals 2d6 fire damage. You add your
water, it continues to travel along the bottom of the Intelligence modifier to the attack and damage rolls of
reservoir unimpeded. A traveling bombchu will this attack.
explode upon entering a creature's space, taking
Fire Staff. Staff, Uncommon. A stronger version of
damage, or at the end of the third turn after you
the fire rod, this staff features 7 glowing gemstones,
activate it. When it explodes, all creatures within 5
one large one and six smaller ones at the tip that act
feet of it must make a DC 13 Dexterity saving throw. If
as an arcane focus. If a fire spell is cast, the rod instead. After 6 rounds of combat, it will disappear.
transforms to cast the spell in place of the wielder's Grip. Due to the length of the staff, this weapon gains
hands, though you can still cast spells normally. When the Versatile property. if used in both hands, the basic
taking the attack action, you can: Basic Melee Attack, melee attack's bludgeoning damage increases to 1d6,
You swing the staff like a club. Make a melee attack. and the magic melee attack's damage dice increase
On a hit, you deal 1d4 bludgeoning damage + your to d8's.
Strength modifier + 1 fire damage. Ranged Spell Lightning Rod. Rod, common. A lightning rod
Attack (costs 1 mp). You swing the rod, and a mote of features a spiraling pair of a green-blue stem and a
flame leaps from the tip up to a range of 90 feet, yellow-green stem. In place of an attack you would
which on a hit deals 3d6 fire damage. You add your otherwise be able to make, you can do one of the
spellcasting modifier to the attack and damage rolls of following: Melee Weapon Attack. You swing the rod,
this attack. Magic Melee Attack (costs 2 mp). With a which on a hit deals non magical slashing damage
burst of flame, two pyrokinetic axe heads form on equal to 1d4 + your Strength modifier, plus 1 magical
either side of the head of the largest gem. Now, when lightning damage. Ranged Spell Attack (costs 1 mp).
you make a melee attack, it now deals 1d6 fire and You swing the rod, and a mote of lightning leaps from
1d6 slashing damage + Strength modifier. After 6 the tip up to a range of 30 feet, which on a hit deals
rounds of combat, they will disappear. Grip. Due to 2d6 lightning damage. You add your Intelligence
the length of the staff, this weapon gains the Versatile modifier to the attack and damage rolls of this attack.
property. if used in both hands, the basic melee You have advantage on the attack roll if the target is
attack's bludgeoning damage increases to 1d6, and wearing armor made of metal, or is soaked in water.
the magic melee attack's damage dice increase to
Lightning Staff. Staff, Uncommon. A stronger
d8's.
version of the lightning rod, this staff features 7
Ice Rod. Rod, common. An ice rod features a pale glowing gemstones, one large one and six smaller
blue crystal at its tip, which ends in pointed edges, ones at the tip that act as an arcane focus. If a
and is always cool to the touch. In place of an attack lightning or thunder spell is cast, the rod transforms to
you would otherwise be able to make, you can do one cast the spell in place of the wielder's hands, though
of the following: Melee Weapon Attack. You swing the you can still cast spells normally. When taking the
rod, which on a hit deals non magical piercing attack action, you can: Basic Melee Attack. You swing
damage equal to 1d4 + your Strength modifier, plus 1 the staff like a club. Make a melee attack. On a hit,
magical cold damage. Ranged Spell Attack (costs 1 you deal 1d4 bludgeoning damage + your Strength
mp). You swing the rod, and a mote of cold leaps from modifier + 1 lightning damage. Ranged Spell Attack
the tip up to a range of 60 feet, which on a hit deals (costs 1 mp). You swing the rod, and a bolt of
2d6 cold damage. You add your Intelligence modifier lightning from the tip up to a range of 90 feet, which
to the attack and damage rolls of this attack. on a hit deals 3d6 lightning damage. You add your
Ice Staff. Staff, uncommon. A stronger version of Intelligence modifier to the attack and damage rolls of
the ice rod, this staff features 7 glowing gemstones, this attack. Magic Melee Attack (costs 1 mp). With a
one large one and six smaller ones at the tip that act blast of lightning, a long spear-head of lighting forms
as an arcane focus. If a cold spell is cast, the rod from the head of the largest gem. Now, when you
transforms to cast the spell in place of the wielder's make a melee attack, it now deals 1d6 lightning and
hands, though you can still cast spells normally. When 1d6 slashing damage. After 6 rounds of combat, it will
taking the attack action, you can: Basic Melee Attack. disappear. Grip. Due to the length of the staff, this
You swing the staff like a club. Make a melee attack. weapon gains the Versatile property. if used in both
On a hit, you deal 1d4 bludgeoning damage + your hands, the basic melee attack's bludgeoning damage
Strength modifier + 1 cold damage. Ranged Spell increases to 1d6, and the magic melee attack's
Attack (costs 1 mp). You swing the rod, and a bolt of damage dice increase to d8's.
ice from the tip up to a range of 90 feet, which on a hit Lizal Boomerang. This angled sword is designed
deals 3d6 cold damage. You add your spellcasting to be wielded much like a normal scimitar, but its
modifier to the attack and damage rolls of this attack. narrow airfoil design also enables it to be thrown as a
If you do not have a spellcasting feature, you use your returning boomerang. This scimitar has the following
Intelligence instead. Magic Melee Attack (costs 1 mp). properties: thrown (range 20/60), and returning. The
With a blast of ice, a long hammer of ice forms from damage from this weapon isn't magical.
the head of the largest gem. Now, when you make a
Tail Attachment. A weapon without a handle that
melee attack, it now deals 1d6 cold and 1d6
has been hollowed out for use on the end of a tail,
bludgeoning damage. You add your spellcasting
often used by Lizalfos during the era of sky. Special.
modifier to the damage of the attack. If you do not
You must choose one of the damage types when you
have a spellcasting feature, you use your Intelligence
acquire one of these weapons. When a creature tail. You don't add your ability modifier to the damage
moves to a space within 5 feet of you, you can use of this attack, and you have advantage on the attack
your reaction to make one attack against it with your roll if it is the first time you use this tail attack in a
combat.

Weapon Enhancements
A simple or martial weapon can be made with any of the following enhancements, each of which increases its cost.
Ten pieces of ammunition can be enhanced as if they were one weapon.
A weapon can only have one enhancement unless stated otherwise in the enhancement description.
Exotic weapons, magic weapons, or weapons that have already been crafted cannot be given any enhancements,
subject to DM discretion.
Enhancement Cost Summary
Silvered +100 Bypasses the damage immunity or resistance of some
Weapon 0r creatures
Guardian +160 Bypasses damage immunity or resistance as if it was
Weapon 0r adamantine

Weapons of Unusual Size


The weapons presented on this page are made to be wielded by Small or Medium humanoids. These are
considered "standard" weapons. Aside from standard weapons, there are Tiny, Large, and Huge weapons. You might
come across such a weapon if you loot the corpse of a Large warrior like Lynel, or you could have them specifically
crafted by a trained artisan. Either way, they are typically not found in common Hyrulean markets.
If a weapon does not have the "special" property, it can exist in one of these unusual sizes. Its cost, weight, and
damage depends on its size:
Wei
Size Cost Other effects
ght
A Medium wielder has disadvantage on attack rolls.
Tiny × ½ × ⅛
A Large or larger character cannot wield a weapon of this size.
A Tiny wielder has disadvantage on attack rolls, and does not
Stand benefit from the light or finesse properties.
×1 ×1
ard
A Huge or larger character cannot wield a weapon of this size.
A Medium wielder has disadvantage on attack rolls, and does not
Large × 2 × 8 benefit from the light or finesse properties.
A Small or smaller character cannot wield a weapon of this size.
A Large wielder has disadvantage on attack rolls, and does not
Huge × 4 × 64 benefit from the light or finesse properties.
A Medium or smaller character cannot wield a weapon of this size.
A Tiny weapon has damage dice two steps down from normal: 2d6 or 1d12 becomes 1d8, 1d10 becomes 1d6, 1d8
becomes 1d4, and anything 1d6 or lower becomes 1.
A Large weapon deals one-step greater damage than its normal counterpart. A Huge weapon deals two-step
greater damage.
● 1 → 1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d6 → 2d8
For example, a Medium Hylian could wield a Large rapier. Wielding this rapier the Hylian would deal 1d10 damage
on a hit, but the Hylian would have disadvantage on the attack roll, and could not benefit from the rapier's finesse
property.
If however the Medium Hylian was magically enlarged to be of Large size (or had the Titan Fighter feat) and then
took hold of the Large rapier, things would be different. Wielding this rapier the Large Hylian would still deal 1d10
damage on a hit, but wouldn't suffer disadvantage on the attack roll, and could use the rapier's finesse property.
Unarmed Strikes
An unarmed strike is a kind of melee attack any character can make in place of an attack with a weapon. It could
be a punch, a kick, an elbow jab, headbutt, or another form of forceful blow.
You add your Strength modifier and proficiency bonus to the attack roll of an unarmed strike. On a hit, you inflict
bludgeoning damage equal to 1 + your Strength modifier.
Features of your race or class may allow you to make other kinds of unarmed strikes, or increase the damage of
your unarmed strikes.

Improvised Weapons
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised
weapon includes any object you can wield in one or two hands, such as broken glass, a tree branch, a soup ladle, a
wagon wheel, or a dead bokoblin. Compared to an unarmed strike, it might be more difficult to hit with an improvised
weapon, but a hit will usually do greater damage.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg
is akin to a club. At the DM's option, a character proficient with a weapon can use a similar object as if it were that
weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate
to the object).
If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the
thrown property, this is also considered an improvised weapon attack. Such an attack deals 1d4 damage. An
improvised thrown weapon normally has a normal range of 20 feet and a long range of 60 feet.

Adventuring Gear
Crafting Tool. Virtually all gear on this page can be crafted as a downtime activity if you are proficient in the relevant
tool, and your DM allows downtime activities. Each item has the most common tool associated with it, but in many
cases your DM may allow other tools to be substituted. Torches for example would be fairly easy to craft for a
carpenter, a woodcarver, or even a weaver.

Clothing Common traps


Item Cost Weight Crafting Tool Item Cost Weight
Common clothes 5r 3 lb. weaver's tools Bag of 1,000 ball bearings 10 r 2 lb. smith's tools
Costume 50 r 4 lb. weaver's tools Bag of 20 caltrops 10 r 2 lb. smith's tools
Fine clothes 150 r 6 lb. weaver's tools Hunting trap 100 r 25 lb. smith's tools
Rags — 2 lb. weaver's tools
Robes 10 r 4 lb. weaver's tools
Traveler's clothes 20 r 4 lb. weaver's tools

Containers and locks


Item Cost Weight Crafting Tool Description
Backpack 50 r 5 lb. leatherworker's tools Capacity: 1 cubic foot or 30 pounds of gear
Barrel 20 r 70 lb. carpenter's tools Capacity: 30 gallons liquid or 4 cubic feet solid
Basket 4r 2 lb. weaver's tools Capacity: 2 cubic feet or 40 pounds of gear
Bottle 20 r 2 lb. glassblower's tools Capacity: 1 ½ pints liquid
Bucket 1r 2 lb. carpenter's tools Capacity: 3 gallons liquid, or 1/2 cubic foot solid
Chest 50 r 25 lb. carpenter's tools Capacity: 12 cubic feet or 300 pounds of gear
Flask or tankard 1r 1 lb. potter's tools Capacity: 1 pint liquid
Jug or pitcher 1r 4 lb. potter's tools Capacity: 1 gallon liquid
Lock, simple 10 r 1 lb. tinker's tools DC 10
Lock 100 r 1 lb. tinker's tools DC 15
Lock, good 1,000 r 1 lb. tinker's tools DC 20
Pot, iron 20 r 10 lb. smith's tools Capacity: 1 gallon liquid
Pouch 5r 1 lb. weaver's tools Capacity: ¼ cubic feet, or 6 pounds of gear
Sacks (10) 1r 5 lb. weaver's tools Capacity: 1 cubic foot, or 30 pounds of gear
Vial 1r — glassworker's tools Capacity: 4 ounces liquid
Waterskin 2r 5 lb. (full) leatherworker's tools Capacity: 4 pints liquid

Illumination
Item Cost Weight Crafting Tool Description
Candle 1r ¼ lb. apothecary's kit Sheds bright light in a 5-foot radius and dim light for another 5 feet. Lasts for 1 hour.
Casts bright light in a 15-foot radius and dim light for an additional 30 feet. Burns for 6
Lamp 5r 1 lb. smith's tools
hours on a flask (1 pint) of oil.
Oil (flask) 1r 1 lb. apothecary's kit See Oil (flask).
Casts bright light in a 60-foot cone and dim light for an additional 60 feet. Burns for 6
Lantern, bullseye 100 r 2 lb. smith's tools
hours on a flask (1 pint) of oil.
Casts bright light in a 30-foot cone and dim light for an additional 30 feet. Burns for 6
Lantern, hooded 50 r 2 lb. smith's tools hours on a flask (1 pint) of oil.
As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Miscellaneous gear
Item Cost Weight Crafting Tool
Bedroll 10 r 7 lb. weaver's tools
Bell 10 r — smith's tools
Blanket 5r 3 lb. weaver's tools
Book 250 r 5 lb. calligrapher's tools
Chain (10 feet) 50 r 10 lb. smith's tools
Chalk (10 pieces) 1r ¼ lb. apothecary's kit
Climber's kit 250 r 12 lb. smith's tools
Compass 1,000 r ¼ lb. tinker's tools
Hammer 10 r 3 lb. smith's tools
Hourglass 250 r 1 lb. glassblower's tools
Ink (1 ounce bottle) 100 r — apothecary's kit
Ink pen 1r — apothecary's kit
Ladder (10-foot) 1r 25 lb. carpenter's tools
Magnifying glass 1,000 r — glassblower's tools
Manacles 20 r 6 lb. smith's tools
Mess kit 2r 1 lb. smith's tools
Mirror, steel 50 r ½ lb. smith's tools
Paper or parchment (10 sheets) 2r — —
Piton 1r ¼ lb. smith's tools
Pole (10-foot) 1r 7 lb. carpenter's tools
Ram, Portable 40 r 35 lb. carpenter's tools
Rations (1 day) 5r 2 lb. cook's utensils
Rope, hempen (50 feet) 10 r 10 lb. weaver's tools
Rope, silk (50 feet) 100 r 5 lb. weaver's tools
Scale, merchant's 50 r 3 lb. tinker's tools
Shovel 20 r 5 lb. smith's tools
Signal whistle 1r — woodcarver's tools
Soap 1r — apothecary's kit
Spikes, Iron (10) 1r ½ lb. smith's tools
Tent, two-person 20 r 20 lb. weaver's tools
Tinderbox 5r 1 lb. apothecary's kit
Torch 1r 10 lb. woodcarver's tools

Spellcasting equipment
Item Cost Weight Crafting Tool Description
Arcane focus 100 r 2 lb. various Can take the form of a broom, crystal, orb, medallion, rod, staff, etc.
A witch can use a broom as an arcane focus, and wields it as if it were a
Broom 1r 2 lb. various
club.
A small, watertight belt pouch with compartments to hold all the
Component pouch 250 r 2 lb. — material components you need to cast spells, except for components
that have a specified cost or cannot reasonably fit in a pouch.

Tools
Proficiency with a tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a
document, or pick a lock. Proficiency with a tool allows you to add your proficiency bonus to any ability check you
make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge
of its use. For example, your DM might ask you to make a Dexterity check to carve a fine detail with your
woodcarver's tools, or a Strength check to make something out of particularly hard wood.

Your race, class, background, or feats give you proficiency with certain tools. Your DM may allow you to train
towards tool proficiency as a downtime activity.

Artisan's Tools
Proficiency with an artisan's tool represents training in how to craft and repair appropriate objects with the relevant
tools. Without proficiency, any attempts to craft or repair items with the tools are inherently crude if at all effective.
Tool Cost Weight Description d100
Bombsmith's Tools 300 r 10 lb. Various tools for crafting bombs, cannons, or other items that make use of explosive powder. 00‑02
Brewer's Supplies 200 r 9 lb. Various containers and devices for brewing ale or other beverages. 03‑08
Calligrapher's Supplies 100 r 5 lb. Fine inks, pens, and brushes for decorative handwriting and lettering. 09‑12
Hammer, saw, nails, and other tools for crafting furniture, buildings, and other structures
Carpenter's Tools 80 r 6 lb. 13‑21
primarily out of wood.
Cartographer's Tools 150 r 6 lb. Various parchment, inks, and measuring devices for the making of accurate maps. 22‑24
Threads, tiny animal skins, small cutting knives, and other materials for the crafting and
Cobbler's Tools 50 r 5 lb. 25‑28
repair of shoes and other footwear.
These include the likes of a whisk, spatula, pots and pans, and other assets for the creation of
Cook's Utensils 10 r 8 lb. 29‑37
meals both functional and fine.
Glassworker's Tools 300 r 5 lb. Tools for the craft and manufacture of windows, glass sculptures, and the like. 38‑41
Jeweler's Tools 250 r 2 lb. Tools for the cutting and polishing of gemstones, precious metals, and fine jewelry. 42‑47
Leatherworker's Tools for tanning, treating, and crafting animal skins into leather armor, hide garments, or
50 r 5 lb. 48‑53
Tools other products of animal skins. Also included are the various tools for skinning animals.
Trowel, chisel, and other instruments for constructing buildings or other structures primarily
Mason's Tools 100 r 8 lb. 54‑62
out of bricks, stones, and dirt, or similar materials.
Brushes, paints, inks, canvases, and an easel for both creating fine works of art and
Painter's Supplies 100 r 5 lb. 63‑66
true-to-life depictions.
The various tools used when creating items from clay, from ceramic pots to clay bricks to
Potter's Tools 50 r 3 lb. 67‑71
artistic sculptures.
Hammer, tongs, and various other tools for working metal into everything from locks to
Smith's Tools 200 r 8 lb. 72‑80
longswords.
A taxidermist’s tools consist of leather needles and punches, a pair of leather shears, a
Taxidermist's Kit 200 r 4 lb. scraping razor and a fine-blade knife. Proficiency with a taxidermy kit allows you to 81‑83
successfully skin, tan and preserve hides, as well as mount and sell taxidermied creatures.
Various intricate tools for repairing or even creating complex mechanical gadgets, such as
Tinker's Tools 500 r 10 lb. 84‑86
hunting traps, clocks, or simple automatons.
Sewing needles and other tools for crafting fabric, whether creating garments, pillows,
Weaver's Tools 10 r 5 lb. 87‑92
towels or other goods.
A small knife and other fine instruments for the precise cutting and shaping of various
Woodcarver's Tools 10 r 5 lb. 94‑99
woods, or similar materials.

Professional Tools
Proficiency with a professional tool represents training in how to perform a given profession, trade, or service.
Without proficiency, you may be unable to perform anything but the simplest of tasks with the relevant tool.
Tool Cost Weight Description d12
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials
used by herbalists to create remedies and potions. Proficiency with this kit lets you add your
Apothecary's Kit 100 r 3 lb. 01‑02
proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with
this kit is required to create antitoxin and potions of healing.
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your
Disguise Kit 250 r 3 lb. physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability 03
checks you make to create a visual disguise.
Includes various equipment for growing and maintaining crops such as a shovel, hoe, pitchfork,
Farmer's Tools 80 r 12 lb. sickle, watering can, and the like. Proficiency lets you add your proficiency bonus to grow, 04
maintain, or harvest domesticated plants.
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet
Fishing Tackle 10 r 4 lb. lures, and narrow netting. Proficiency lets you add your bonus to any ability checks to locate and 05
catch fish or other aquatic animals.
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax,
gold and silver leaf, and other supplies necessary to create convincing forgeries of physical
Forgery Kit 150 r 5 lb. 06
documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you
make to create a physical forgery of a document.
This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you
Navigator's Tools 250 r 2 lb. chart a ship's course and follow navigation charts. In addition, these tools allow you to add your 07
proficiency bonus to any ability check you make to avoid getting lost at sea.
This kit includes a miner's pick, brushes for dusting away sand, and the like. Proficiency with this
Prospector's Kit 100 r 10 lb. kit lets you add your proficiency bonus to any ability checks you make to locate or analyze 08-09
geological features such as mineral veins, precious metal veins or fossils.
A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of
Poisoner's Kit 500 r 2 lb. poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you 10
make to craft or use poisons.
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle,
Thieves' Tools 250 r 1 lb. a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your 11-12
proficiency bonus to any ability checks you make to disarm traps or open locks.

Musical Instruments
Attempting to play a musical instrument without proficiency results at best in simple, improvised music.
Tool Cost Weight Description d20
A percussion instrument consisting of treated animal skin pulled over the open end of a
Bongo or Drum 60 r 3 lb. barrel or other wide-mouthed tube. It is played by striking the skin with hands or blunt 01‑03
objects.
A wooden string instrument consisting of a bear-shaped body and a long handle, with strings
Fiddle, Viola, drawn tightly over its longest axis. It is usually held with the bottom of the body against the
300 r 2 lb. 04‑05
or Ukelele player's chin, and the handle held in the player's off hand. The player's dominant hand works
the strings with a bow, plucks the strings, or various other techniques.
A keyed woodwind instrument consisting of a cylindrical tube which is stopped at one end
Flute 20 r 1 lb. 06‑07
and which has a side hole over which air is blown to produce the tone.
A flat-bodied stringed instrument with a long fretted neck and usually six strings played with
Guitar 400 r 10 lb. a pick or with the fingers. It is usually held at the player's waist level with a belt-like strap that 08
rests across the player's shoulder.
A wooden box about a foot across, which is chiefly operated by turning a crank at various
Hurdy-Gurdy 300 r 10 lb. 09
speeds. Complex and adjustable string instruments are inside.
A small brass or woodwind instrument, roughly conical in shape, composed of one of
Horn or Trumpet 30 r 2 lb. numerous materials. It is played by blowing into the narrow end of the cone, and may or may 10‑12
not be keyed.
A stringed instrument with a flat, wooden, and U-shaped frame through which several
Lyre 300 r 2 lb. parallel strings are pulled tight. It is usually played by holding the frame in one hand, and 13‑14
plucking strings with the opposite hand.
A woodwind instrument about the size and shape of a potato, which is usually made of clay.
Ocarina 30 r 1 lb. It is played by blowing air into the mouthpiece and covering several of the various 15‑16
specifically-sized holes in its body.
A pair of drumstick-sized and shaped hollow wooden objects filled with seeds or other
Maracas 30 r 2 lb. 17
materials. Shaking them with different intensities and speeds creates varying music.
A woodwind instrument consisting of multiple pipes of gradually increasing length.
Pan Flute 120 r 2 lb. 18
Different pitches can be obtained by blowing into or across different tubes.
A long, tubular woodwind instrument with a conical opening at one end. Like a whistle, it is
Recorder or Shawm 2r 1 lb. played by blowing into the narrower end. Different pitches are achieved by covering various 19-20
specifically-sized holes across the tube with one's fingers.

Vehicles
You can be proficient with either horse-drawn land vehicles (land vehicles) or aquatic vehicles drawn by sail or
pushed by oar (water vehicles). Proficiency allows you to add your proficiency bonus to ability checks made to
maneuver and maintain vehicles of the relevant type.

Land Vehicles
Land vehicles are usually drawn by draft horses, mules, or other creatures that can be found on the page for
mounts and animals. The costs below assume such a creature is not included.
Vehicle Cost Weight Description
This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with an
Cart 150 r 200 lb.
appropriate harness.
This is a wagon on runners for moving through snow and over ice, and comes with the harness needed to pull
Sled 200 r 300 lb.
it. It is generally drawn by one or two horses (or other beasts of burden).
This is a four-wheeled, open vehicle for transporting heavy loads. In general, at least two horses (or other
Wagon 350 r 400 lb.
beasts of burden) draw it. It comes with an appropriate harness.
This four-wheeled vehicle can transport as many as four Medium passengers within an enclosed cab, plus two
Carriage 1,000 r 600 lb.
drivers. In general, at least two horses (or other beasts of burden) draw it. It comes with the needed harness.

Water Vehicles
Speed. The movement speeds provided assume calm waters. Particularly slow vessels may be unable to overtake
strong currents, and all vessels can ride currents to add onto their normal speed. Vehicles of Huge size and larger
traveling at speed handle very slowly, and in a combat situation may even take several rounds just to accelerate to
full speed, or to turn its forward trajectory onto a perpendicular course.
Capacity. If the weight in a waterborne vehicle exceeds its capacity, it will begin to sink even in calm waters.
Crew. Most water vehicles require more than one individual to operate effectively without going off course or
breaking down under the elements. Only one individual needs proficiency for the whole crew to benefit. In the
following table, a "skeleton crew" is the absolute minimum number of capable humanoids needed to man and
navigate the vehicle. Operating with less than an "ideal crew" is particularly exhausting, as each individual is
effectively working all day with little to no rest. A skeleton crew can work for 8 hours without penalty. For every period
of 8 hours after the first, each individual must succeed on a Constitution saving throw or suffer one level of
exhaustion. The DC of this saving throw is initially 10, and increases by 2 for every 8 hours worked after the first.
Skeleton Ideal
Item Cost Size Speed Capacity Description
Crew Crew
This specifically-shaped wooden pole is ideal for pushing
a raft, keelboat, longship, warship, or galley. One is
Oar 20 r — — — — —
usually at least 10 feet long and weighs about 10 lb., and
can be used as an improvised reach weapon.
A typical raft is about 5 feet square. It is maneuvered by
using a pole or oar to push against the bottom of a river,
15 feet, or used to ride a river's current. A single raft can scarcely
Raft 200 r Medium 400 lb. 1 1
fit more than one Medium or two Small creatures. A
or 1 ½ mph typical raft can only survive a few journeys before falling
apart. One raft weighs about 60 lb.
A typical rowboat is about 10 feet in length, it operated
by pushing against the water with a pair of particularly
Rowboat 500 r Large 15 feet, 800 lb. 1 1 small oars (which are included in the cost). It can safely
or 1 ½ mph carry three Medium or six Small creatures. One row boat
weighs about 100 lb.
A particularly small sailing ship with an overbearing sail,
40 feet, designed to ferry one Medium or two Small creatures at
Lion Boat 5,000 r Large 600 lb. 1 2 high speed. It is relatively swift and maneuverable, but is
or 4 mph easily capsized even in calm and shallow waters. One is
about 8 feet long and 2 feet wide.
This 10-by-20-foot ship has a cellar-like storage area
below deck, and is propelled with a wide box sail. It was
10 feet, 1 ton, designed to be manned by a minimal crew. It is designed
Ferry 10,000 r Huge 2 4
or 1 mph or 2,000 lb. primarily to carry sizable loads over rivers and lakes, and
can manage along coasts but would have difficulty at
open sea.
15 feet, 40 tons, This 50-to-75-foot-long ship is 15 to 20 feet wide and has
Keelboat 30,000 r Gargantuan 6 12 a few oars to supplement its single mast with a square
or 1 ½ mph or 80,000 lb.
sail. It can carry 40 tons of cargo, or 100 soldiers. It can
make sea voyages, as well as sail down rivers (thanks to
its flat bottom).
This 75-foot-long ship with forty oars requires a massive
30 feet, 50 tons, crew. It has a single mast and a square sail, and it can
Longship 80,000 r Gargantuan 15 60 carry 50 tons of cargo or 120 soldiers. A longship can
or 3 mph or 100,000 lb. make sea voyages. It moves about 3 miles per hour when
being rowed or under sail.
This larger, seaworthy ship is 75 to 90 feet long and 20
Sailing 20 feet, 150 tons, feet wide and has an ideal crew of 20. It can carry 150
100,000 r Gargantuan 5 20
Ship or 2 mph or 300,000 lb. tons of cargo or up to 300 soldiers. It has square sails on
its two masts and can make sea voyages.
This 100-foot-long ship has a single mast, although oars
can also propel it. It has a massive crew of rowers. This
25 feet, ship can carry 160 soldiers, but not for long distances,
Warship 200,000 r Gargantuan — 20 80 since there isn’t room for supplies to support that many
or 2 ½ mph people. The warship cannot make sea voyages and sticks
to the coast. It is not used for cargo. It moves about 2 ½
miles per hour when being rowed or under sail.
This three-masted ship has seventy oars on either side
40 feet, 150 tons, and has an ideal crew of 200. A galley is 130 feet long and
Galley 300,000 r Gargantuan 50 200 20 feet wide, and it can carry 150 tons of cargo or 250
or 4 mph or 300,000 lb. soldiers. It moves about 4 miles per hour when being
rowed or under sail.

Potions and Poisons


In Hyrule, poisons and potions are effectively magic items. This page summarizes common ones that are
commonly available in markets, and could be feasibly crafted by anyone proficient in the appropriate tools. For less
common and more powerful poisons and potions, see Magic Items (Hyrule Supplement).

Crafting Potions and Poisons


See crafting as a downtime activity.
Brewing a bottle of a potion requires proficiency in and access to an apothecary's kit. Brewing a vial of poison
requires proficiency in and access to a poisoner's kit. Brewing either substance otherwise follows the same rules
crafting any other magic item.

Poisons
Conventional poisons are uncommonly used in Hyrulean combat. Hornets, serpents, and other beasts can
effectively administer venoms because they have natural weapons capable of injecting these poisons deep into their
victims. By contrast, the smithed weapons used by Hyruleans are less effective for this purpose; at best a rapier or
other piercing weapon can be coated with a poison before inflicting a wound, but this remains less effective than a
snake's bite. This familiar kind of poison—which is applied to a weapon and has an almost immediate effect—is
known as a 'combat poison.'
Poisons used outside of combat have a longer onset—typically 1 hour—and can usually only have an effect if they
are ingested or injected.
Any dose of poison is about 1 ounce (or 30 mL), and is typically stored in a vial.
Combat Poisons
As an action, you can apply a combat poison to a weapon you are holding that deals piercing or slashing damage.
If you damage a creature with this weapon, the poison is administered to that creature, and your weapon loses
enough of the dose from its blade that it loses
You can use a vial of a lasting poison to coat one slashing or piercing weapon, or up to three pieces of ammunition.
Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition is subjected to the effect
of the poison if it fails a Constitution save, with a DC determined by the poison itself. A lasting poison retains potency
for 1 minute before drying; the weapon can administer its poison repeatedly in this span of time.
An instant poison retains its potency for up to 1 minute, or until it hits a creature for the first time, whichever comes
first. A vial of an instant poison can be applied to no more than one piece of ammunition.
A weapon or piece of ammunition can only be coated with one poison at a time.
Name Rarity(Cost) Type DC Effect
basic poison Common (1,000 r) lasting DC 10 The target takes an extra 1d4 poison damage.
rope's kiss Uncommon (2,000 r) lasting DC 15 The target takes an extra 1d6 poison damage.
Until the start of the target's next turn, its speed is halved and it has
sluggish syrup Common (1,000 r) lasting DC 18
disadvantage on initiative checks.

Potions
Although they can be expensive, potions are commonly brewed and used in Hyrule, especially compared to
poisons. For nobles or wealthy adventurers, a healing potion is usually the first response to a deep wound or other
serious injury. Explorers often use potions to help them endure bitter cold or arid heat, and knights are known to chug
an empowering potion before a life-or-death battle.

Any dose of a potion is about a ½ pint (or a ¼ liter) and is typically stored in a bottle. Ingesting or administering a
potion takes an action.

Healing Potions
The most famous form of potions are healing potions. These potions simply restore hit points, replenish magic
points, or have similarly straightforward restorative effects.
Name Rarity (Cost) Effect when ingested
Healing Potion Common (500 r) Heals 2d4+2
Greater Healing Potion Uncommon (1000 r) Heals 4d4+4
Superior Healing Potion Rare (5000 r) Heals 8d4+8
Supreme Healing Potion Very Rare (13500 r) Heals 10d4+20
Stamina Potion Common (750 r) Recovers 1d4+2 Stamina points
Greater Stamina Potion Uncommon (1500 r) Recovers 2d4+4 Stamina points
Potion of Magic Restoration Common (750 r) Replenish 1d4+2 magic points
Greater Potion of Magic Restoration Uncommon (1500 r) Replenish 2d4+4 magic points

Duration Potions
Although less renowned, there are numerous potions which enhance physical or mental capabilities in a manner
less obvious than healing. These potions are occasionally referred to as 'digestion potions,' as their effects last for
about as long as they remain in one's stomach.
Any digestion potion has a specified duration. For example, a potion might have a duration of, 'digestion, up to 1
minute.' You can only digest one of these potions at a time. If you ingest a second duration potion, the effect of any
you previously ingested is overwritten, and ends as the new one begins.
Name Rarity (Cost) Duration Effect when ingested
Sneaky Potion Uncommon (1500 r) 1 min. You gain a +2 bonus to stealth checks
Greater Sneaky Potion Rare (3000 r) 3 min. You gain a +4 bonus to stealth checks
Superior Sneaky Potion Very Rare (5000 r) 5 min. You gain a +6 bonus to stealth checks
Hasty Potion Uncommon (1500 r) 1 min. You gain +5 walking speed
Greater Hasty Potion Rare (3000 r) 3 min. You gain +10 walking speed
Superior Hasty Potion Very Rare (5000 r) 5 min. You gain +15 walking speed
Hearty Potion Uncommon (1500 r) 1 min. You gain temporary hit points equal to your level

Mounts and Animals


Hyrule is flooded with fauna of all shapes and sizes, some of which has been domesticated over countless
generations. Clever or resourceful adventurers might purchase or otherwise acquire some of these creatures for
anything from a combat asset to a cute little friend.

Handling a large amount of beasts at once can prove to be somewhat difficult. Other than financial burden, there
may be virtually no limit to owning and stabling a large amount of animals. However, maintaining control over
numerous animals on the field of battle or the depths of a dungeon can prove difficult. As a general guideline, a
player-character can effortlessly maintain control over any tamed animal granted by class or background features,
plus one more. Proficiency in the Animal Handling skill allows you to maintain control over yet one more tamed
animal. Anything beyond this limit may cause your animals to run rampant or flee, or require so much of your time
and effort that you become less perceptive or responsive to more immediate dangers.

Mounts
In Hyrule, a "mount" is a beast of burden that is also suitable for riding. One is most commonly used to enhance
traveling speed or combat maneuverability. (See Mounted Combat.) A mount can also be used to carry excessive
weight that would otherwise slow you down. Although horses are the easiest and most common mounts to train,
Hyrule is home to numerous others.
As a general rule, you can only ride and effectively maneuver a creature that is one size category larger than you.
For example, a Medium Hylian needs a Large horse, whereas a Small deku scrub requires a Medium pony.
Mounts are often used to pull drawn vehicles over land. A beast pulling a carriage, cart, chariot, sled, or wagon can
move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the
same vehicle, they can add their carrying capacity together.
Saddles. Saddles are vitally important for any long-term riding of a mount. Forgoing one is particularly
uncomfortable for both mount and rider, and sacrifices your ability to easily and safely control even a well-trained
mount. Without a saddle, you have disadvantage on any check to stay on your mount. If you ride bareback for more
than an hour, every hour both you and the mount must make a Constitution saving throw. The DC is 10 + 1 for each
hour past the first. On a failed saving throw, you or the creature suffers one level of exhaustion.
Mount Cost Size Speed Carrying Capacity CR
Donkey or mule 80 r Medium¹ 40 ft. 420 lb. ⅛
Goat 150 r Medium 40 ft. 180 lb. 0
Mastiff 250 r Medium 40 ft. 195 lb. ⅛
Pony 300 r Medium 40 ft. 225 lb. ⅛
Boar 500 r Medium 40 ft. 195 lb. ¼
Dolphin or porpoise 1,000 r Medium 5 ft., swim 50 ft. 165 lb. ¼
Snapper 1,800 r Medium¹ 20 ft., swim 25 ft. 195 lb. ½
Eldin ostrich 2,000 r Medium 50 ft. 180 lb. ⅛
Bull, cow, or ox 350 r Large 40 ft. 480 lb. ¼
Horse, draft 450 r Large 40 ft. 540 lb. ¼
Camel 500 r Large 50 ft. 480 lb. ¼
Horse, riding 600 r Large 60 ft. 480 lb. ¼
Loftwing 10,000 r Large 30 ft., fly 60 ft. 420 lb. 1
Loovar 1,900 r Large 0 ft., swim 40 ft. 360 lb. ¼
Bullbo 2,000 r Large 40 ft. 450 lb. ½
Horse, war 3,000 r Large 60 ft. 540 lb. ½
Gyorg 10,000 r Large 0 ft., swim 60 ft. 420 lb. 9
Great-horned rhinoceros 15,000 r Large 40 ft. 600 lb. 2
Giant horse 10,000 r Huge 70 ft. 1,200 lb. 1
Elephant 20,000 r Huge 40 ft. 1,320 lb. 4
1. Despite its size, this creature can bear either a Medium or Small rider.

Battle Companions
When roaming the wilderness, it is common for adventurers to take on one or more trained beasts that aid them in
battle in a more direct fashion. Certainly a beast can be more loyal and less expensive than a comparable hireling.
Below are feasible options for a battle companion that can be acquired at almost any given bazaar. Any of the mounts
from the previous section can also function as a battle companion if it is not mounted. A battle companion acts on its
own initiative, but if it is loyal it will obey your commands if it can understand them. A trained combat companion will
understand only vital commands, such as to heel or to attack a specific creature you designate, and is incapable of
more specific or advanced tactics such as flanking or scouting ahead.
If you are proficient in the Animal Handling skill, your DM may allow you to train your own combat companion as a
downtime activity.
Remember that any battle companion is considered an NPC, and unlike a typical mount may take a share of XP in
combat if it was of significant help. "If the party received substantial assistance from one or more NPCs, count those
NPCs as party members when dividing up the XP," (DMG page 260). Optionally, your DM can deem that any battle
companion you have takes a portion of your XP instead of a share of the entire party's XP. As a general guideline, if
the companion's Challenge Rating is less than 4 and at least four steps lower than your level (see adjacent table),
then it by default is considered an insignificant help and can be used without consuming XP.
If a DM doesn't use XP or prefers not to use this limitation, there should be another counterbalance in place at low
levels to prevent battle companions from outshining player-characters.

Companion CR Minimum PC Level


0 1
Carrying
⅛ 2 Creature Cost Size Speed CR
Capacity
¼ 3 Wolf 1,000 r Medium 40 ft. 180 lb. 1/4
½ 4 30 ft., swim 30
Octorok 1,200 r Medium 150 lb. ¼
1 5 ft.
2 6
3 7
4+ n/a

Animal Gear and Services


Item Cost Weight Details
Feed for a Small or smaller creature instead weighs 1 lb. Feed for a Huge creature instead weighs
Feed (per day) 1r 5 lb.
20 lb.
Exotic or powerful creatures may demand more expensive or elaborate stabling. Stables may
Stabling (per day) 1r —
refuse unusual creatures outright.
Riding bareback, or without a saddle, is particularly uncomfortable for both mount and rider,
Saddle, Riding 100 r 25 lb.
sacrificing your ability to easily and safely control even a well-trained mount.
Saddle, Military 200 r 30 lb. With a military saddle, you have advantage on any check to stay on your mount.
An exotic saddle is required for any aquatic or flying creature, but otherwise acts as a riding
Saddle, Exotic 600 r 40 lb.
saddle does.
Armor designed to protect a Small or Medium beast. Any type of armor without Properties can
Barding, Medium x2 x1
be purchased as barding, but costs twice as much.
Armor designed to protect a Large beast. Any type of armor without Properties can be purchased
Barding, Large x2 x2
as barding, but it costs four times as much and weighs double the norm.
Armor designed to protect a Huge beast. Any type of armor without Properties can be purchased
Barding, Huge x16 x8
as barding, it costs sixteen times as much as weighs eight times the norm.

Chapter 6: Downtime Activities


In Hyrule, downtime activities are an optional
guideline used to facilitate what player-characters can
accomplish between encounters and adventures.
Construct a ship or
The amount of time that passes between structure
adventures is completely up to the DM of your
campaign, but depending on the party's intentions Your characters might need to traverse a large body
more or less time may be allotted. The shortest of water, or have some safe shelter to retreat to.
considerable downtime might be a single day, but the
activities below can allow for full years of time Ship
passing. As a rough guideline, a DM may want to
A galley takes 40,000 rupees (for the wood and other
afford a month of downtime for each completed
materials, and also for paying the workers) and five
adventure; or a week for every significant encounter.
months to construct, along with at least one hundred
During this downtime, your DM may afford various
capable workers. Any other ship that costs 10,000
options for what you can do as the days pass, either
rupees or more takes only 20,000 rupees and two
selected from those below or engineered for your
months to construct, along with fifty or more capable
specific location and campaign. Of course, new
workers.
options can be discussed between players as well.
As a general rule, each day of downtime that
passes encompasses 8 hours dedicated to the
Building
downtime activity, 8 hours dedicated to rest, and 8 Shack. A small, cozy house with a straw roof. Two
hours dedicated to other needs. The options below people can live inside. It only has a bed and a
are meant for day-to-day passage of time, but fireplace. Costs nothing and takes three days to build.
summaries for a week (7 days), month (31 days) and House. A two-story house. It's made out of stone.
a year (52 weeks) are summarized as well. Four people can live inside. Costs 200 rupees and
The options below all assume you are spending takes a month to build.
most of your downtime in a village or city with a Mansion. A big house. Ten people can live inside.
population of at least a few hundred non-hostile Costs 3000 rupees and takes six months to build.
individuals.
Castle. Huge building. A hundred people can live
inside. Costs 10,000 rupees and takes a year to build.
Carouse and socialize Palace. Even bigger castle. A thousand people can
live inside. Costs 100,000 rupees and takes a year to
See the rules for carousing in the Dungeon
build.
Master's Guide.
Keep. The biggest shelter there is. With thousands of
rooms, many buildings, and walls all around. Houses Gather information
thousands of people. Costs 1,000,000 (a million)
https://www.dandwiki.com/wiki/MSRD:Gather_Infor
rupees and takes three years to build. A large
mation_(Skill) See the OGL section on Gathering
structure like it also needs a large plot of land.
Information.
Furniture. A complete catalog for players that want

Imprisonment
ultimate detail. The DM is free to invent more furniture
for a player that likes interior decorating.
Lamp, oil | 10 rupees | A lamp lights up its Imprisonment in Hyrule is a fickle thing, varying
surroundings. based on the culture of the people one has been
Bed | 10 rupees | Essential for anyone who wants a collared by. Many legends exist of a hero escaping
good night's sleep. confinement, but that may not pan out for you.
Fireplace | 30 rupees (including cost of hiring Imprisonment, if you are not going to be released, or
are unable to escape, is a dreadful prospect. While on
someone to mount it) | Produces light and you can
the inside you may work on criminal connections and
cook on it!
other less savory skills.
Table/Desk | 10 rupees | A wooden desk or table.
Chair (set of 3) | 10 rupees | A chair you can sit on.
Magic items
Painting | varies based on painting. Frame costs 5
rupees. | Art on a canvas.
Workstation | Special. Acts as 1 set of artisan's
Buy a magic item
tools chosen when purchased. Costs double the cost See the rules for carousing in the Dungeon
of the chosen artisan's tool. | You need it to have a Master's Guide.
job.
Rug | 10 rupees if made from cloth, 20 rupees + if
Craft a magic item
made from fur | Soft rug to put on the floor. See the rules for carousing in the Dungeon
Master's Guide.
Shelf | 15 rupees | Store things here.
Wardrobe | 15 rupees | For storing your clothes. Sell a magic item
Chest | Store things inside and they'll be safe See the rules for carousing in the Dungeon
unless you lose the key. Master's Guide.

Craft Make a living


Craft an item using 1/2 the rupees worth of material You can try to earn a living. If you work an hour per
which the item is composed of. This purchase can be day, you are paid one rupee, five rupees for two
made when the players have access to a shop or hours, and so on, adding four rupees for each extra
market where they could reasonably find the hour. If you work more then eight hours each day, you
materials. Alternatively, the player may ask the DM to gain one level of exhaustion. To have a job, you need
forage. If reasonable for the terrain (ie a Player trying to proficient with a tool used by people with that job
to forage wood for arrows in a desert would be (e.g fishing tackle for a fisherman)
unreasonable), the DM may set a DC for the player to Types of work
find materials equivalent to the crafting costs. The
time it takes to craft a weapon is 100 rupees per day, Crafting. Blacksmiths, weaponsmiths, and tailors
with a minimum of one day (Exceptions can be made belong to this profession. Tools used are Smith's
for especially proficient crafters or very small items). Tools and Weaver's Tools.
For armor, the work speed is also 100r per day, but Fishing. Fishermen are a different type of hunter.
requires measurements. For simple craftings, tool The tool used is a fishing tackle.
proficiency may not be required, but will certainly be Hunting. Leatherworkers and taxidermists belong
necessary for larger or more valuable items for them to this profession. Tools used are Leatherworker's
to turn out as intended. This section only applies to Tools and Taxidermist's Kits.
non-magic items.
Mining. Miners are a unique profession. Tools used such, an adventurer is seen as a source of news,
are Miner's Kits. Also, a miner is proficient with the making it easier to disseminate rumors. To sow a
war pick. rumor, talk to your DM to discuss what kind of people
Spellcasting. Spellcasters are very special. They you will sow the rumor among, and the amount of
use component pouches and arcane foci as tools. time you will spend doing so. The substance of the
rumor, the people being told the rumor, and the time
spent will affect the DC of a Deception check made to
Prepare for an encounter sow the rumor.

This can take many forms. Readying a castle's


structure against an nearby horde of moblins, Train an animal
cleaning and greasing gear for a skirmish, or
gathering materials for a binding ritual can all fall If you want a furry friend, what's stopping you?
under this category. Here are five tricks you can teach animals with
successful Animal Handling checks:

Run a business Attack. (DC 15) The animal defends you if it can
and focuses its attacks on a creature you choose. An
animal might also be able to utilize a small weapon,
Sell goods like a dagger, when it's fighting.
This downtime activity works well with practicing Pickpocket. (DC 20) The animal can be instructed
certain jobs. to take a certain kind of item (such as coins, papers,
or jewelry) when it sees it.
Materials found by each job:
Hide. (DC 15) The animal hides, even if it would
Hunter. normally not do so.
Meat: 10 rupees/lb, Fur: 20+ rupees/lb Recall. (DC 8) The animal returns to your side,
Fisherman. often paired with a call or whistle for longer range.
Fish: 30-50 rupees/fish Lookout. (DC 12) The animal will stay at the
Miner. instructed location keeping an eye out, crying out or
returning to you when another creature is spotted.
Ore: 60-80 rupees/lb
Spellcaster.
Arcane Residuum: 60-70 rupees/lb. Special: 3 lb of
arcane residuum can be made into a component
pouch.

Study a language or tool


With the agreement of the DM, a player can work
on a new proficiency. The player can work by
themselves to learn, which will take years of study
and practice. An instructor will allow the player to
learn a new skill at an accelerated pace. An instructor
charges based on the skill in question (A forger will
likely charge more than a fisherman) but will usually
charge 1000-5000 rupees per week of training, and
will allow the player to learn proficiency in that
language or tool in 6-18 months.

Sow rumors
Across Hyrule, most information is passed through
word of mouth. A small town will usually receive its
news from wanderers and traders. Occasionally, there
is the rare mailman, but news is primarily informal. As
Chapter 7: Treasure
Marks of Prestige
In Hyrule, a mark of prestige is a reward of sorts, reputation, or title even. Much like a blessing, it is usually gained
from committing remarkable feats or deeds. And due to their variety, their uses also vary.
A mark of prestige usually has to be earned one way or another, such as doing the king of Hyrule (Zelda CD-i) a
favor or even slaying Ganondorf himself. Marks of prestige can be minor such as getting a letter of recommendation
from a famous friend/employer, winning a competition, being known for something impressive, among other things.
Unlike a blessing, a mark of prestige isn't a supernatural ability and can't just be used all the time. Some Marks of
Prestige are situational in use, while others give are revered and well known across the realms.
This page lists some marks of prestige suited to the Hyrule campaign setting. Rarity in this context refers not to
how rare a Mark of Prestige is, but roughly how powerful it is akin to blessings.
Marks of Prestige Rarity Benefit
Your reputation precedes you, and you are known as the legendary hero of Hyrule. You may gain a bonus to
Hero of Hyrule rare
Persuasion and Intimidation checks you make.
A title bestowed upon those that explore every nook and cranny of the world. A Hero of the Wild may
Hero of the Wild rare declare once per day that they have found an exceptionally durable weapon that has an additional 15 hit
points of durability for the Fragile Weapons rule.
Your journey through time into the future has made you an inadvertent historian. You may gain advantage
Hero of Time rare
on History checks you make pertaining to your original time period.

Blessings
In Hyrule, a blessing is a supernatural gift, magical enhancement, or inherent boon. Much like a magic item, it is
usually received as a reward from a powerful or supernatural entity. The power of a blessing becomes an inherent
part of the character, and has no physical form.
A blessing is usually received from a being of extraordinary power, such as a Great Fairy or even a deity. Lesser
blessings may be the result of drinking from a fairy fountain, uncovering a secret within an ancient ruin, or reading
through a tome of arcane secrets, among other possibilities. Adventurers will often seek a blessing much in the same
way magic items are sought. Unlike a magic item, a blessing isn't an object and doesn't require attunement. Some
blessings grant a constant benefit, while others give an extraordinary ability that can be activated one or more times.
This page lists some example blessings suited to the Hyrule campaign setting. Rarity in this context refers not to
how rare a blessing is, but roughly how powerful it is compared to magic items.

List of blessings
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Blessing Rarity Benefit
Bertie's Air uncommon You can hold your breath for 10 minutes.
A protective power containing the perfect defense of the Goron Champion Daruk. It will
Daruk's Protection legendary
automatically protect you from all manner of damage.
Din's Fortitude very rare Your Constitution score increases by 2. Your maximum for this score also increases by 2.
Din's Power very rare Your Strength score increases by 2. Your maximum for this score also increases by 2.
You can cast the fairy spell once without expending magic points or spell slots, and regain the ability
Fairy's Form uncommon
to cast this spell in this manner after you finish a short or long rest.
Farore's Candor very rare Your Charisma score increases by 2. Your maximum for this score also increases by 2.
Farore's Finesse very rare Your Dexterity score increases by 2. Your maximum for this score also increases by 2.
Your unarmed strike can deal bludgeoning damage equal to 1d6 + your Strength modifier, in place of
Goron's Fist uncommon
its normal damage.
Great Fairy's Veil legendary You have resistance to bludgeoning, piercing, and slashing damage from non magical attacks.
When determining your carrying capacity or encumbrance, treat your Strength score as though it
Hestu's Hauling uncommon
was 5 points higher. This blessing does not affect the weight you can push, drag, or lift.
Hylia's Ward very rare Your AC increases by 1, and you have a +1 bonus to all saving throws.
Mad Batter's Magic legendary Whenever you expend at least 2 magic points, you immediately restore 1 magic point.
A restorative power born from the spirit of the Zora Champion Mipha. When your hit points run out,
Mipha's Grace legendary
you'll automatically regain some of them plus temporary hit points as a bonus.
Nayru's Knowledge very rare Your Intelligence score increases by 2. Your maximum for this score also increases by 2.
Nayru's Wisdom very rare Your Wisdom score increases by 2. Your maximum for this score also increases by 2.
As a bonus action, you can draw one handheld object—such as a wand or a longsword—into your
Ravio's Quick Equip rare
hand. You can do so even if the object is stowed in a container like a backpack or a bag of holding.
A blusterous power born from the spirit of the Rito Champion Revali. Create an upward draft that
Revali's Gale legendary
carries you into the sky.
Ruto's Scale rare You can breathe underwater.
As an action, you can make one melee weapon attack against all creatures within reach of your
Spin Attack rare
melee weapon. You cannot perform this action on consecutive turns

List of charms
A charm is a blessing that can only be activated once. After you activate its effect, you lose its benefit forever—or
at least until you replace it with a new charm.
Charm Rarity Benefit
Crazy Tracy's Secret rare When you are first reduced to 0 hit points, you immediately recover 28 (8d6) hit points.

capable of using the Sheikah Slate to control Medoh's


Artifacts every movement. One such Rito, the skilled archer
and champion Revali, was called upon a century ago
The following is a list of all artifacts found in the by Princess Zelda to pilot the beast in order to support
Hyrule campaign setting. the fight against the resurrected Calamity Ganon.
After his untimely demise at the hands of Ganon's
Divine Beast Vah Medoh dark power, his spirit remained trapped in Medoh for
Vehicle, artifact (requires attunement by a Rito) all eternity.

Soaring thousands of feet in the air, this gargantuan Flight. The Divine Beast itself is slow for its size. It
eagle-shaped vehicle was constructed by the ancient cannot move on the ground but instead has a flying
Sheikah race in order to combat Calamity Ganon. Its speed of 200 feet. It is capable of landing on the
namesake is derived from Medili, a legendary coastal ground or grabbing onto large objects using its talons.
Rito sage of earth that resided on Dragon Roost Huge Size. Vah Medoh's huge size makes its
Island millennia ago. The vehicle itself is controlled by hallways and corridors difficult to traverse. If
the Sheikah Slate, an advanced piece of Sheikah adventurers in your campaign are to travel inside of
technology capable of controlling large constructs and Medoh, see Divine Beast Vah Medoh (5e Quest).
conjuring magical objects and forces. If a Rito attunes Laser Cannons. On the backside of Vah Medoh,
to Medoh and is proven worthy by an all-powerful four cannons are placed in a formation, capable of
sage of light to move the divine beast, they are firing at any hostile creatures that get too close to it.
Medoh's pilot can use an action to fire lasers out of a burst into pieces. This hair does not benefit from
maximum of four cannons. Each cannon can only fire multi-attack, and can only attack once per round.
at one target. The targeted creature(s) must make a Twilight Zone. The user creates a 30 ft. by 30 ft.
Dexterity saving throw or take 17 (5d6) radiant circle of dark energy, cloaking all targets other than
damage, or half as much damage on a successful the wearer in dark, electrical magic. Any target within
save. Each of the four cannons have 50 hit points and this zone, other than the wearer, has disadvantage on
have an AC of 15. all saving throws to avoid attacks, and all attacks
Divine Beast Laser. Like all other Divine Beasts, made against them have advantage.
Medoh is capable of firing a powerful laser at a target, Two Pieces
vaporizing all living matter in its path. Medoh's pilot
Dusken Wormhole. Using the power of the Fused
can use an action to charge up this laser, which takes
Shadows, you may choose to create (2x Number of
three consecutive turns of charging to fire. Once the
pieces - 2) Portals in the same plane of existence.
laser is fully charged, the laser fires in a straight line
These portals can be closed at any time. The portals
capable of traveling a maximum of three miles. The
resemble a wormhole surrounded by an amorphous
targeted creature that Medoh's pilot chooses must
block of shadows. You and up to 6 tiny creatures, 4
make a Constitution saving throw or take 130 (20d12)
small creatures, 3 medium creatures, 2 large
radiant damage, or half as much damage on a
creatures or one gargantuan creature can pass
successful save. All other creatures caught in the
through the portal, turning into black squares of
laser's line of fire take 65 (10d12) radiant damage on
twilight that are sucked into the portal. Objects of the
a failed save, or half as much damage on a
same sizes can also be transported through the
successful one. Because of the amount of energy that
portal.
is required to fire such a powerful weapon, it cannot
be used again for 1d4 months after being fired. Twilight Focus. The dark magic of the fused
shadows enhances the wearer's mind. As long as
Barrier. Also like all other Divine Beasts, Medoh is
they wear it, the wearer cannot be charmed,
capable of generating a powerful barrier of energy
frightened or knocked prone and your jump range
around itself. The barrier prevents any objects or
increases by 30 ft. In addition, you have advantage on
creatures from passing through and prevents all
Dexterity, Wisdom and Intelligence saving throws.
damage that would be dealt to Medoh. The barrier
cannot be damaged and can only be disabled when Three Pieces
the four laser turrets outside of the barrier's range are Menacing Shadows The dark power residing in the
destroyed. fused shadows has made you more menacing. You
gain proficiency in Intimidation, and you have
Fused Shadow advantage on rolls to intimidate a creature.
Wondrous item (helmet), artifact Accursed Magic. You gain access to a number of
Though thought to have been destroyed at the end of spells (As allowed by your level), as well as access to
the Era of Twilight, the Fused Shadow is an artifact of a number of effects. These spells can be cast at
near godlike power. Though not as powerful as higher levels, and their damage scales as specified in
Majora, this dark helm still holds an incredible amount their original descriptions.
of dark magic, to the point where the light spirits seal Cantrip
the pieces away. Death Bolt - You may instead choose up to 4
Shattered Shadows Depending on how many weaker death bolts in 1 attack action targeting
pieces of the helmet the wearer has, they gain different creatures, decreasing the damage die for
multiple benefits. These effects stack. every bolt (2 bolts is 1d8, 3 bolts is 1d6, etc.).
One Piece Mage Hand - You summon a physical twilight hand
Dark Threads. Provided the wearer's hair is still (Or "Zant Hand") in place of the spectral hand. This
exposed, the wearer animate, control and attack with hand can attack (+Int/Cha/Wis (Whichever Is Highest)
their hair. When animated, their hair glows bright, pale to hit. Hit. 1d8 +Int/Wis/Cha bludgeoning damage)
orange. If their hair is not exposed, they can choose and carry up to 10 x (Int/Cha/Wis modifier) pounds.
to lose large clusters or hair from their hands. If they Blade Ward - You create a shield of twilight magic.
choose to attack, They use their action to make a In addition to the original resistances granted by this
ranged melee attack (+Int/Wis/Cha (Whatever's spell, you gain resistance to fire, cold and lightning
highest) to hit, 30 ft.). On a hit, the target takes 1d10 damage, and immunity to necrotic damage.
piercing damage and 1d10 necrotic damage. If the 1st Level
target is a creature that dies from this attack, they
Chromatic Orb - You create a massive orb of target up to the spell's range. Make a ranged spell
twilight energy over your head. When deciding the attack. On a hit, the target takes 3d6 bludgeoning
damage type of the orb, roll a d6. If you roll an odd damage, is pushed back 10 ft. and must make a Dex
number, it deals 3d8 necrotic. If you roll an even saving throw equal to your spell save DC or is
number, it deals 3d8 radiant damage. If you roll a 1, knocked prone.
the orb peters out and the spell ends. If you roll a 6, it Slashing Darkness - Instead of 1 single slash, you
does 2d8 necrotic and 2d8 radiant and summons a make 3 slashing darkness attacks of reduced
group of friendly Shadow Keese up to your damage. Make 3 ranged spell attacks. On a hit, the
spellcasting modifier. These Keese have the same target takes 2d6 necrotic damage. If three attacks hit
stats as a normal Keese, but they lack the elemental the same target, the target is overwhelmed by dark
affinity of their light-world counterparts. magic and takes an additional 1d6 necrotic damage.
Shadow Spray - When you cast this spell, the 4th Level
radius increases to 10 ft, and all targets who fail to
Hallucinatory Terrain - You may create a more
resist take 1d8 necrotic damage at the start of each of
in-depth illusion that not only is viewable, but
their turns.
interactable. You may choose to change the terrain
Spin Attack - When you cast this spell, you may using a bonus action up to 5 times. This illusion
move up to your movement speed as you spin rapidly. cannot kill a target, but may cause up to 1d10 psychic
If you take 2 actions to cast it, you may move up to damage of harm, and any harmful aspect of the
double your movement speed. Regardless of how illusion is also capable of harming you (Toxic gas,
long it takes to charge, any target who you hit must lava, etc.). If the target takes half of its total health in
succeed a DC 16 Dex saving throw or be knocked damage, concentration is broken, the illusion ends.
prone.
Faithful Hound - As an action, you may choose to
2nd Level make the hound (Which resembles a Twili Wolfos
Shadow Blade - You summon a Twilight Longsword shadow beast (transformation)) attack a creature
as opposed to the normal sword. It has the versatile, using the Lupine Dash ability. You may also make the
dire and thrown properties (30/60 ft.). The sword does hound reveal or cloak itself as a free action.
2d8 necrotic damage. Wall of Tentacles - Instead of tentacles, you cause
Pulling Shade - Instead of a whirlpool, you create a a wall of twilight spikes to rain down from the sky and
40 ft. field of cloud-like shadows. While traveling slam into the ground. These spikes can be in any
through this darkness, a target must succeed on a orientation, so long as the length of the wall does not
constitution saving throw (DC 18) or take 3d6 necrotic exceed 60 ft. in length. A wall of twilight energy then
damage. If the creature fails by 5 or more, they are forms between the spikes. Any creature who touches
dragged down into the darkness and are trapped this wall takes 3d8 Force damage and is knocked
inside. They will take this 3d6 necrotic damage at the prone. If the target is hit by the initial impact of the
start of their turn until they succeed the saving throw. spikes, they take 8d8 piercing damage.
Alter Size - Instead of shrinking, you may triple your 5th Level
size and multiply your weight by 12. While giant, your Chromatic Explosion - The explosion's radius is
AC is increased by your Con mod, and you may use increased to 30 ft, as a red orb of twilight energy
your attack action to stomp an enemy (+Str explodes onto the ground. All targets who fail the Dex
+proficiency to hit. Hit. deals 8d8 bludgeoning saving throw are pushed back 10 ft. and knocked
damage). If you are hit while in this form, you must prone.
make a Int/Wis/Cha saving throw (DC 18) to maintain
Arcane Hand - As an action, you may choose to
concentration or you shrink back down to your original
create two Zant Hands. Doing this causes both hands
size.
to drop to half of your maximum hit points, and have a
3rd Level Str of 22 (+6) and a Dex of 15 (+2). They can perform
Dark Transport - While transporting, you appear as the same actions, and can even attack the same
blobs of color that leave a pitch-black, shadowy mist target.
behind you. You may move up to 60 + (Movement Far Step - Teleporting becomes a free action,
speed / 2) ft. in any direction, including up, down or on though you are able to do it a maximum of 3 times. If
an angle. you have the multi-attack feature, you may attack
Floormaster's Grasp - You may grab any large or once, teleport, then use multi-attack.
smaller creature with a floating, twilight hand that can All Pieces
float up to 30 ft. away from you. If you do not wish to
Fused Ferocity. You are overwhelmed by dark
grapple a target, you may use the hand to punch a
power. Every turn, make a DC 20 Wisdom check. On
a success, you have a bonus to all rolls equal to your Enhanced Guile. You add your proficiency bonus
level. On a fail, you are unable to act for that turn as to Intelligence (Arcana) checks, Charisma (Deception)
you try to retain your composure and composition. checks, Charisma (Persuasion) checks, and Wisdom
Beast from the Black. The pure power of the saving throws. This feature doesn't allow you to add
Fused Shadow changes your physical form. You are your proficiency bonus twice to any roll.
transformed into a 10-armed, gargantuan shadow Spellcasting. While wearing this mask, you gain
beast, with the only distinguishable feature being the innate spellcasting. Initially, you can only cast the first
fused shadow atop your body as a helmet. Your AC is row of spells, but each day at dusk you can access
increased by your highest stat, and you become the following row of spells. These spells have DC 19,
immune to all forms of damage other than radiant, and +11 to hit with spell attacks. If you have the
which you are weak to. Unarmed strikes are counted Spellcasting feature, you can instead use your spell
as light weapons, and they deal 3d8 bludgeoning slots (or magic points) to cast the spells available to
damage, which are counted as magical for the you, but must use your casting ability instead. You
purpose of overcoming damage resistance. cannot target Majora's Mask itself with any of these
Piercing Power. As an action, you may form a spells.
Twilight spear in one of your arms. When you take the 1st day (at will): death bolt, fire bolt, friends,
attack action, you may either make a melee attack levitate (self only but without requiring
(+Int/Wis/Cha (whichever is highest) to hit, deals 1d8 concentration), thunderwave
x Int/Wis/Cha mod), or a ranged attack (150 ft. range, 2nd day (3/day each): beguile person, bestow
+Int/Wis/Cha (whichever is highest) to hit, deals 1d10 curse, darkvision, fireball
x Int/Wis/Cha mod). These attacks are counted as
3rd day (2/day each): control person, compulsion,
siege attacks.
invisibility, polymorph, Wizzro's blast
Majora's Mask 4th day (1/day each): control monster, haste,
wave of obliteration, whirlwind
Wondrous item, artifact (requires attunement)
5th day (1/day each): bestow curse (cast as a
According to hearsay, this ancient and magical
9th-level spell), true polymorph, true seeing
mask was used in arcane rituals of hexing and torture.
Whether the mask was worn by the torturer or the Cursed. This mask is cursed, and it gradually gains
tortured is ambiguous. The mask itself was capable of greater control over its wearer—or its "host." Not even
growing in power through both the physical and a wish spell can break this curse.
emotional pain of living creatures, and it is believed While you wear this mask, no force other than you
Majora itself was the sentient creation of this pain. or the mask itself can remove it from you. Forceful
When Majora itself grew too powerful, the ancient attempts to remove the mask would sooner peel the
sorcerers who created the mask—or perhaps their flesh from your face.
descendants—sealed the fiend inside the mask they If you ever attempt to remove this mask or break
had created and forbade its use. attunement to it, you must make a Charisma saving
Although Majora and its mask have reportedly been throw. On a failed save, you are compelled to keep it
destroyed or sealed away several times throughout on your face at least until the next dawn. The DC is
history, just as many times it has appeared again initially 13, but increases by 1 for every failed save,
under mysterious circumstances. After all, here it is, and also increases every day at dusk. If the DC ever
yet again. There's no doubt the mask holds immense becomes so great that you cannot overcome it (e.g., if
magical power, but at what cost? you have a +7 bonus to Charisma saving throws, but
Instant Attunement. If you don this magic mask, the DC has increased to 28), the creature within the
you are attuned to it instantly. If you are already mask gains complete control over your mind and
attuned to three magic items, your attunement breaks body.
with one selected at random. While Majora's Mask is controlling you, it can at any
Influenced Personality. The longer you wear this time use your action to reduce your hit points to 0,
mask, the more you are drawn towards chaotic evil knock you unconscious, remove itself from your body,
actions. Initially, you may be more interested in and transform into Majora. Only a true polymorph
pranks, but after a week you may believe racial spell can permanently revert Majora back into
genocide would be fun. (How much this actually Majora's Mask.
affects your role-playing is ultimately up to yourself
and your DM.)
Master Sword
Weapon (longsword or shortsword), artifact (requires
attunement by a creature of good alignment)
The Master Sword is a holy blade forged by ancient its power erodes with the passage of time. If the
deities and blessed by the goddess Hylia herself. weapon is not wielded for 10d100 years, its 'Pact of
Rumors suggest this weapon can only be wielded by the Silent Hero' and 'Spells' features are subdued. In
master warriors of light, and that its edge is forged yet another 10d100 years, the 'Blade of Evil's Bane'
from a mystic metal capable of cleaving through feature erodes. Finally, after 10d100 years the Master
almost anything. The blade is infamous among Sword becomes indistinguishable from a non magical
followers of Ganon, and any creatures aligned with sword.
this king of evil will always be openly hostile towards Each increment of this degradation can only be
anyone in possession of this sword. undone with a direct blessing by a deity of good
Sword of Hylia. You can choose to wield this alignment. A deity can only undo one stage of
sword as either a longsword or a shortsword. It is degradation at a time. Once a deity has blessed the
immune to effects that corrode or damage metal, and Master Sword to restore some of its power, that deity
is utterly indestructible. cannot do so again until the sword's power is either
Pact of the Silent Hero. While you are attuned to fully restored or fully depleted.
this magic weapon, you have a +3 bonus to attack
The Four Sword
and damage rolls made with it, and any hit you make
with it deals double its normal damage dice (2d6, 2d8, Weapon (shortsword), artifact
or 2d10 depending on how it is wielded) against any The Four Sword, reforged from the shattered
creature not of a good alignment. You also, however, remnants of the Picori Blade and the four elements, is
have disadvantage on any Charisma checks which a powerful weapon against evil in the hands of one
involve spoken words. who knows how to use its anomalous properties.
Spells. While you are attuned to this sword and are Blade of Legend. You gain a +1 to hits with this
wielding it, you can use an action to cast one of the weapon, and it deals an extra 2d8 radiant damage.
following spells from it: light (on the Master Sword
Four Sword Split. When drawn from its pedestal or
only), power beam, or spin attack. For power beam
scabbard, the wielder splits into four copies of
and spin attack, you make a melee weapon attack roll
themselves. Each copy has a slightly different color
with the Master Sword in place of a melee or ranged
scheme, their voices are slightly different pitches and
spell attack roll.
they each take on an aspect of the wielder's
Blade of Evil's Bane. When an immortal creature personality, but otherwise they look identical. Each
or deity of evil alignment is reduced to 0 hit points, the clone gets their own turn, and can use any abilities
Master Sword can be used to prevent any effect from the wielder knows. However, the clones cannot travel
causing that creature to regain hit points or otherwise more than 30 ft. away from the original and
return to life. This ritual requires that a piece of the vice-versa. In addition, each clone shares the same
creature's body be placed in a stone pedestal hit points, and if one clone falls unconscious or dies
specifically designed to hold the Master Sword, and all other clones die.
the sword itself be sheathed over that piece of the
Beam Caster. When at full health, the user may
creature's body. While the sword is sheathed, the
use its bonus action to cast the spell power beam.
pedestal on which it stands cannot be destroyed, and
the sword cannot be unsheathed by a creature unless Evil's Bane. This sword deals twice its damage
that creature is attuned to it. Unsheathing the sword dice to creatures of the Evil alignment or are
ends this effect. If the sword becomes non magical, unaligned.
the effect similarly ends. Destroying the Four Sword. The four sword will
Destroying the Master Sword. Although there is deactivate if the wielder is not holding the weapon.
no known way to destroy the Master Sword outright, The weapon cannot be destroyed otherwise.

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