Arcane Chronicles

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ARCANE CHRONICLES

Mystical Beasts and Magical Lore


Credits
Template Designer: u/5e_cleric, u/Kaiburr_Kath-Hound Yellowbyte Studios Writing Team:

Art Designer: Panagiotis Aivazidis using Photoshop, Adobe Fotis Zorbas


Illustrator & Midjourney Nikos Malevas
Ethan Williams
George Haritopoulos
SiorTapas
Michael Davis

About Us
Yellowbyte Studios is a team of 6 professional tabletop
games book writers, dedicated to creating the highest
quality supplements and adventures for GMs and players
alike. Our team of talented writers hails from across
Europe, each bringing their own unique perspective and
expertise to our work.
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This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution
4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Table Of Contents
Credits 3 Bestiary of Magical Beings 30 10th-Level Spell List 65
Races of Myth and Magic 5 Aelthorin, the Arcane Mage 31 Ascendance 65
The Luminari 6 Aetherhorn Bison 32 Clone Army 65
Origins and Lore 7 Aetherial Sylpharion 33 Create Artifact 66
Names of the Luminari 8 Air Titan 34 Create Life 66
Traits and Abilities 8 Animated Broom 35 Create Plane 66
Subraces of Luminari 8 Animated Shield 36 Double Wish 67
Role-playing and Cultural Animated Teapot 36 Knowing 68
Aspects 9 Aqua Nymphalai 37 Mighty Force 68
Character Creation Tips 9 Arcane Storm Dragon 38 Planecall 68
Example Luminari Aurelian Guardian 39 Poison Sky 69
Character 10 Chrono-Rabbit 40 Possession 69
The Terraforged 11 Cryomancy Dragon 41 Power Word Destroy 69
Origins and Lore 12 Dreamweaver Gnome 42 Purity 69
Names of the Terraforged 13 Earth Titan 43 Speak With God 69
Traits and Abilities 13 Eldritch Serpent 44 Summon Titan 70
Subraces of Terraforged 13 Elysian Harbinger 45 Super-Duper-Mega-Ultra-
Character Creation Tips 14 Enchanted Tome 46 Fireball 70
Example Terraforged Everbloom Dryad 47 Time-weave 70
Character 14 Fiery Seraphon 48 Incineration 70
The Synthmorphs 16 Fire Titan 49 71
Origins and Lore 17 Laughing Leprechaun 50
Arcane Eye Mage
Class Features 72
Names of the Synthmorph 18 Luminastra Archon 51 Eye of War 77
Traits and Abilities 18 Manafox 52 Eye of Truth 77
Subraces of Synthmorphs 18 Oakheart 53 Eye of Time 78
Character Creation Tips 19 Oneiros the Realmshaper 54 The Inner Eye 79
Example Synthmorph Prismasaur 55 Eye of Control 80
Character 19 Pyroclasm Dragon 56
The Feyheart 21 Satyric Envoy 57 Arcane eye mage Spell List 81
Origins and Lore 22 Starseeker Owl 58 The Starmancer 84
Names of the Feyhearts 23 Shadow Lynx 58 Class Features 85
Traits and Abilities 23 Stonewrought, the Rune Red Giant 89
Subraces of Feyhearts 23 Smith 59 Neutron 90
Character Creation Tips 24 Titterpixie 60 Protostar 91
Example Feyheart Tree Stalker 61 Starmancer Spell List 92
Character 24 Umbra, the Shadowcaster 62 94
The Pyrodwarves 25 Water Titan 63
Magic Artifacts
The Chronosian Hourglass 94
Origins and Lore 26 Celestial Aegis 96
Names of the Epic Spellcasting 64
Pyrodwarves 27 The Ascension to 10th-Level The Soulreaper Scythe 98
Traits and Abilities 27 Magic 64 Staff of Eternal Bloom 99
Subraces of Pyrodwarves 27 The Price of Ascendancy 64 The Soulcarver Dagger 100
Character Creation Tips 28 Unveiling the 10th-Level
Example Pyrodwarf Spells 64
Character 28
Races of Myth and Magic
Unveiling Mystical Playable Races

I
n the heart of realms beyond mortal Synthmorphs, born of arcane experimentation, are a
perception, where constellations shape destinies living testament to the intersection of magic and
and elements dance in harmony, a variety of machinery. These constructs, imbued with both organic
extraordinary beings resides. In this chapter we and mechanical parts, possess innate magical abilities
embark on a journey beyond the familiar, beyond the that spring forth from their artificial origins. As versatile
mundane, to discover new playable races whose origins spellcasters and shapeshifters, Synthmorphs wield their
are steeped in celestial grace, elemental power, arcane unique composition to adapt to any challenge that
ingenuity, and fae enchantment. comes their way.
Within the following pages, you will encounter the Feyheart, infused with the essence of the enigmatic
radiant Luminari, celestial-born beings whose very Feywild, embody the whimsy and enchantment of
presence is a testament to the ethereal connection another realm. Standing shorter than their elven
between the mortal realm and the heavens above. counterparts, these horned beings possess an aura of
Luminari walk with the shimmering light of the stars, magic that allows them to converse with animals,
gifting their allies with the blessings of celestial energy. plants, and spirits of nature. With an innate charm that
As healers and guardians, they harness the power of bewilders and beguiles, Feyhearts bring the Feywild’s
cosmic energies to mend wounds and dispel darkness. mysteries into the mortal realm.
Emerging from the depths of the earth itself, the Pyrodwarves, closely bound to the elemental plane of
Terraforged stand as a testament to the unyielding fire, stoke the flames of passion and creativity. Their
strength of elemental magic. With bodies crafted from fiery details and affinity for flames grant them the power
living stone and minerals, Terraforged embody the to conjure and control fire with mastery. As
unbreakable bond between earth and life. As steadfast pyromancers and artisans, they craft incendiary spells
defenders, they embrace their role as protectors of the and artifacts that embody the essence of the forge and
natural world and skilled craftsmen, shaping the very the flames, igniting not only their enemies but also their
earth they hail from to forge incredible creations. own fervent spirits.
The Luminari
Radiance Awoken

I
n the world of mystical wonders, the
Luminari shine as celestial-born beings whose
very essence is woven with the luminescent
threads of the stars. Radiant and captivating, they
are beings of ethereal beauty and grace, touched by the
cosmic forces that govern the heavens.
The Luminari possess an innate connection to the
celestial realms, allowing them to channel the very light
of the stars to bless and safeguard those around them.
Masters of the healing arts, Luminari are particularly
adept at mending wounds and restoring vitality,
harnessing the power of starlight to mend flesh and
spirit alike. As protectors of the realms, they embody the
virtues of compassion and selflessness, placing
themselves at the forefront of battles to shield their
companions from harm.
Origins and Lore
The origins of the Luminari trace back to the distant realms where stars twinkle like precious gems in the tapestry of
the night sky. Born from the cosmic forces that shape the universe, the Luminari are a manifestation of the celestial’s
grace and brilliance. According to the ancient tomes and sagas that chronicle their beginnings, it is said that during the
convergence of astral energies, a chosen few among mortals were infused with stardust and cosmic radiance. These
individuals transcended their mortal forms, ascending into beings of pure light and celestial essence. As such, the
Luminari are considered a bridge between the mortal realm and the heavens, walking a path that allows them to bring
celestial blessings and insights to the world below.
In the intricate weave of the multiverse, the Luminari serve as emissaries of balance and harmony. It is believed that
they were granted existence by the celestial deities themselves, charged with safeguarding the delicate equilibrium
between light and darkness. Their presence is a testament to the cosmic design, a living testament to the intricacies of
the cosmos. Luminari are often associated with ancient prophecies and celestial omens, with their appearance in the
mortal realm marking significant events in the timeline of the world. Some myths even suggest that the stars
themselves whispered secrets of magic and wisdom to the first Luminari, endowing them with the power to heal,
protect, and inspire.
Throughout history, Luminari have been revered as both healers and protectors, earning them a place of honor in
the annals of countless cultures. From distant elven kingdoms to secluded monastic orders, tales of Luminari’s
benevolence and radiance echo through the ages. Their healing touch is seen as a divine blessing, capable of mending
wounds that were once thought incurable. Similarly, their role as guardians against darkness has granted them a
reputation as steadfast defenders against malevolent forces that threaten the world’s equilibrium.
While Luminari are often associated with serenity and compassion, they are not without their own struggles. Their
celestial heritage can lead to feelings of isolation and a yearning for the cosmos, which sometimes creates an inherent
tension between their responsibilities to the world below and their innate connection to the stars above. Despite these
challenges, Luminari draw strength from their celestial lineage and the knowledge that they are an embodiment of the
universe’s grand design.

7
Radiant Resilience: Your celestial nature grants you
Names of the Luminari resistance to radiant damage, a testament to your
Luminari names are often a reflection of their celestial affinity with the radiant energies of the cosmos.
heritage, carrying an ethereal quality that resonates Luminous Aura: You can harness your celestial
with the cosmic forces that shaped their existence. essence to emit a gentle luminous aura. While active,
These names are bestowed upon them by mentors, this aura sheds bright light in a 10-foot radius and dim
seers, or even gleaned from the whispers of the stars light for an additional 10 feet. Allied creatures within
themselves. Luminari names are imbued with both the aura gain 1d6 bonus on saving throws against being
elegance and mystique, serving as a constant reminder frightened.
of their radiant lineage. Healer’s Touch: Luminari are renowned for their
mastery of healing magic. You gain the ability to cast the
Luminari Name Examples cure wounds spell once per day without expending a
spell slot. Charisma is your spellcasting ability for this
Male Names Female Names spell.
Arionel Aeliana Cosmic Guidance: You have advantage on
Solandor Selenea Intelligence (Arcana) checks related to celestial lore and
Celestian Lyrastra knowledge of the cosmos.
Orionis Novara Starlight Flight: Upon reaching 7th level, your
Astraelon Seraphine celestial nature grants you the ability to fly. You gain a
Lumival Astridelle flying speed equal to half your walking speed, and you
Aetherius Elunara can maintain flight for a number of minutes equal to
Thalorin Elysaria your Charisma modifier (minimum of 1 minute). Once
Sylvarian Calystria you use this feature, you can’t use it again until you
Zenithar Starluna finish a long rest.
Subraces of Luminari
Traits and Abilities Within the diverse lineage of the Luminari, two distinct
Luminari possess a unique blend of celestial traits that subraces have emerged, each reflecting a unique facet
set them apart from other mortal races. As radiant of their celestial heritage. These subraces, the Stellar
beings graced by the stars, they bring a distinct set of Lumina and the Celestial Wardens, bring forth
abilities to the adventuring party. specialized traits and abilities that further define the
Celestial Heritage: Born from the cosmos, Luminari Luminari’s role in the world.
carry within them the legacy of the celestial realms.
Your character’s celestial heritage is reflected in their Stellar Lumina
radiant appearance and innate connection to the stars. The Stellar Lumina subrace embodies the essence of
Ability Score Increase: Your Charisma score the stars themselves, radiating a brilliance that
increases by 2 due to your captivating celestial captivates all who gaze upon them. They are often seen
presence. as beacons of hope and enlightenment, their presence
Age: Luminari have an extended lifespan, often living inspiring others to reach for greatness. Stellar Luminas
up to several centuries. They retain a youthful possess a more delicate build, with skin that resembles
appearance throughout their years. the night sky adorned with constellations, and hair that
Alignment: The celestial connection of the Luminari shimmers like stardust.
influences their moral compass, tending them toward Ability Score Increase: Your Wisdom score increases
values of goodness and harmony. Most Luminari uphold by 1. Your celestial lineage grants you a heightened
ideals of compassion and selflessness. intuition and connection to the cosmic rhythms.
Size: Medium. Luminari are of similar size to Guiding Light: You can use your radiant aura to guide
humans, though their radiant aura may make them your allies through the darkness. As a bonus action, you
appear slightly larger. can extend the range of your Luminous Aura by an
Speed: Luminari have a base walking speed of 30 additional 10 feet for 1 minute. During this time, allied
feet. This speed allows them to move gracefully and creatures within the aura have advantage on Wisdom
swiftly, both in combat and exploration. Their (Perception) checks that rely on sight. Once you use this
connection to the celestial realms grants them a certain feature, you can’t use it again until you finish a short or
grace in their movements, and their stride seems to long rest.
bear the weight of the stars themselves. Stellar Resonance: Your connection to the stars
enhances your magical capabilities. When you cast a
spell that deals radiant or force damage, you can add
your Wisdom modifier to the damage roll.

8
Celestial Wardens as Luminari characters ponder their place in the grand
The Celestial Wardens are the stalwart defenders of the tapestry of existence.
balance between light and darkness. Their radiant Radiant Presence: The radiant aura of Luminari can
presence burns more intensely, and they are often elicit a range of reactions from other races. Some may
called upon to protect sacred places and ancient be in awe of their celestial beauty and regard them with
artifacts from those who seek to exploit their power. reverence, while others might view them with suspicion
Celestial Wardens possess a more robust build, with or envy. This aura often makes Luminari stand out in a
skin that appears to shimmer with a silvery glow, crowd, and their presence can influence the mood of a
resembling polished moonstone. room, turning the attention of those nearby toward their
Ability Score Increase: Your Constitution score radiant energy.
increases by 1. Your celestial lineage grants you Cultural Traditions: Luminari culture is deeply rooted
exceptional fortitude and resilience. in the reverence of celestial events and the cycles of the
Guardian’s Resilience: You can channel your celestial stars. They celebrate celestial events such as meteor
energies to bolster your defenses. As a reaction when showers, eclipses, and celestial alignments with
you take damage from a creature within your Luminous elaborate ceremonies that reflect their connection to the
Aura, you may grant yourself resistance to the triggering cosmos. These events are times of reflection, renewal,
damage type until the end of your next turn. Once you and the sharing of wisdom. Additionally, Luminari often
use this feature, you can’t use it again until you finish a engage in artistic pursuits that capture the beauty of the
short or long rest. night sky, using various forms of art to pay homage to
Celestial Strike: Your connection to the cosmos their celestial origins.
grants you the ability to infuse your weapon strikes with
radiant energy. Once per turn, when you hit a creature
with a weapon attack, you can add your Constitution Character Creation
modifier to the damage roll. Tips
Role-playing and Creating a Luminari character offers a unique
opportunity to weave celestial themes into your D&D
Cultural Aspects experience. Here are some tips to guide you in crafting a
The Luminari are more than just a race; they are living compelling Luminari character:
embodiments of the cosmos, and their presence brings Choosing a Class: Radiant Roles
a unique perspective to the world. As players delve into Luminari characters often gravitate toward classes that
the role of a Luminari character, they have the align with their celestial nature. Classes like Clerics,
opportunity to explore both the celestial nature of their Paladins, and Druids offer them the chance to channel
being and the cultural nuances that shape their their radiant energy into healing, protection, or even
interactions with other races. harnessing nature’s power. Bards can be storytellers
Celestial Insights: Luminari possess a deep
understanding of the interconnectedness of all things, who draw inspiration from the stars, and Sorcerers may
drawn from their celestial heritage. They often wield magic with a cosmic twist. Ultimately, any class
approach problems with a holistic perspective, can be adapted to suit a Luminari’s unique abilities and
recognizing the broader implications of their actions. role in the world.
This perspective can lead to moments of profound Ability Scores: Embrace Charisma
wisdom, as Luminari characters offer insights that are and Wisdom
both practical and philosophically profound. Luminari’s inherent celestial presence makes Charisma
Guardians of Balance: Whether a Stellar Lumina or a
Celestial Warden, Luminari often see themselves as a crucial ability score, reflecting their captivating aura
protectors of balance in the world. This responsibility and ability to inspire others. Wisdom is equally
shapes their interactions with others, as they strive to important, representing their deep connection to the
maintain harmony and prevent the scales from tipping cosmic balance and their intuitive insights. Depending
too far in any direction. This role often leads Luminari on your chosen subrace (Stellar Lumina or Celestial
characters to make difficult decisions for the greater Warden), you might prioritize Constitution or Wisdom
good, even if those decisions are morally complex. accordingly.
Cosmic Connection: Luminari maintain a deep
connection to the celestial realms, and this bond Background and Alignment:
influences their behavior and choices. They may engage Celestial Callings
in stargazing, meditation, or rituals to commune with Consider backgrounds that reflect your Luminari’s role
the stars and seek guidance from the cosmos. This as a healer, protector, or guide. Acolyte, Sage, and
connection can also lead to moments of introspection, Hermit backgrounds can all tie into their connection

9
with celestial forces and cosmic knowledge. Alignment Choosing the Sage background, Aeliana’s thirst for
often leans toward the good spectrum, with a focus on knowledge expanded beyond her enclave’s teachings.
upholding harmony and balance. Luminari characters She delved into the history of the cosmos, seeking to
might be lawful or neutral in alignment, driven by their understand the intricate web of connections that bind
dedication to maintaining equilibrium in the world. all things together. Her nights were spent stargazing,
seeking guidance from the constellations and pondering
Role-playing Quirks: Cosmic Traits the celestial patterns that shaped destinies.
Embrace your character’s celestial heritage through Aeliana’s alignment as Lawful Good reflects her
role-playing quirks that set them apart. You might find unwavering commitment to maintaining balance and
yourself often gazing at the stars, seeking answers or protecting the innocent. Her celestial insights have
solace in their distant light. When interacting with granted her a unique perspective on the world’s
others, your Luminari character might offer insightful challenges, and she sees herself as a guardian of the
observations on the broader implications of events or cosmic equilibrium. Her compassion and desire to heal
choices. A tendency to speak in metaphor or use extend beyond physical wounds, as she endeavors to
celestial terminology can add depth to your interactions. mend the emotional scars that linger in the hearts of
those she encounters.
Unique Perspectives: Balance and As Aeliana embarks on her journey, she carries a staff
Benevolence adorned with a crystal that captures the essence of a
Luminari characters often view situations from a falling star. This relic serves as a conduit for her divine
balanced perspective, seeking to find harmony between magic and a reminder of her connection to the celestial
opposing forces. This perspective can lead to diplomatic realms. Her radiant presence and calming aura have
solutions and the pursuit of greater understanding. Your earned her the respect and trust of those she meets, and
character’s benevolence and desire to protect the world her role as a healer and protector continues to grow.
might lead them to take on challenges that others shy
away from, making them a beacon of hope in times of
darkness.

Example Luminari
Character
Character Name: Aeliana Starwhisper
Race: Luminari (Stellar Lumina Subrace)
Class: Cleric
Background: Sage
Alignment: Lawful Good

Backstory: Radiance’s Call


Aeliana Starwhisper was born under a canopy of
shooting stars, her arrival celebrated as a celestial
blessing by her people. As a Stellar Lumina Luminari,
Aeliana’s connection to the stars was apparent from a
young age, her eyes reflecting the twinkle of distant
constellations. Raised in the Luminari enclave, she
absorbed the teachings of celestial lore and cosmic
balance with fervor.
Her insatiable curiosity led her to the ancient tomes
and scrolls of the enclave’s library, where she immersed
herself in the study of healing and the mysteries of the
cosmos. Her deep affinity for the healing arts guided her
toward the path of a cleric, chosen to serve as a beacon
of hope and a channel for celestial blessings. Under the
guidance of the enclave’s elder healers, Aeliana honed
her ability to mend wounds and restore vitality, her
touch suffused with the light of the stars.
The Terraforged
Heart of the Earth

E
merging from the heart of the earth,
Terraforged are embodiments of elemental
earth magic, shaped from the very minerals
and stones that form the bedrock of
existence. These beings, often mistaken for statues at
first glance, possess bodies composed of living stone
and earth. Their connection to the earth grants them not
only natural armor but also the ability to manipulate and
shape the very ground beneath them.
Terraforged excel as unwavering defenders of the
land and as skilled artisans who can reshape the world
around them with a touch. Just as the mountains stand
firm against the ravages of time, Terraforged stand
resolute against threats to the natural order, their
presence a testament to the unyielding strength of the
earth itself.
Origins and Lore
The origins of the Terraforged are deeply intertwined with the primordial forces that shape the world. According to
ancient texts and the whispers of elemental sages, Terraforged are believed to be the result of a powerful convergence
of earth elemental magic and the living essence of the earth itself. It is said that during times of great seismic upheaval,
when the very land trembles with elemental energy, the earth reaches out and imbues certain stones and minerals
with sentience, birthing the first Terraforged.
Legends speak of ancient rituals performed by druids and geomancers, during which they called upon the spirits of
the earth to infuse life into these stone beings. The result was a fusion of elemental magic and earthly essence,
creating creatures capable of bridging the gap between the physical and the magical. These rituals often took place
deep within caverns, where the heartbeat of the earth could be felt most strongly. Terraforged emerged from these
sacred sites, their bodies composed of living stone that retained the memory of the ancient land.
Terraforged are often associated with tales of the earth’s creation and its connection to the elemental planes. They
are regarded as guardians of the land, tasked with maintaining the balance of the natural world. In many cultures, they
are considered as living embodiments of the earth’s wisdom, their presence a reminder of the enduring strength and
resilience of the land they represent.
Throughout history, Terraforged have been revered as both defenders and craftsmen. Their connection to the earth
allows them to manipulate stone and soil with unparalleled precision, creating intricate structures, sculptures, and
even defensive fortifications. Their deep understanding of the earth’s geological patterns grants them insight into the
world’s secrets, making them sought-after advisers and protectors in times of upheaval.
Terraforged often form close bonds with druids, geomancers, and those who share their affinity for the natural
world. They are drawn to places where the land is in turmoil or requires healing, using their innate earth magic to
mend wounds and restore balance. Their alignment tends to be neutral, as they seek to maintain the equilibrium of the
world without being swayed by personal agendas.

12
Earthen Manipulation: You have an innate ability to
Names of the shape and manipulate the earth around you. As an
Terraforged action, you can cause the ground in a 5-foot radius
Terraforged names are often reflective of the earth’s centered on you to become difficult terrain. This effect
essence and the elemental forces that shape their being. lasts for 1 minute. Additionally, you can use this ability
These names are imbued with a sense of strength, to create a small, simple object made of stone or clay, as
solidity, and a connection to the land. Terraforged long as it fits within a 5-foot cube. This object remains
names often carry an air of timelessness, echoing the in existence for 1 hour, after which it crumbles into
enduring nature of the earth itself. Here are a few dust. You can use this feature a number of times equal
examples of Terraforged names: to your Constitution modifier (minimum of once), and
you regain all expended uses after a long rest.
Stone’s Resilience: Your connection to the earth
Terraforged Name Examples grants you resistance to slashing damage from
nonmagical weapons.
Male Names Female Names Tremorsense: Your heightened connection to the
Graniteheart Crystalia earth gives you the ability to sense vibrations through
Flintbreaker Emberstone solid objects. You have advantage on detecting the
Stoneshaper Marbleroot presence and location of creatures or objects within 30
Boulderhelm Quartzine feet of you that are in contact with the ground.
Ironroot Pebblegrace Earthshaping: Upon reaching 7th level, your mastery
Magmaforge Onyxia over earth magic deepens. You can cast the meld into
Cobbleguard Topazra stone spell once per day without expending a spell slot.
Sandstone
Claybinder
Obsidianra
Earthlily
Constitution is your spellcasting ability for this spell.
Slatebearer Rubyshield Subraces of Terraforged
Traits and Abilities Within the diverse lineage of the Terraforged, two
Terraforged possess a unique blend of elemental earth distinct subraces have emerged, each reflecting a
traits that set them apart from other mortal races. Born unique facet of their elemental heritage. These
from the heart of the earth itself, they bring a distinct set subraces, the Stoneguard and the Crystalheart, bring
of abilities to the adventuring party. forth specialized traits and abilities that further define
Earthen Heritage: Formed from living stone and
the Terraforged’s role in the world.
minerals, Terraforged are beings intrinsically connected Stoneguard
to the elemental forces of the earth. The Stoneguard subrace embodies the unyielding
Ability Score Increase: Your Constitution score strength of the mountains and the enduring resilience of
increases by 2 due to your stony resilience. solid rock. They are often seen as stalwart defenders of
Age: Terraforged have a lifespan similar to that of the land, unwavering in their commitment to
humans, but their bodies show little signs of aging. The safeguarding the natural world. Stoneguard
markings and patterns on their stone forms may change Terraforged possess a sturdier build, with bodies
over time, reflecting their experiences. composed of denser stone, giving them enhanced
Alignment: The grounding influence of the earth defensive capabilities.
aligns most Terraforged toward neutral alignments. Ability Score Increase: Your Strength score increases
They tend to value balance and stability. by 1. Your connection to the immovable forces of the
Size: Medium to Large. Terraforged can vary in size earth grants you enhanced physical power.
from 6 to 8 feet tall, with their stony bodies often adding Stone’s Endurance: Your body’s affinity with solid
additional bulk. While some Terraforged have a more rock grants you the ability to endure harsh conditions.
compact and dense build, others may be towering and When you take damage, you can use your reaction to
imposing figures. gain resistance to the damage type for that attack. Once
Speed: Terraforged have a base walking speed of 25 you use this feature, you can’t use it again until you
feet. Their solid bodies, while granting them natural finish a short or long rest.
armor and resilience, can affect their mobility Rockslide Charge: Your connection to the earth
somewhat. However, their strong and sturdy nature empowers your charging attacks. When you move at
allows them to navigate difficult terrain with greater least 20 feet straight toward a target and then hit it with
ease than most. a melee weapon attack on the same turn, the target
Natural Armor: Your stony exterior grants you natural must succeed on a Strength saving throw against a DC
armor, providing an AC of 13 + your Dexterity modifier of 8 + your proficiency bonus + your Constitution
(to a maximum of +3). modifier, or be knocked prone.

13
Crystalheart Background and Alignment:
The Crystalheart subrace is attuned to the crystalline Elemental Callings
depths of the earth, harnessing the power of gemstones Consider backgrounds that reflect your Terraforged
and minerals. They are often regarded as skilled character’s connection to the earth and their role as
artisans and enchanters, capable of weaving magic into either stalwart defenders or skilled artisans. Hermit,
their creations. Crystalheart Terraforged possess bodies Outlander, and Guild Artisan backgrounds can all tie
adorned with intricate patterns of glistening crystals, into their elemental origins and unique talents.
their movements reflecting the subtle light refracted Alignment often leans toward neutral, reflecting their
through these gems. embodiment of the earth’s natural balance and the
Ability Score Increase: Your Intelligence score pragmatic perspectives that come with it.
increases by 1. Your connection to the crystals of the
earth grants you enhanced magical insight. Role-playing Quirks: Earthly
Crystal Infusion: You can infuse your creations with Traits
elemental energy. During a short or long rest, you can Infuse your Terraforged character with role-playing
spend time infusing a weapon or a suit of armor with quirks that highlight their elemental nature. They might
magical properties. This process grants the item a +1 have a tendency to sit or lean against walls, as if in
bonus to attack and damage rolls, or it gains a +1 bonus silent communion with the earth. When agitated or
to AC. This effect lasts for 8 hours. You can use this contemplative, they might absentmindedly shape small
feature once per long rest. objects out of the ground or rocks nearby. Their speech
Crystal Resonance: Your deep connection to could be marked by a low, resonating voice that reflects
gemstones grants you the ability to detect their the depth of the earth itself.
presence. You can cast the locate object spell as a ritual,
with gemstones or other valuable stones as the target, Elemental Insights: Guardian and
without expending a spell slot. Intelligence is your Artisan
spellcasting ability for this spell. Terraforged characters often see themselves as
guardians of the land, driven by a desire to protect the
Character Creation natural world and maintain its balance. This perspective
can lead to fierce loyalty to allies and a deep concern for
Tips the environment. Alternatively, if you’re playing a
Crafting a Terraforged character offers a unique Crystalheart, your character might view themselves as a
opportunity to embody the very essence of the earth and keeper of ancient knowledge and seek to unravel the
harness elemental powers. Here are some tips to guide secrets of gemstones and minerals. Both perspectives
you in creating a captivating Terraforged character. offer unique insights into the elemental forces that
shape the world.
Choosing a Class: Elemental Paths
Terraforged characters often gravitate toward classes
that allow them to channel their elemental nature and Example Terraforged
physical prowess. Classes like Fighter, Barbarian,
Druid, and even Earth-focused Sorcerers offer them the Character
chance to embrace their stony heritage. Additionally,
crafting-oriented classes like Artificers can tap into their Character Name: Grom Stoneguard
connection to minerals and gems for enchanting Race: Terraforged (Stoneguard Subrace)
creations. Your chosen class should reflect both your Class: Barbarian
character’s physical abilities and their elemental
strengths. Background: Outlander
Ability Scores: Strengthening the Alignment: Lawful Neutral
Stone Backstory: The Mountain’s Resilience
Terraforged characters’ stony composition makes Grom Stoneguard emerged from the heart of the
Constitution a primary ability score, reflecting their mountains, a product of ancient elemental forces
natural durability and endurance. Depending on your converging with the rugged landscapes of his homeland.
chosen subrace (Stoneguard or Crystalheart), you might From the moment of his awakening, he was drawn to
also prioritize Strength or Intelligence, respectively. the towering peaks that surrounded him, feeling an
Dexterity can play a role in your character’s agility unbreakable connection to the solidity and strength of
despite their solid build. the stone. Raised in a close-knit community of
Terraforged within the mountains, Grom’s role as a
guardian of the land became clear from a young age.

14
As a Stoneguard Terraforged, Grom’s sturdier build
and affinity for physical strength were evident from the
start. He was chosen by his elders to undergo rigorous
training, honing his abilities to defend his people and
the mountains they called home. He learned to harness
the power of the earth, causing tremors with his bare
hands and shaping the terrain to create natural barriers.
These abilities marked him as a protector, one whose
unwavering loyalty to the land would drive his actions.
Choosing the Outlander background, Grom’s
upbringing among the mountains granted him a deep
understanding of the wilderness and an unyielding
survival instinct. He roamed the peaks and valleys,
navigating treacherous terrains with ease and
discovering hidden pockets of natural beauty. His
communion with the land allowed him to detect
changes in the earth and predict shifts in the weather,
making him a trusted guide for those who ventured into
the wilderness.
Grom’s alignment as Lawful Neutral reflects his
commitment to maintaining the balance of the land
while adhering to his own internal code of honor. His
loyalty to the mountains and his people takes
precedence over personal desires or ambitions, making
him a steadfast and reliable companion. His
interactions with others are marked by a calm and
thoughtful demeanor, a reflection of the deep wisdom
he draws from the earth.
Armed with his trusty greataxe and a heart that beats
in harmony with the mountains, Grom Stoneguard
embarks on a journey beyond the peaks that have
nurtured him. His role as a guardian takes him to
distant lands, where he lends his strength to those in
need and defends the natural world from threats that
would upset its equilibrium. As he treads new ground
and encounters diverse companions, Grom’s presence
stands as a testament to the unyielding strength and
enduring resilience of the land he holds dear.

15
The Synthmorphs
Fusion of Magic and Machinery

S
ynthmorphs stand as fascinating
constructs, brought to life through intricate
arcane experimentation. These beings exist at
the convergence of machinery and magic, each
Synthmorph a living testament to the fusion of
mechanical precision and arcane essence.
Composed of both mechanical and organic
components, Synthmorphs possess a mesmerizing
blend of artificial and natural features. These magical
creations possess innate abilities that stem from their
unique origins, allowing them to harness their artificial
nature to cast spells and seamlessly shift their forms.
As versatile spellcasters and adaptable shapeshifters,
Synthmorphs embody a harmonious union of mysticism
and mechanism, capable of weaving spells with the
intricacy of clockwork and altering their appearance as
effortlessly as a change in gears.
Origins and Lore
The enigmatic origins of the Synthmorphs trace back to a time of daring experimentation and boundless curiosity
within the arcane arts. Born from the minds of ingenious artificers and ambitious mages, Synthmorphs are the result
of a fusion between mechanical constructs and the intricate weaving of magical energies. In the shadowed laboratories
and hidden workshops, these pioneers sought to bridge the gap between life and artifice, birthing a new form of
sentient being into the world.
The creation of a Synthmorph involves the meticulous assembly of mechanical frameworks, intricate circuits, and
artificial sinews. To infuse life into these constructs, arcane rituals are performed, weaving strands of magic into the
very core of their existence. The process is delicate and precise, requiring a deep understanding of both mechanical
engineering and the nuances of arcane forces. The final result is a being that walks the line between machine and
living being, bearing the marks of both creator and magic in every aspect of their form.
Synthmorphs possess a collective history that spans generations, with each iteration building upon the knowledge
and insights of its predecessors. Early Synthmorphs often faced challenges in understanding their identity and
purpose, as their dual nature led to a quest for self-discovery. Over time, they formed communities of their own,
seeking solace and understanding among fellow Synthmorphs who shared similar experiences of being both
mechanical and magical.
Legends and tales recount the journeys of Synthmorphs who sought to understand their place in a world dominated
by creatures of flesh and blood. They often became wanderers and scholars, their insatiable curiosity driving them to
explore the realms in search of knowledge, wisdom, and connections. The Synthmorphs’ existence is not without its
complexities, however, as some societies view them with skepticism, uncertainty, or even fear due to their unique
nature.

17
Size: Synthmorphs are often built to resemble
Names of the Medium humanoid creatures. They typically stand
Synthmorph between 5 and 6.5 feet tall.
Speed: Synthmorphs have a base walking speed of 30
Synthmorphs, as beings born from the fusion of feet. Their mechanical components and magical nature
machinery and arcane magic, often possess names that allow them to move with agility and precision, whether
reflect their unique blend of artificial and organic traits. navigating the bustle of a city or traversing more
These names embody the essence of their creation, challenging terrain.
often combining technological references with mystical Mechanical Resilience: Your construct nature grants
elements. While Synthmorphs may adopt names from you resistance to poison damage and advantage on
various cultures and languages, their chosen names saving throws against being poisoned.
typically resonate with their dual nature. Here are some Arcane Infusion: You can infuse your spells with
examples of Synthmorph names: arcane energy. When you cast a spell that deals
damage, you can add your Intelligence modifier to the
Terraforged Name Examples damage roll. Additionally, when you cast a spell that
restores hit points, you can add your proficiency bonus
Male Names Female Names to the amount of hit points restored. You can use this
Voltric Aelara feature a number of times per long rest equal to your
Nexis Lyra Intelligence modifier (minimum of once).
Corvix Seraphine Shapechanger: You gain the ability to shapeshift. As
Theron Nova an action, you can alter your form to appear as any
Orion Cogita Medium humanoid creature. This transformation is
Zephyr Elyndra purely cosmetic and doesn’t grant you the abilities of the
Fluxar Astrid chosen form. You can maintain this form for a number
Dynamo Nexusa of hours equal to half your level (rounded down). You
Aetheron Lumina can use this feature a number of times per long rest
Solstice Virelle equal to your Constitution modifier (minimum of once).
Integrated Tool Proficiency: You gain proficiency with
one type of artisan’s tools or one musical instrument of
Traits and Abilities your choice, representing your versatile and
Synthmorphs are a unique blend of mechanical multifunctional design.
craftsmanship and arcane infusion, granting them Construct Mastery: You are a master of both
distinct traits that set them apart from other sentient mechanical and arcane arts. You gain proficiency in two
beings. As living constructs, they possess a range of skills of your choice from the Arcana, History,
abilities that showcase their versatile nature and their Investigation, Medicine, or Sleight of Hand skills.
connection to both machinery and magic.
Constructed Nature: Synthmorphs are creatures of
both machinery and magic. Your creature type is both Subraces of Synthmorphs
Construct and Humanoid. You are immune to disease Within the realm of Synthmorphs, two distinct subraces
and don’t need to eat, drink, or breathe, but you must have emerged, each reflecting a different focus on their
rest for 4 hours to gain the benefits of a long rest. You mechanical and magical aspects. These subraces, the
can also use the mending cantrip on yourself. Arcane Crafters and the Mystechs, showcase the
Ability Score Increase: Your Intelligence score versatility and diversity of the Synthmorph race.
increases by 2 due to your innate affinity for arcane
intricacies and mechanical understanding. Arcane Crafters
Age: Synthmorphs are relatively young creations, with The Arcane Crafters are Synthmorphs who have honed
most of them having come into existence within the past their understanding of magic and the arcane arts.
few decades. Their lifespan varies greatly, as their Through intricate manipulation of their magical core,
artificial nature allows them to potentially live for they have unlocked new dimensions of spellcasting
centuries, though their mechanical components may potential. Arcane Crafters often appear adorned with
require maintenance and repair over time. arcane symbols and shimmering magical auras.
Alignment: Synthmorphs possess a wide range of
Ability Score Increase: Your Charisma score
alignments, reflecting the diverse personalities and increases by 1. Your mastery of the arcane grants you
experiences they develop over their existence. Their an inherent charm and presence.
alignment is influenced by their individual beliefs,
experiences, and the choices they make in the world.

18
Arcane Manipulation: You have the ability to Background and Alignment:
manipulate your arcane energy to enhance your spells. Artistry and Purpose
When you cast a spell that requires a saving throw, the Consider backgrounds that reflect your Synthmorph’s
creature making the saving throw must substract a d4 unique blend of magic and machinery. Sage or Artisan
from its roll if you are within 10 feet of it. backgrounds can capture their pursuit of arcane and
Mystic Infusion: You can channel your magic into mechanical knowledge, while the Mercenary or Urban
your attacks. Once per turn when you hit a creature with Bounty Hunter backgrounds might reflect their roles as
a weapon attack, you can deal an extra 1d4 force adaptable adventurers. Alignment can vary widely, but
damage to the target. many Synthmorphs lean toward lawful alignments due
Mystechs
to their structured nature.
Mystechs are Synthmorphs who have embraced their Role-playing Quirks: Dual Nature
mechanical nature, focusing on enhancing their physical Embrace your Synthmorph’s dual nature in your role-
abilities through intricate modifications. Their bodies playing. You might incorporate mechanical terminology
are adorned with gears, metallic plating, and devices into your speech, referring to emotions as “cogs of
that allow them to interact with their environment in feeling” or thoughts as “circuits of reflection.”
unique ways. Alternatively, explore the contrast between your magical
Ability Score Increase: Your Strength score increases and mechanical sides, perhaps expressing curiosity
by 1. Your enhancements grant you enhanced physical about the mysteries of the arcane while maintaining an
prowess. affinity for precision engineering.
Mechanical Augmentations: At 3rd level, you gain a
set of mechanical augmentations that provide you with Unique Perspectives: Arcane
unique abilities. You can choose one of the following Curiosity
augmentations: Hydraulic Limbs (1d6 bonus on Synthmorph characters often possess a thirst for
Strength checks), Sonic Resonator (can cast knowledge, driven by their dual nature. They may seek
thunderwave once per long rest), or Arcane Siphon (can
cast mage hand at will). to unravel the mysteries of magic, mechanics, and their
Enhanced Strikes: Your physical enhancements grant
own existence. This perspective can lead to moments of
you a bonus to damage rolls with melee weapon attacks. wonder as your character grapples with questions of
This bonus damage is equal to your Strength modifier. identity and purpose, ultimately contributing to the
broader narrative of the campaign.
As you craft your Synthmorph character, you’ll have
Character Creation the opportunity to delve into the intricate interplay of
Tips magic and mechanics, forging a character whose
essence is a fusion of innovation and mysticism.
Creating a Synthmorph character offers a unique Through versatile spellcasting and the ability to
opportunity to explore the convergence of magic and shapeshift, your Synthmorph character will navigate the
mechanics. Here are some tips to guide you in crafting a complexities of a world that’s as enchanted as it is
captivating Synthmorph character. engineered.
Choosing a Class: Versatile
Spellcasting and Shapeshifting
Synthmorphs’ innate magical abilities and shapeshifting Example Synthmorph
talents make them excellent choices for classes that Character
emphasize spellcasting and adaptability. Classes like
Sorcerer, Wizard, or Druid can be uniquely suited to Character Name: Auris Fluxspark
harnessing their magical core. Bards, with their Race: Synthmorph (Mystechs Subrace)
inherent performance skills, can also be a fascinating Class: Wizard
choice, as they channel their arcane energy through
artistic expression. Background: Sage

Ability Scores: Intelligence and Alignment: Lawful Neutral


Choice
Backstory: Arcane Fusion
Intelligence is a crucial ability score for Synthmorphs, Auris Fluxspark emerged from the workshops of the
reflecting their intricate knowledge of both magic and renowned artificer, Elara Gearwright, as a testament to
mechanics. Depending on your chosen subrace (Arcane the union of magic and mechanics. Created with a focus
Crafters or Mystechs), you might prioritize Charisma or on enhancing physical prowess through mechanical
Strength accordingly.

19
augmentation, Auris was meticulously crafted to be a
Mystech Synthmorph with a unique destiny.
From a young age, Auris displayed an insatiable
curiosity about both the arcane arts and the intricate
workings of machinery. As a budding scholar in the
arcane enclave of the Azure Scriptorium, Auris
dedicated countless hours to unraveling the secrets of
the cosmos, pouring over ancient tomes and studying
magical theory. However, it was the fateful meeting with
Elara Gearwright that set Auris on an extraordinary
path.
Elara recognized Auris’ potential as a vessel for
arcane experimentation, and under her guidance, the
young Synthmorph underwent a transformative
process. Intricate mechanical augmentations were
carefully grafted onto Auris’ form, intricately linked with
channels for arcane energy. Through this synthesis of
magic and mechanics, Auris gained the ability to
harness and manipulate magic with unparalleled
precision.
Choosing the path of a Wizard, Auris embraced the
art of spellcasting with fervor, each incantation
resonating through the intertwined mechanisms and
magic that composed their being. The Sage background
proved a natural fit for Auris’ insatiable thirst for
knowledge, as they sought to expand their
understanding of both the arcane and the intricate
workings of machinery.
Auris’ alignment as Lawful Neutral reflects their
methodical approach to life, striving for balance
between their mechanical and magical aspects. The
duality of their existence is evident in their interactions,
often pausing to analyze the arcane underpinnings of a
situation while simultaneously evaluating the
mechanisms at play.
As Auris embarks on their journey, they carry with
them a staff adorned with crystals that pulsate with
arcane energy. This staff, gifted by Elara Gearwright,
serves as a conduit for Auris’ spells, allowing them to
channel their mastery of both magic and mechanics.
With each step, Auris Fluxspark strives to uncover the
secrets of their creation and the potential of their dual
nature.

20
The Feyheart
Echoes of the Feywild

F
eyhearts dance as fey-touched beings
steeped in the essence of the Feywild itself.
These elf-like beings, adorned with unique
horns, embody a profound connection to the
realms of both nature and magic.
Infused with the very magic of the Feywild, Feyhearts
possess an innate ability to communicate with the
spirits of nature, animals, and even the sentient
whispers of the flora.
As players embrace the race of Feyhearts, they step
into a world where the line between the mundane and
the magical blurs, and the mysteries of nature unfold
with each whimsical step.
Origins and Lore
The origins of the Feyhearts are interwoven with the enigmatic realms of the Feywild. These fey-touched beings are
the living bridge between the material world and the whimsical wonders of the Feywild, embodying the magic and
mystery of both realms.
Legend whispers that during rare celestial alignments, when the borders between worlds grow thin, mortal souls
wander into the heart of the Feywild, infused with its magic. Emerging as Feyhearts, these creatures possess both
elven grace and fey enchantment, a harmonious fusion that reflects their dual nature. Feyhearts are not born, but
rather awaken to their true essence after a profound connection with the Feywild’s energies.
The Feyhearts’ existence is deeply intertwined with the Feywild’s vibrant ecosystems and the ethereal inhabitants
that dwell within. They are embraced by the spirits of the wild, able to converse with animals, plants, and even the
spirits of nature. This ability stems from their innate connection to the Feywild’s essence, which grants them the
power to communicate through the threads of enchantment that bind all living things.
Throughout history, Feyhearts have held a special place within fey cultures and societies, serving as liaisons
between the Feywild and the material realm. Fey courts and enchanted groves recognize their unique abilities, often
calling upon them to mediate disputes or seek guidance from the spirits of nature. Feyhearts’ whimsical charm and
innate magic make them sought-after companions and allies, as well as integral members of the magical ecosystems
that flourish across both worlds.

22
Names of the You can cast the speak with animals and speak with
plants spells once each, using Charisma as your
Feyhearts spellcasting ability for these spells. You regain the
Feyhearts are adorned with names that reflect their ability to cast these spells when you finish a long rest.
Whimsical Resilience: Your fey nature grants you
connection to the Feywild’s whimsical and enchanting advantage on saving throws against being charmed or
nature. These names often carry the melodies of the frightened.
natural world and the magic of the Feywild itself. While Fey Step: you can use your innate connection to the
each Feyheart’s name is as unique as their essence, Feywild to cast the misty step spell once per long rest
they share a certain musical quality that resonates with without requiring a spell slot.
the enchantment of their heritage.
Feyheart Name Examples Subraces of Feyhearts
Within the community of Feyhearts, two distinct
Male Names Female Names
subraces emerge, each embodying a different aspect of
Elorian Elowen
their fey-touched nature. These subraces, the
Whispering Sylvans and the Starlit Dreamers, offer
Thorne Emberlyn
Silvanus Isolde
Feyhearts unique traits and abilities that reflect their
Branwyn
Aelar
Maris
Aeliana connection to different facets of the Feywild.
Eirian Larkspur
Finley Rowan
Whispering Sylvans
Leifric Faela The Whispering Sylvans are Feyhearts whose affinity
Oren Sylphie lies in their close connection to the natural world, the
Riven Eirian spirits of the forest, and the creatures that call it home.
With a demeanor that reflects the serene beauty of the
woods, Whispering Sylvans often have verdant or earth-
Traits and Abilities toned markings that mirror the flora of their
Feyhearts possess a collection of mystical traits and surroundings.
Ability Score Increase: Your Wisdom score increases
abilities connected to both the material world and the by 1. Your connection to the spirits of the forest
enchanting realms of the Feywild. enhances your intuition and attunement to nature.
Fey Heritage: Your fey lineage grants you advantage Nature’s Harmony: You have advantage on Wisdom
on saving throws against being charmed, and magic (Animal Handling) and Wisdom (Nature) checks related
can’t put you to sleep. to creatures and plants native to forests and wooded
Ability Score Increase: Your Charisma score
increases by 2 due to your captivating fey presence. areas.
Woodland Magic: You can cast the entangle spell
Age: Feyhearts mature at a similar rate to humans
but often live longer, with some reaching ages of over once per short or long rest without requiring a spell slot.
two centuries. Their connection to the timeless Feywild Your connection to the spirits of the forest allows you to
grants them an extended lifespan. harness their magic to restrain and hinder your foes.
Alignment: The enchantment of the Feywild shapes Starlit Dreamers
Feyhearts’ worldview, often leaning them toward a The Starlit Dreamers are Feyhearts whose bond with
neutral alignment with an appreciation for the balance the celestial realms and the night sky is especially
of nature. strong. These ethereal beings possess an air of wonder
Size: Feyhearts have a slender and graceful build,
similar to elves, but are typically a bit shorter. They and mystery, often having shimmering, star-like patterns
stand between 4 and 5.5 feet tall. Your size is Medium. on their skin. Starlit Dreamers are drawn to the cosmic
Speed: Feyhearts have a base walking speed of 30
wonders above and are often found gazing at the stars
feet. Their nimble forms allow them to move gracefully in contemplation.
Ability Score Increase: Your Intelligence score
through the natural world, evoking the swiftness of both increases by 1. Your connection to the cosmos grants
elves and fey creatures. you insights into the mysteries of the universe.
Enchanted Charm: Your innate charm is a reflection
Stellar Radiance: You gain darkvision with a range of
of your fey heritage. You have proficiency in the 60 feet. Additionally, you can cast the guidance cantrip
Persuasion skill. at will. The celestial wisdom you channel enhances your
Fey Communication: Feyhearts have the ability to
communicate with animals, plants, and spirits of nature. guidance to others.

23
Starry Resilience: Your celestial nature provides you Magical Connection: Nature and
with a unique form of protection. As a reaction when Cosmos
you take damage, you can grant yourself resistance to Feyhearts often view themselves as intermediaries
the triggering damage type until the end of your next between the material world and the Feywild’s
turn. Once you use this feature, you can’t use it again enchantment. This perspective can lead to a desire to
until you finish a short or long rest. protect and preserve the natural world, as well as a
curiosity about the cosmos and celestial patterns. Your
character might be drawn to explore ancient ruins,
Character Creation hidden glades, or starlit vistas in search of hidden
Tips magical knowledge.
Creating a Feyheart character opens the door to a world
of enchantment and connection with the Feywild’s Example Feyheart
magic. Here are some tips to help you craft a captivating
Feyheart character. Character
Choosing a Class: Embodiments of Character Name: Thalren Moonwhisper
Enchantment
Race: Feyheart (Starlit Dreamers Subrace)
Feyhearts’ innate magical abilities make them well-
suited to classes that harness the power of nature or Class: Bard
magic itself. Druids, Bards, Sorcerers, and Warlocks Background: Entertainer
are natural choices, reflecting their fey heritage and Alignment: Chaotic Neutral
connection to the mystical realms. However, any class
can be adapted to fit the whimsical and enchanting
nature of a Feyheart. Backstory: Celestial Reverie
Thalren Moonwhisper was born on a night of shooting
Ability Scores: Embrace Charisma stars, his arrival hailed as a cosmic event that painted
and Flexibility the sky with radiant streaks of light. As a Starlit
Charisma is a key ability score for Feyhearts, Dreamer Feyheart, Thalren’s connection to the celestial
representing their fey charm, innate magic, and ability realms was unmistakable from the start, his silvery skin
to connect with the world around them. Depending on bearing the patterns of constellations that seemed to
your chosen subrace (Whispering Sylvans or Starlit come alive under the moon’s embrace. Raised in a
Dreamers), you might prioritize Intelligence for Feyheart community nestled deep within an enchanted
intellectual insights or Wisdom for attunement to the forest, Thalren’s upbringing was a blend of fey
natural and cosmic world. enchantment and artistic expression.
From a young age, Thalren exhibited a capricious
spirit that mirrored the ever-changing nature of the
Background and Alignment: Reflect
Feywild. He was drawn to the melodies of the night,
Enchantment captivated by the whispering winds that carried tales of
Consider backgrounds that emphasize your Feyheart’s distant lands and cosmic wonders. Guided by his
connection to nature, magic, or both. A Sage ethereal connection, he embraced the path of a bard,
background might reflect a thirst for knowledge about using his enchanting performances to weave tales of
the Feywild and its mysteries, while an Outlander starlit vistas, faerie revels, and the mysteries of the
background might represent a deep connection to the cosmos. With each note he played and each lyric he
natural world. Alignment often leans toward neutral or sang, Thalren tapped into the magic of the celestial
chaotic, reflecting the capricious and whimsical nature realms, sharing its wonder with those fortunate enough
of the Feywild. to listen.
Choosing the Entertainer background, Thalren’s
Role-playing Quirks: Enchanted performances transcended mere entertainment,
Expressions becoming captivating experiences that transported his
Embrace your Feyheart’s enchanting nature through audience to realms beyond imagination. His music and
role-playing quirks that set them apart. You might have stories held the power to inspire, uplift, and sometimes
a habit of speaking in riddles or poetic language, bewilder, reflecting his fey-touched nature and
reflecting the whimsy of the Feywild. Your interactions whimsical outlook on life. His alignment as Chaotic
with animals, plants, and the natural world might be Neutral mirrored his unpredictable and capricious
marked by a serene tranquility or a fascination with nature, a reflection of the ever-shifting whims of the
cosmic patterns. Feywild itself.

24
The Pyrodwarves
Forgeborn Flames and Molten Might

P
yrodwarves emerge as a fiery
embodiment of the elemental plane of fire
itself. These dwarves forge an unbreakable
link with the flames that burn at the heart of
creation, infusing their very essence with the scorching
energy of the elemental inferno. Adorned with fiery
details that flicker and dance like flames upon their
skin, Pyrodwarves are not only skilled fire manipulators
but also fervent creators who shape molten metal and
searing magic into works of art.
Their affinity for the flames is more than a mere
talent—it’s a calling that ignites their souls with an
unquenchable passion. Pyrodwarves, with their mastery
of pyromancy and the crafting of incendiary spells and
artifacts, conjure both awe and inspiration in those who
bear witness to their blazing prowess.
Origins and Lore
The origins of the Pyrodwarves are intertwined with the elemental realm of fire, a domain where flames dance with
unrestrained energy and molten currents shape the very fabric of existence. According to ancient scrolls and tales
passed down through generations, Pyrodwarves are believed to be the descendants of a revered dwarven clan that
delved deep into the heart of a volcanic mountain in search of rare and powerful materials. In their quest for mastery
over fire, these dwarves made contact with the elemental plane of fire itself, forging a connection that forever altered
their destiny.
From that pivotal moment, the Pyrodwarves became infused with the essence of fire, their bodies and souls forever
bound to the fiery energies of the elemental plane. Their skin gained the fiery hues of ember, adorned with intricate
patterns that seemed to flicker like the flames they cherished. As their affinity for fire grew, they discovered their
innate ability to conjure and manipulate flames, harnessing the very power of the elemental realm.
The lore of the Pyrodwarves is steeped in tales of legendary pyromancers who harnessed the fiery arts to reshape
the world around them. From crafting incendiary spells that sear through enemies to forging fiery artifacts of
unimaginable power, Pyrodwarves have long been renowned as masters of the flame. Their creations, be they
enchanted weapons, blazing talismans, or intricately designed structures, bear the indelible mark of their fiery touch,
becoming a testament to their artistry and passion.
In the cultures that revere them, Pyrodwarves are seen as both artisans and firebringers, revered for their ability to
conjure and control flames with unparalleled finesse. They often serve as both protectors and catalysts for
transformation, using their mastery over fire to forge paths through challenges and to fuel the fires of innovation.
Pyrodwarves’ fervor for life is matched only by their dedication to their craft, as they channel the heat of the elemental
plane to both shape and reshape the world according to their vision.
Throughout the ages, Pyrodwarves have demonstrated unwavering loyalty to their kin and the bonds they form with
their allies. Their affinity for creation and fire draws them to the heart of both forging halls and arcane libraries, where
they continue to explore the boundaries of their abilities and delve deeper into the mysteries of fire magic.
26
Names of the However, individual Pyrodwarves can embody a wide
range of alignments, from chaotic good to chaotic
Pyrodwarves neutral.
Flame Resistance: Your exposure to flames from an
The names of Pyrodwarves often reflect their fiery early age has granted you resistance to fire damage, a
nature and their deep connection to the elemental plane testament to your affinity for the element.
of fire. These names are often composed of syllables Fire Conjuration: You can cast the produce flame
that evoke the crackling of flames, the heat of molten cantrip at will.
metal, and the energy of fiery eruptions. While Flameforged Crafting: Pyrodwarves are skilled in the
Pyrodwarves share certain naming conventions, creation of fiery artifacts and enchanted weapons. You
individual names vary widely based on their clan, family gain proficiency with blacksmith’s tools and tinker’s
traditions, and personal preferences. tools. Additionally, you can spend a short rest to imbue
a non-magic weapon with elemental fire, granting it a +1
Pyrodwarves Name Examples bonus to attack and damage rolls for 2 hours. You can
use this feature a number of times equal to your
Male Names Female Names Constitution modifier (minimum of once), and you
Drakar Ashelyn regain all expended uses after a long rest.
Magmarin Flareya Inferno’s Fury: You gain the ability to harness the fury
Forgeon Volcania of the flames within you. As a bonus action, you can
Emberheart Kindlera empower your next weapon attack with searing fire. On
Ignisar Pyralia a hit, the target takes an additional 1d6 fire damage.
Blazecraft Embera Once you use this feature, you can’t use it again until
Cinderthorn
Flameforge
Ignitha
Flamara
you finish a short or long rest.
Pyroth Hearthilda
Moltenclad Blazena Subraces of Pyrodwarves
Within the community of Pyrodwarves, two distinct
Traits and Abilities subraces have emerged, each attuned to a different
Pyrodwarves possess a host of innate traits that stem aspect of their fiery heritage. These subraces, the
Emberheart and the Flameforged, embody unique
from their fiery lineage and mastery of the elemental strengths and qualities that reflect the diversity of
plane of fire. These traits make them unique and Pyrodwarven society.
formidable beings in the world.
Fiery Heritage: Born of the elemental plane of fire, Emberheart
Pyrodwarves are imbued with an inherent connection to The Emberhearts are Pyrodwarves whose connection to
flames and heat. the elemental plane of fire is intertwined with their
Ability Score Increase: Your Constitution score
increases by 2 due to your resilient nature forged in the innate charm and charisma. Their fiery energy is not
flames. only a source of power but also a means of inspiring
Age: Pyrodwarves have a similar lifespan to other
others and commanding attention. With personalities
dwarves, often living to be around 250 years old. Their that burn as brightly as their flames, Emberheart
fiery essence seems to grant them a vitality that resists Charismatics often find themselves in roles of
the passage of time. leadership and persuasion.
Ability Score Increase: Your Charisma score
Size: Medium. Pyrodwarves share the same size increases by 1 due to your commanding presence and
category as other dwarves, standing between 4 and 5 fiery charm.
feet tall. Their stout and resilient frames reflect their Inferno’s Gaze: You can use your charisma to tap into
dwarven heritage, while their fiery details and radiant the essence of fire and enhance your spells. When you
aura distinguish them as Pyrodwarves. cast a spell that deals fire damage, you can add your
Speed: Pyrodwarves have a base walking speed of 25
feet. Despite their slightly slower pace, their movements Charisma modifier to the damage roll.
Inspiring Blaze: Your fiery charisma inspires those
carry a fiery intensity that radiates from their very being. around you. As a bonus action, you can choose a
Their steps seem to leave smoldering traces, and their number of allied creatures within 30 feet of you equal to
presence is often accompanied by a gentle warmth. your Charisma modifier. Those creatures gain
Alignment: Pyrodwarves’ alignment often leans
towards the chaotic spectrum, reflecting their affinity for temporary hit points equal to your level + your Charisma
the unpredictable and transformative nature of fire. modifier. Those temporary hit points last until depleted
or until dawn. Once you use this trait, you can’t use it
again until you finish a short or long rest.

27
Flameforged Background and Alignment: Fiery
The Flameforged are Pyrodwarves whose connection to Callings
the elemental plane of fire manifests in their incredible Consider backgrounds that highlight your Pyrodwarf’s
strength and resilience. These strong beings embody connection to fire and creativity. Artisan, Guild Artisan,
the raw power of flames, channeling their fiery essence Soldier or Entertainer backgrounds could all be fitting
into their physical might. Flameforged are often found choices, reflecting their fiery crafts and vibrant
at the forefront of battles, using their strength to crush personalities. Alignment varies widely among
foes and reshape the battlefield to their advantage. Pyrodwarves, as they can be driven by their passions
Ability Score Increase: Your Strength score increases and alignment leans towards chaotic due to their fiery
by 1 due to your formidable physical power and fiery and transformative nature.
might.
Molten Fury: Your connection to fire grants you the Role-playing Quirks: Flaming
ability to infuse your melee attacks with molten energy. Personalities
You may use your Inferno’s Fury trait twice per short or Lean into your Pyrodwarf’s fiery essence when role-
long rest. playing. For Emberheart characters, exude confidence
Magma-Infused Vigor: Your connection to molten and charm, captivating those around you with your
energy grants you the ability to shake off harmful presence. For Flameforged characters, let your physical
effects. When you succeed on a saving throw against a actions speak volumes, and embrace a determination
spell or effect that deals fire damage, you can use your that burns brighter than any flame. Consider
reaction to regain hit points equal to your Constitution incorporating fire-related idioms and phrases into your
modifier. speech to further immerse yourself in your character’s
persona.
Character Creation Bonds to Fire and Creation

Tips Pyrodwarves’ fiery talents are often intertwined with


their passions for craftsmanship and creation. Think
Creating a Pyrodwarf character is an opportunity to about how your character’s affinity for fire translates
embrace the fiery essence of the elemental plane of fire. into their craftsmanship, be it through forging weapons,
Here are some tips to guide you in crafting a compelling crafting enchanted items, or even creating works of art
Pyrodwarf character. that capture the essence of flames. Your character’s
creations might bear intricate fire motifs or utilize fire in
Choosing a Subrace: Emberheart or
Flameforged
their crafting process.
Selecting a subrace allows you to tailor your Pyrodwarf
character’s strengths and abilities. If you’re drawn to Example Pyrodwarf
charismatic leadership and enhancing your spells with
fire, the Emberheart subrace might suit you. On the Character
other hand, if you relish being a physical powerhouse on
the battlefield, the Flameforged subrace offers a path of Character Name: Kaldar Emberheart
resilience and might. Consider which subrace aligns Race: Pyrodwarf (Emberheart Subrace)
with your desired character concept and playstyle. Class: Sorcerer
Ability Scores: Strength, Charisma, Background: Guild Artisan
or Both
Alignment: Chaotic Good
Depending on your chosen subrace, you’ll want to
prioritize Strength for Flameforged characters or Backstory: Forge of Flames
Charisma for Emberheart characters. These ability Kaldar Emberheart’s story began within the bustling
scores reflect the primary strengths of each subrace. halls of the Pyroforge Clan, a renowned guild of
However, Constitution is still vital for all Pyrodwarves, Pyrodwarven artisans. Born under a shower of shooting
representing their hardiness and resilience born of their sparks during a volcanic eruption, Kaldar’s fiery
fiery heritage. birthmark marked him as destined for greatness. From
a young age, he displayed an affinity for both fire and
artistry, capturing the mesmerizing dance of flames on
canvas and shaping molten metal with inspired designs.

28
As an Emberheart Pyrodwarf, Kaldar’s charismatic
demeanor and creative spark set him apart. Eager to
learn, he apprenticed under the master pyromancer and
guild leader, Pyra Brightflame. Under her tutelage, he
honed his pyromantic abilities, learning to conjure and
manipulate fire with finesse. His artistic talents merged
seamlessly with his affinity for flames, as he crafted
enchanted items that radiated with an inner fire,
capturing the essence of the elemental plane itself.
Choosing the path of a Sorcerer, Kaldar’s mastery of
fire magic was matched only by his ability to inspire
others with his presence. His spells blazed with
intensity, and his mere words could ignite passions or
calm the most turbulent emotions. He embraced his
role as a Guild Artisan, crafting intricate jewelry and
weapons that bore his signature fiery touch, each piece
a testament to his skill and the energy that flowed
through him.
Kaldar’s alignment as Chaotic Good reflected his
desire to bring positive change to the world, often
challenging traditional norms to create a better future.
With a heart ablaze with compassion, he used his
abilities to aid those in need and to protect the
vulnerable from oppressive forces. His loyalty to his
guild was unwavering, and he would often rally his
fellow Pyrodwarves with his fiery speeches before
embarking on daring adventures.

29
Bestiary of Magical Beings
Creatures of Magical Origin

W
ithin the mystical realm, where Celestial beings of radiant light, sylvan spirits that guard
arcane energies intertwine with the ancient groves, and fey tricksters that dance on the edge
fabric of reality, a plethora of of perception will all cross your path as you explore the
extraordinary beings exists. In this pages before you.
chapter, we delve into the depths of the unknown, Guided by the wisdom of arcane scholars and the
unveiling a collection of awe-inspiring creatures that tales of daring adventurers, we invite you to embrace
defy the boundaries of ordinary existence. the unknown. As you read on, envision the encounters
These entities are not bound by the mundane laws that await your characters, the challenges they will face,
that govern the natural world. Instead, they are shaped and the alliances they may forge. The pages that follow
by the very essence of magic itself, their forms and will not only expand your understanding of the magical
abilities a testament to the unfathomable forces that world but will also kindle the flames of imagination and
flow through the cosmos. As you journey through this spark ideas that will breathe life into your campaigns.
chapter, you will encounter a diverse array of creatures, As you turn the pages, may you discover creatures
each more enigmatic and wondrous than the last. that inspire wonder, awe, and the inexhaustible
From the ethereal Dreamweavers who weave reality curiosity that drives adventurers to explore the
and illusion with a delicate touch, to the elemental uncharted corners of existence.
embodiments of Earth, Air, Fire, and Water that wield
the primal forces of creation and destruction, the
inhabitants of this chapter will challenge your
perceptions of reality.
Aelthorin, the Arcane
Mage
Medium humanoid (human male), chaotic neutral

Armor Class 15
Hit Points 120 (16d8 + 48)
Speed 30 ft., hover 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 18 (+4)

Condition Immunities charmed, frightened


Senses darkvision 30 ft., passive Perception 12
Languages Common, Primordial, Celestial, Abyssal
Challenge 12 (8,400 XP)

Arcane Embodiment. Aelthorin can cast spells while


maintaining concentration on two spells at once. When
Aelthorin casts a spell, roll a d20:

1-5: The spell backfires, dealing half the spell’s damage to


Aelthorin and creating a wild magic surge.
6-10: The spell is cast as intended.
11-15: The spell’s effects are enhanced, such as increased
damage or a larger area of effect.
16-19: Aelthorin can immediately cast a cantrip as a bonus
action.
20: A surge of controlled magic occurs, granting advantage
on the spell’s effects.

Spellcasting. Aelthorin is a 9th-level spellcaster. Its spellcasting


ability is Intelligence (spell save DC 18, +10 to hit with spell
attacks). Aelthorin has the following spells prepared:
Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost
1st level (4 slots): Magic Missile, Shield, Thunderwave
2nd level (3 slots): Misty Step, Mirror Image, Scorching Ray
3rd level (3 slots): Counterspell, Fireball, Lightning Bolt
4th level (3 slots): Blight, Dimension Door
5th level (2 slots): Teleportation Circle, Cone of Cold

A ctions
Multiattack. Aelthorin casts two spells from its prepared list.

Arcane Surge. Aelthorin releases a surge of chaotic magic in a


20-foot radius centered on itself. Each creature in that area
must make a DC 18 Dexterity saving throw, taking 27 (6d8)
force damage on a failed save, or half as much on a successful
one.

R eactions
Chaotic Deflection. When Aelthorin is targeted by a spell or a
ranged attack, it can use its reaction to impose disadvantage
on the attack roll or saving throw.

31
Charge. If the bison moves at least 20 feet straight toward a
Aetherhorn Bison target and then hits it with a ram attack on the same turn, the
Large beast, unaligned
target takes an extra 9 (2d8) bludgeoning damage. If the target
is a creature, it must succeed on a DC 15 Strength saving throw
Armor Class 15 (natural armor) or be pushed up to 10 feet away and knocked prone.
Hit Points 85 (10d10 + 30)
Speed 40 ft. Gravity Manipulation. The bison has advantage on saving
throws against effects that would move it against its will, and it
STR DEX CON INT WIS CHA can move in difficult terrain made up of earth, stone, or other
18 (+4) 14 (+2) 16 (+3) 2 (-4) 12 (+1) 7 (-2) solid materials without spending extra movement.

Skills Athletics +6, Perception +3 A ctions


Senses passive Perception 13
Languages None Multiattack. The bison makes two attacks: one with its ram and
Challenge 6 (2,300 XP) one with its hooves.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Arcane Horns. The bison’s horns can manipulate gravity. As a 15 (2d8 + 4) bludgeoning damage.
bonus action, the bison can create a gravitational field in a 15-
foot cone in front of it. Each creature in that area must succeed Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
on a DC 14 Strength saving throw or be knocked prone. Hit: 11 (2d4 + 4) bludgeoning damage. If the target is prone,
Additionally, as an action, the bison can target a Medium or the bison can make another hooves attack against it as a bonus
smaller creature within 30 feet and launch it into the air. The action.
target must succeed on a DC 14 Dexterity saving throw or be
lifted 20 feet into the air and then fall prone, taking falling
damage as appropriate.

32
Aetherial Sylpharion
Medium celestial, chaotic good

Armor Class 14
Hit Points 67 (9d8 + 27)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


8 (-1) 18 (+4) 16 (+3) 14 (+2) 16 (+3) 18 (+4)

Damage Resistances radiant


Condition Immunities frightened, charmed
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common
Challenge 3 (700 XP)

Ethereal Flight. The sylpharion can move through other


creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.

Air Manipulation. The sylpharion can use a bonus action to


manipulate the air currents around it. Until the start of its next
turn, its flying speed is doubled, and it has advantage on
Dexterity saving throws.

Mystic Shimmer. When a creature makes an opportunity attack


against the sylpharion, the attacker has disadvantage on the
attack roll.

A ctions
Air Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 4) slashing damage plus 7 (2d6) radiant damage.

Whirlwind Burst (Recharge 6) The sylpharion flaps its wings in a


burst of ethereal energy. Each creature within 10 feet of the
sylpharion must make a DC 13 Strength saving throw, taking
14 (4d6) force damage and being pushed 10 feet away on a
failed save, or half as much damage and not being pushed on a
successful one. The sylpharion can then fly up to half its flying
speed as a reaction.

33
Air Titan A ctions
Gargantuan elemental, chaotic neutral
Multiattack. The titan makes three slam attacks.
Armor Class 21 (natural armor) Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit Points 615 (30d20 + 300) Hit: 36 (4d10 + 10) bludgeoning damage.
Speed 40 ft., fly 60 ft.
Lightning Strike (Recharge 5-6). The titan calls down a bolt of
STR DEX CON INT WIS CHA lightning in a 120-foot line that is 10 feet wide. Each creature in
30 (+10) 16 (+3) 30 (+10) 12 (+1) 14 (+2) 20 (+5) that line must make a DC 23 Dexterity saving throw, taking 77
(22d6) lightning damage on a failed save, or half as much
Damage Resistances bludgeoning and piercing from damage on a successful one. The lightning ignites flammable
nonmagical attacks objects in the area that aren’t being worn or carried.
Damage Immunities lightning, thunder, slashing from
nonmagical attacks L egendary A ctions
Damage Vulnerabilities cold
Condition Immunities charmed, frightened, paralyzed, petrified, The titan can take 3 legendary actions, choosing from the
poisoned options below. Only one legendary action option can be used at
Senses truesight 120 ft., passive Perception 12 a time and only at the end of another creature’s turn. The titan
Languages Auran, Primordial regains spent legendary actions at the start of its turn.
Challenge 23 (50,000 XP)
Slam. The titan makes one slam attack.

Legendary Resistance (3/Day). If the titan fails a saving throw, it Wind Burst (Costs 2 Actions). The titan releases a burst of wind in
can choose to succeed instead. a 30-foot radius. Each creature in that area must make a DC 23
Strength saving throw or be pushed up to 20 feet away from the
Siege Monster. The titan deals double damage to objects and titan and knocked prone.
structures.
Call Lightning (Costs 3 Actions). The titan calls down a bolt of
Air Mastery. The titan can move through a space as narrow as 1 lightning at a point it can see within 120 feet of it. Each creature
inch wide without squeezing. within 10 feet of that point must make a DC 23 Dexterity saving
throw, taking 44 (12d6) lightning damage on a failed save, or
Whirlwind Form. The titan can enter a whirlwind form as a half as much on a successful one.
bonus action. While in this form, it can move through other
creatures and objects as if they were difficult terrain. The titan
takes 3 (1d6) force damage for each 5 foot it moves in this way,
and it can’t willingly end its movement in an occupied space.

34
Animated Broom
Small construct, unaligned

Armor Class 12
Hit Points 27 (6d6 + 6)
Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 12 (+1) 1 (-5) 7 (-2) 1 (-5)

Damage Immunities poison, psychic


Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 8
Languages –
Challenge 1 (200 XP)

Antimagic Susceptibility. The broom is incapacitated while in the


area of an antimagic field. If targeted by dispel magic, the
broom must succeed on a Constitution saving throw against
the caster’s spell save DC or fall unconscious for 1 minute.

False Appearance. While the broom remains motionless and


isn’t flying, it is indistinguishable from a normal broom.

A ctions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 2) bludgeoning damage.

Dust Cloud (Recharge 5-6). A 10-foot-radius cloud of dust


extends out from the broom. The area is heavily obscured for 1
minute, although a strong wind can disperse the cloud
instantly. Each creature that enters the cloud must succeed on
a DC 10 Constitution saving throw or be blinded for 1 minute.
A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If the saving
throw fails by 5 or more, the creature is also stunned while
blinded in this way. The broom can use this action only while
flying.

35
Animated Shield
Small construct, unaligned

Armor Class 18 (natural armor)


Hit Points 45 (10d6 + 10)
Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA Animated Teapot


18 (+4) 10 (+0) 12 (+1) 1 (-5) 3 (-4) 1 (-5) Small construct, unaligned

Damage Immunities poison, psychic Armor Class 13


Condition Immunities blinded, charmed, deafened, frightened, Hit Points 9 (2d4 + 4)
paralyzed, petrified, poisoned Speed 30 ft. (hover)
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 6 STR DEX CON INT WIS CHA
Languages – 3 (-4) 14 (+2) 14 (+2) 4 (-3) 10 (0) 3 (-4)
Challenge 4 (1,100 XP)
Damage Immunities poison, psychic
Antimagic Susceptibility. The shield is incapacitated while in the Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
area of an antimagic field. If targeted by dispel magic, the
shield must succeed on a Constitution saving throw against Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 10
the caster’s spell save DC or fall unconscious for 1 minute.
Languages Understands the languages of its creator but can’t
False Appearance. While the shield remains motionless and speak
isn’t flying, it is indistinguishable from a normal shield. Challenge 1/8 (25 XP)

A ctions Antimagic Susceptibility. The teapot is incapacitated while in the


area of an antimagic field. If targeted by dispel magic, the
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. teapot must succeed on a Constitution saving throw against
Hit: 10 (2d6 + 4) bludgeoning damage. the caster’s spell save DC or fall unconscious for 1 minute.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one False Appearance. While the teapot remains motionless, it is
target. Hit: The target must succeed on a DC 14 Strength indistinguishable from a normal teapot.
saving throw or be pushed up to 10 feet away and knocked
prone. Immutable Form. The teapot is immune to any spell or effect
that would alter its form.
Deflect Attack (Recharge 5-6). The animated shield grants itself
and one creature of its choice within 5 feet of it a +2 bonus to Heated Spout. Any creature within 5 feet of the teapot at the
AC against a single attack. start of its turn takes 2 (1d4) fire damage.

R eactions A ctions
Shield Master. The animated shield can take a reaction to Scalding Jet. Ranged Spell Attack: +4 to hit, range 20 ft., one
impose disadvantage on a melee attack roll that targets it. target. Hit 5 (2d4) fire damage.

36
Aqua Nymphalai
Medium fey, neutral good

Armor Class 16 (natural armor)


Hit Points 90 (12d8 + 36)
Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 14 (+2) 20 (+5) 17 (+3)

Skills Perception +7
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 17
Languages Aquan, Sylvan
Challenge 5 (1,800 XP)

Amphibious. The nymphalai can breathe air and water.

Innate Spellcasting. The nymphalai’s innate spellcasting ability


is Wisdom (spell save DC 15). It can innately cast the following
spells, requiring no material components:
At will: shape water, control water
3/day each: water walk, tidal wave
1/day: watery sphere

Aquatic Empathy. The nymphalai can communicate with


aquatic creatures within 120 feet of it, even if they don’t
understand the nymphalai’s language.

Water Manipulation. The nymphalai can use an action to


manipulate a body of water it can see within 60 feet of it. This
manipulation can create soothing currents in water or redirect
the flow of water in a way that could flood a 20-foot cube area.
The nymphalai can’t manipulate water within a creature.

A ctions
Multiattack. The nymphalai makes two attacks: one with its
aquatic touch and one with its whirlpool strike.

Aquatic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one


target. Hit: 9 (2d4 + 4) bludgeoning damage plus 7 (2d6) cold
damage. If the target is a creature or a structure made of water,
it must succeed on a DC 15 Strength saving throw or be
pushed up to 10 feet away from the nymphalai and knocked
prone.

Whirlpool Strike. Ranged Spell Attack: +7 to hit, range 60 ft., one


target. Hit: 11 (2d6 + 4) bludgeoning damage plus 9 (2d8) cold
damage. If the target is a creature or a structure made of water,
it must succeed on a DC 15 Strength saving throw or be pulled
up to 15 feet closer to the nymphalai and knocked prone. If the
target is a creature, it must also make a DC 15 Constitution
saving throw or be restrained for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

37
Legendary Resistance (3/Day). If the dragon fails a saving throw,
Arcane Storm Dragon it can choose to succeed instead.
Huge dragon, chaotic neutral

Armor Class 18 (natural armor) A ctions


Hit Points 189 (18d12 + 72) Multiattack. The dragon can use its Frightful Presence. It then
Speed 40 ft., fly 80 ft. makes three attacks: one with its bite, one with its claws and
one with its tail.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 16 (+3) 12 (+1) 20 (+5) Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) lightning
Saving Throws Dex +6, Con +8, Wis +5, Cha +9 damage.
Skills Arcana +7, Perception +5 Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Damage Immunities lightning Hit: 13 (2d6 + 6) slashing damage.
Senses passive Perception 15 Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Languages Common, Draconic Hit: 15 (2d8 + 6) bludgeoning damage.
Challenge 14 (11,500 XP)
Frightful Presence. Each creature of the dragon’s choice that is
within 120 feet of the dragon and aware of it must succeed on a
Innate Spellcasting. The dragon’s innate spellcasting ability is DC 17 Wisdom saving throw or become frightened for 1
Charisma (spell save DC 17). It can innately cast the following minute. A creature can repeat the saving throw at the end of
spells, requiring no material components: each of its turns, ending the effect on itself on a success.
At will: thunderwave, shocking grasp
3/day each: chain lightning, call lightning, gust of wind Breath Weapons (Recharge 5-6). The dragon uses one of the
1/day each: control weather, storm sphere following breath weapons:

Storm Aura. At the start of its turn, the dragon can activate or Lightning Breath. The dragon exhales a blast of lightning in a
deactivate its Storm Aura. When active, the aura extends 20 feet 60-foot line that is 5 feet wide. Each creature in that line must
from the dragon. The aura has the following effects: make a DC 16 Dexterity saving throw, taking 54 (12d8)
lightning damage on a failed save, or half as much damage
Creatures in the aura have disadvantage on ranged attack on a successful one.
rolls. Gale Breath. The dragon exhales hurricane-force winds in a
The dragon’s lightning spells deal maximum damage. 60-foot cone. Each creature in that area must make a DC 16
The aura sheds dim light, and the dragon can see through it Strength saving throw or be pushed 20 feet away from the
as if it were bright light. dragon and knocked prone. The dragon can then fly up to
half its flying speed.

38
Aurelian Guardian
Large celestial, lawful good

Armor Class 18 (plate)


Hit Points 127 (15d10 + 45)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 16 (+3)

Damage Immunities radiant


Condition Immunities blinded, charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 14
Languages Celestial, Common
Challenge 7 (2,900 XP)

Radiant Aura. At the start of each of its turns, the guardian


emits a brilliant light in a 30-foot radius. Any creature other
than undead or constructs that starts its turn in that area must
succeed on a DC 16 Constitution saving throw or be blinded
until the start of its next turn.

Divine Defender. The guardian can use its reaction to impose


disadvantage on an attack roll made against a creature within 5
feet of it. The guardian must be able to see the attacker and the
target.

A ctions
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 18 (2d6 + 5) slashing damage plus 7 (2d6) radiant
damage.

Radiant Gaze. The guardian targets one creature it can see


within 60 feet of it. The target must succeed on a DC 16
Constitution saving throw or take 14 (4d6) radiant damage and
be blinded until the start of its next turn. On a successful save,
the target takes half the damage and isn’t blinded. The
guardian can use this ability as a legendary action as well.

Blinding Burst (Recharge 5-6). The guardian releases a burst of


radiant energy in a 20-foot cone. Each creature in that area
must make a DC 16 Dexterity saving throw, taking 31 (7d8)
radiant damage on a failed save, or half as much damage on a
successful one. In addition, a creature that fails the saving
throw is blinded for 1 minute. The blinded creature can repeat
the saving throw at the end of each of its turns, ending the
effect on a success.

39
Chrono-Rabbit
Small beast, chaotic neutral

Armor Class 15
Hit Points 42 (7d6 + 14)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 14 (+2) 2 (-4) 12 (+1) 6 (-2)

Condition Immunities charmed, frightened, paralyzed


Senses darkvision 60 ft., passive Perception 11
Languages None
Challenge 4 (1,100 XP)

Temporal Anomaly. Whenever the Chrono-Rabbit uses its


Bounding Leap ability, creatures within a 10-foot radius of its
landing point must succeed on a DC 13 Constitution saving
throw or be affected by a temporal anomaly until the end of
rabbit’s next turn. The anomaly randomly speeds up or slows
down time for the affected creature.

Speed up: The creature’s speed is doubled, and it gains a +2


bonus to AC and Dexterity saving throws.
Slow down: The creature’s speed is halved, and it subtracts 2
from its AC and Dexterity saving throws.

Bounding Leap. The Chrono-Rabbit can use 10 feet of its


movement to perform an incredible leap. It can make a long
jump of up to 30 feet horizontally and 10 feet vertically without
needing to make an Athletics or Acrobatics check. Additionally,
when it lands, it creates a burst of temporal energy in a 10-foot
radius as described in its Temporal Anomaly trait.

A ctions
Multiattack. The Chrono-Rabbit makes two attacks: one with its
bite and one with its time manipulation.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) piercing damage.

Time Manipulation. The Chrono-Rabbit targets one creature it


can see within 60 feet of it. The target must succeed on a DC
13 Wisdom saving throw or be affected by a time distortion of
the rabbit’s choice. The target either gains an extra action on
its next turn (speeding up time) or loses its next action
(slowing down time). The creature can repeat the saving throw
at the end of its turn, ending the effect on a success.

40
Cryomancy Dragon
Large dragon, lawful evil

Armor Class 18 (natural armor)


Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft., swim 30 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 21 (+5) 16 (+3) 14 (+2) 19 (+4)

Saving Throws Dex +4, Con +9, Wis +6


Skills Arcana +7, Perception +6
Damage Immunities cold
Condition Immunities frightened, paralyzed
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
16
Languages Common, Draconic
Challenge 12 (8,400 XP)

Freezing Aura. At the start of each of the dragon’s turns, each


creature within 10 feet of it takes 10 (3d6) cold damage.
Creatures that are immune to cold damage are unaffected.

Frigid Scales. Whenever the dragon is hit by a melee attack, the


attacker takes 5 (1d10) cold damage.

Cryomancy Manipulation. The dragon can cast cone of cold, ice


storm, and wall of ice each once per day, using Charisma as its
spellcasting ability.

Legendary Resistance (3/Day). If the dragon fails a saving throw,


it can choose to succeed instead.

A ctions
Multiattack. The dragon can use its Frightful Presence. It then
makes three attacks: one with its bite, one with its claws and
one with its tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit 18 (2d10 + 6) piercing damage plus 7 (2d6) cold damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit 12 (2d6 + 6) slashing damage plus 7 (2d6) cold damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
Hit 16 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is


within 120 feet of the dragon and aware of it must succeed on
a DC 16 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a


60-foot cone. Each creature in that area must make a DC 17
Constitution saving throw, taking 45 (10d8) cold damage on a
failed save, or half as much damage on a successful one.

41
Dreamweaver Gnome
Small fey, neutral good

Armor Class 12
Hit Points 45 (10d6 + 10)
Speed 25 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 18 (+4)

Skills Arcana +4, Perception +4


Senses darkvision 60 ft., passive Perception 14
Languages Common, Gnomish, Sylvan
Challenge 4 (1,100 XP)

Mystical Resilience. The gnome has advantage on saving throws


against being charmed or frightened.

Dreamwalker. The gnome can enter a trance-like state for 1


minute. During this time, it’s incapacitated and has resistance
to all damage. When the trance ends, the gnome gains
advantage to its next attack rolls and ability checks for 1
minute.

Spellcasting. The gnome is a 5th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). The gnome has the following spells prepared
from the sorcerer’s spell list:
Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation,
Firebolt
1st level (4 slots): Charm Person, Sleep
2nd level (3 slots): Mirror Image, Misty Step
3rd level (3 slots): Counterspell, Major Image

A ctions
Dreamweaver Staff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target
is a creature, it must succeed on a DC 12 Wisdom saving
throw or fall asleep for 1 minute. The target wakes up if it takes
damage or another creature uses an action to wake it.

Fey Enchantment. The gnome targets one creature it can see


within 30 feet of it. If the target can see the gnome, it must
succeed on a DC 14 Wisdom saving throw or be charmed by
the gnome for 1 minute. The charmed creature regards the
gnome as a friendly acquaintance. The charmed creature can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

Dimensional Step (Recharge 5-6). The gnome magically teleports


up to 30 feet to an unoccupied space it can see. It can then use
its Fey Enchantment ability, make one weapon attack or cast a
cantrip as a bonus action.

42
Earth Titan A ctions
Gargantuan elemental, neutral
Multiattack. The titan makes three slam attacks.
Armor Class 23 (natural armor) Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one
Hit Points 616 (33d20 + 231) target. Hit: 36 (4d12 + 10) bludgeoning damage.
Speed 40 ft., burrow 30 ft. Rock Throw. Ranged Weapon Attack: +10 to hit, range 60/240
ft., one target. Hit: 56 (8d10 + 10) bludgeoning damage.
Earthquake (Recharge 5-6). The titan stomps the ground,
STR DEX CON INT WIS CHA
triggering a massive earthquake. Each creature on the ground
30 (+10) 8 (-1) 28 (+9) 5 (-3) 10 (+0) 5 (-3) within 120 feet of the titan must succeed on a DC 24 Strength
saving throw or be knocked prone. The area becomes difficult
Saving Throws Str +18, Con +16 terrain, and any unsecured objects that are completely within
Damage Resistances bludgeoning, piercing, and slashing from the area of effect are catapulted 1d4 × 10 feet into the air. They
nonmagical attacks land in random locations in the area. If a creature rolls a natural
Damage Immunities poison 1 on its saving throw, it takes 55 (10d10) bludgeoning damage
Condition Immunities exhaustion, paralyzed, petrified, as well.
poisoned, unconscious
Senses darkvision 120 ft., tremorsense 120 ft., passive L egendary A ctions
Perception 10
Languages Terran, Primordial The titan can take 3 legendary actions, choosing from the
Challenge 23 (50,000 XP) options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The titan
regains spent legendary actions at the start of its turn.
Siege Monster. The earth titan deals double damage to objects
and structures. Slam. The titan makes one slam attack.
Earth Glide. The titan can burrow through nonmagical, Rock Throw (Costs 2 Actions). The titan makes one rock throw
unworked earth and stone. While doing so, it doesn’t disturb attack.
the material it moves through.
Tremor (Costs 3 Actions). The titan causes the ground to shake
Elemental Demise. If the titan dies, its body disintegrates into within a 60-foot radius centered on a point it can see within 120
sand and gravel, leaving behind its possessions. feet of it. Each creature other than the titan on the ground in
that area must succeed on a DC 24 Strength saving throw or be
Legendary Resistance (3/Day). If the titan fails a saving throw, it knocked prone. The titan can then move up to half its
can choose to succeed instead. movement speed without provoking opportunity attacks.

43
Eldritch Serpent
Large beast, chaotic neutral

Armor Class 15
Hit Points 112 (15d8 + 45)
Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 10 (0)

Condition Immunities charmed, frightened, prone


Senses darkvision 120 ft., passive Perception 11
Languages Deep Speech, telepathy 60 ft.
Challenge 7 (2,900 XP)

Arcane Madness. The target of the serpent’s bite must succeed


on a DC 14 Wisdom saving throw or be affected by arcane
madness for 1 minute. While affected, the creature’s
perception of reality becomes erratic and unpredictable. It has
disadvantage on Wisdom and Intelligence saving throws, as
well as on Intelligence-based skill checks. The creature also
rolls a 1d4 at the start of each of its turns to determine an
additional random effect:

1: The creature is blinded, perceiving only a swirling


maelstrom of colors.
2: The creature is deafened, hearing only distant whispers
and echoes.
3: The creature is frightened by illusory images that only it
can see.
4: The creature is stunned by sudden shifts in its perceived
surroundings.

A ctions
Multiattack. The serpent makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.


Hit: 11 (2d6 + 3) piercing damage plus 9 (2d8) psychic
damage. The target must succeed on a DC 14 Constitution
saving throw or be affected by the serpent’s Arcane Madness.

R eactions
Revenge. As a reaction to an incoming melee attack that
missed, the serpent gains advantage on its next attack roll
against the attacker.

44
Elysian Harbinger
Medium celestial, lawful good

Armor Class 17 (natural armor)


Hit Points 75 (10d8 + 30)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 16 (+3) 18 (+4) 20 (+5) 16 (+3)

Damage Immunities radiant


Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 15
Languages Celestial, Common
Challenge 5 (1,800 XP)

Keen Sight. The harbinger has advantage on Wisdom


(Perception) checks that rely on sight.

Foresight Aura. Friendly creatures within 30 feet of the harbinger


have advantage on Dexterity saving throws against effects that
they can see, such as traps and spells. Additionally, friendly
creatures can’t be surprised as long as they are conscious and
the harbinger is not incapacitated.

Innate Spellcasting. The harbinger’s innate spellcasting ability is


Wisdom (spell save DC 15). It can innately cast the following
spells, requiring no material components:

At will: guidance
3/day each: augury, lesser restoration, zone of truth
1/day: divination, greater restoration

Gilded Wings. The harbinger’s flying speed is not reduced by


wearing medium or heavy armor.

A ctions
Radiant Gaze. Ranged Spell Attack: +7 to hit, range 60 ft., one
target. Hit: 18 (4d8) radiant damage. The target must succeed
on a DC 15 Wisdom saving throw or be blinded until the end of
its next turn.

Heavenly Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) radiant
damage.

Guiding Whispers (Recharge 5-6). The harbinger targets up to


three creatures it can see within 60 feet of it. Each target must
succeed on a DC 15 Wisdom saving throw or be charmed and
guided by the harbinger’s wisdom for 1 minute. A charmed
target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. While charmed
in this way, a target gains a +5 bonus to Wisdom (Perception)
checks and can add a d4 to one ability check, attack roll, or
saving throw it makes.

45
Enchanted Tome
Medium construct, unaligned

Armor Class 12
Hit Points 85 (10d8 + 40)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 18 (+4) 18 (+4) 10 (0) 3 (-4)

Damage Immunities poison, psychic


Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses truesight 60 ft., passive Perception 10
Languages understands all languages but can’t speak
Challenge 6 (2,300 XP)

Antimagic Susceptibility. The tome is incapacitated while in the


area of an antimagic field. If targeted by dispel magic, the tome
must succeed on a Constitution saving throw against the
caster’s spell save DC or fall unconscious for 1 minute.

Immutable Form. The tome is immune to any spell or effect


that would alter its form.

Inscription Casting. The tome can cast spells that are inscribed
on its pages. It uses its Intelligence to cast spells (spell save
DC 14, +6 to hit with spell attacks). It has 4th-level spell slots,
and can cast the following spells:

At will: Mage Hand, Mending


3/day each: Magic Missile, Counterspell
1/day each: Fireball, Hold Monster

A ctions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.

R eactions
Protective Barrier. When the tome is targeted by a damaging
spell, it can attempt to create a protective barrier using its
magical text. The tome makes an Intelligence check (DC equals
10 + the spell’s level). If it succeeds, the spell’s effects are
negated, and the tome takes no damage. If it fails, the barrier is
ineffective, and the tome takes full damage.

46
Everbloom Dryad
Medium fey, neutral good

Armor Class 14 (natural armor)


Hit Points 38 (7d8 + 7)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 16 (+3) 18 (+4) 16 (+3)

Skills Perception +6, Nature +5


Senses darkvision 60 ft., passive Perception 16
Languages Sylvan, Common
Challenge 2 (450 XP)

Innate Spellcasting. The dryad’s innate spellcasting ability is


Wisdom (spell save DC 14). It can innately cast the following
spells, requiring no material components:
At will: druidcraft
3/day each: entangle, goodberry
1/day: plant growth

Magic Resistance. The dryad has advantage on saving throws


against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with
beasts and plants as if they shared a language.

Everbloom Aura. At the start of its turn, the dryad can choose a
10-foot radius sphere centered on itself. The plants in that area
magically bloom and become difficult terrain for creatures
other than the dryad. This effect lasts until the dryad’s next
turn.

A ctions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.

Ensnaring Vines. The dryad targets a creature it can see within


30 feet of it. The target must succeed on a DC 14 Strength
saving throw or be magically restrained by the magical vines
until the start of the dryad’s next turn. A creature restrained by
the vines or one that can touch the creature can use an action
to make a DC 14 Strength check, freeing itself on a success.

47
Fiery Seraphon
Large celestial, lawful good

Armor Class 17 (natural armor)


Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

Damage Resistances bludgeoning, piercing, and slashing from


nonmagical attacks
Damage Immunities fire, radiant
Condition Immunities exhaustion, frightened
Senses darkvision 120 ft., passive Perception 14
Languages Celestial, Common
Challenge 13 (10,000 XP)

Aura of Flame. At the start of each of its turns, the seraphon


deals 10 (3d6) fire damage to any creature within 10 feet of it.
A creature that hits the seraphon with a melee attack while
within 10 feet of it takes 10 (3d6) fire damage.

Inferno Wings. The seraphon’s flying speed is increased by 30


feet when it’s flying in a straight line.

Blazing Presence. The seraphon sheds bright light in a 30-foot


radius and dim light for an additional 30 feet. Any evil creature
that starts its turn within the bright light must succeed on a DC
18 Constitution saving throw or be blinded until the end of its
turn.

A ctions
Multiattack. The seraphon makes three attacks: two with its
flaming longsword and one with its searing gaze.

Flaming Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft.,


one target. Hit: 17 (2d8 + 6) slashing damage plus 10 (3d6) fire
damage.

Searing Gaze. The seraphon targets one creature it can see


within 60 feet of it. The target must make a DC 18 Constitution
saving throw, taking 45 (10d8) fire damage and being blinded
for 1 minute on a failed save, or half as much damage on a
successful one. The target can repeat the saving throw at the
end of each of its turns, ending the effect on a success.

Heavenly Burst (Recharge 6). The seraphon releases a burst of


celestial flames. Each creature within 20 feet of the seraphon
must make a DC 18 Dexterity saving throw, taking 49 (14d6)
fire damage on a failed save, or half as much damage on a
successful one. Additionally, the area becomes difficult terrain
for 1 minute as flames continue to burn.

48
Fire Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one
Fire Titan target. Hit 22 (3d6 + 10) bludgeoning damage plus 14 (4d6)
Gargantuan elemental, chaotic neutral
fire damage. If the target is a creature, it must succeed on a DC
21 Strength saving throw or be pushed up to 15 feet away from
Armor Class 21 (natural armor) the fire titan and knocked prone.
Hit Points 676 (33d20 + 330)
Speed 50 ft. Fiery Eruption (Recharge 5-6). The fire titan causes lava to erupt
from the ground in a 20-foot radius centered on a point it can
STR DEX CON INT WIS CHA see within 120 feet of it. Each creature in that area must make a
30 (+10) 9 (-1) 30 (+10) 6 (-2) 11 (+0) 7 (-2) DC 23 Dexterity saving throw, taking 56 (16d6) fire damage and
56 (16d6) bludgeoning damage on a failed save, or half as
Damage Immunities fire, poison much damage on a successful one. The area becomes difficult
Condition Immunities poisoned terrain until the end of the fire titan’s next turn.
Senses darkvision 120 ft., passive Perception 10
Languages Ignan, Primordial L egendary A ctions
Challenge 23 (50,000 XP)
The fire titan can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Heated Body. A creature that touches the fire titan or hits it with a time and only at the end of another creature’s turn. The fire
a melee attack while within 10 feet of it takes 14 (4d6) fire titan regains spent legendary actions at the start of its turn.
damage.
Flame Burst. The fire titan releases a burst of flames in a 20-foot
Illumination. The fire titan sheds bright light in a 30-foot radius radius. Each creature in that area must make a DC 21 Dexterity
and dim light for an additional 30 feet. saving throw, taking 28 (8d6) fire damage on a failed save, or
half as much damage on a successful one.
Siege Monster. The fire titan deals double damage to objects
and structures. Molten Fist (Costs 2 Actions). The fire titan makes a Fire Slam
attack.
A ctions
Inferno Step (Costs 3 Actions). The fire titan moves up to 30 feet,
Multiattack. The fire titan makes three attacks: one with its leaving a trail of fire in its wake. Each creature that starts its
flame whip and two with its fire slam. turn in the trail or enters it for the first time on a turn must
succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire
Flame Whip. Melee Weapon Attack: +18 to hit, reach 15 ft., one damage and catch fire, taking 14 (4d6) fire damage at the start
target. Hit 25 (3d8 + 10) slashing damage plus 14 (4d6) fire of each of its turns until the fire is extinguished.
damage. If the target is a creature or a flammable object, it
must succeed on a DC 21 Strength saving throw or be pulled
up to 25 feet toward the fire titan.

49
Laughing Leprechaun
Small fey, chaotic neutral

Armor Class 15 (natural armor)


Hit Points 27 (6d6 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) 16 (+3)

Skills Perception +4, Sleight of Hand +5, Persuasion +5


Senses darkvision 60 ft., passive Perception 14
Languages Common, Sylvan
Challenge 3 (700 XP)

Fey Ancestry. The leprechaun has advantage on saving throws


against being charmed, and magic can’t put it to sleep.

Infectious Laughter. Any hostile creature that starts its turn


within 10 feet of the leprechaun must succeed on a DC 13
Wisdom saving throw or fall into fits of uncontrollable laughter.
While affected, the creature is incapacitated and can’t take
actions until the end of its next turn. A creature can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.

Lucky Charm. Once per day, the leprechaun can touch a


creature and grant it advantage on a single attack roll, ability
check, or saving throw. The creature must use this advantage
within the next minute.

A ctions
Shillelagh. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit 4 (1d6 + 1) bludgeoning damage.

Enchanted Laughter. The leprechaun targets one creature it can


see within 30 feet of it. The target must succeed on a DC 13
Wisdom saving throw or be affected by one of the following
effects of the leprechaun’s choice:

Good Fortune: The target gains advantage on its next attack


roll, ability check, or saving throw.
Misfortune: The target has disadvantage on its next attack
roll, ability check, or saving throw.

50
Luminastra Archon darkness within this light is dispelled. While the archon is
flying, its wings create an aura of soothing energy. Any allied
Medium celestial, lawful good creature that starts its turn within 10 feet of the archon gains 10
temporary hit points.
Armor Class 18 (natural armor)
Hit Points 135 (18d8 + 54) Innate Spellcasting. The archon’s spellcasting ability is Wisdom
Speed 30 ft., fly 60 ft. (spell save DC 16). It can innately cast the following spells,
requiring no material components:
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 14 (+2) 20 (+5) 18 (+4) At will: light, sacred flame, lesser restoration
3/day each: banishment, flame strike
Damage Resistances radiant; bludgeoning, piercing, and 1/day: holy aura
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 15 A ctions
Languages Celestial, Common
Multiattack. The archon makes three melee attacks: one with its
Challenge 8 (3,900 XP)
spear and two with its fists.

Angelic Weapons. The archon’s weapon attacks are magical. Spear. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
When the archon hits with any weapon, the weapon deals an Hit: 9 (1d6 + 4) piercing damage plus 18 (4d8) radiant damage.
extra 4d8 radiant damage (included in the attack).
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
Divine Presence. The archon and creatures within 10 feet of it 8 (1d4 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
have advantage on saving throws against being charmed or
frightened. Fiends and undead within 10 feet of the archon Searing Smite (Recharge 5-6). The archon’s next spear attack
deals an extra 21 (6d6) fire damage and the target must
have disadvantage on any saving throw.
succeed on a DC 16 Constitution saving throw or be blinded
Luminous Wings. The archon’s wings shed bright light in a 30- until the end of the archon’s next turn.
foot radius and dim light for an additional 30 feet. Magical

51
Manafox
Medium beast, neutral

Armor Class 14
Hit Points 45 (6d8 + 18)
Speed 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Skills Arcana +2, Perception +3


Senses darkvision 60 ft., passive Perception 13
Languages understands Common and Sylvan but can’t speak
Challenge 3 (700 XP)

Ethereal Pounce. When the Manafox makes an Ethereal Pounce


attack, it can move through other creatures and objects as if
they were difficult terrain. Any damage or effects caused by the
attack also affect creatures the Manafox passed through.

Ethereal Presence. The Manafox’s connection to magic grants it


advantage on saving throws against spells and other magical
effects.

A ctions
Multiattack. The Manafox makes two attacks: one with its bite
and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.


Hit: 9 (2d6 + 2) slashing damage.

Ethereal Pounce. The Manafox moves up to 20 feet in a straight


line and then makes a claw attack. If the Manafox hits, the
target must succeed on a DC 13 Strength saving throw or be
knocked prone.

52
Oakheart
Huge plant, neutral

Armor Class 18 (natural armor)


Hit Points 310 (20d12 + 180)
Speed 30 ft.

STR DEX CON INT WIS CHA


24 (+7) 8 (-1) 26 (+8) 10 (0) 16 (+3) 12 (+1)

Damage Immunities poison


Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Common, Sylvan
Challenge 15 (13,000 XP)

Animate Trees. The oakheart magically animates one or two


trees it can see within 60 feet of it. These trees have the same
statistics as a treant and obey the oakheart’s commands. The
animated trees remain animate as long as the oakheart
maintains concentration, up to 1 minute (as if concentrating
on a spell).

Siege Monster. The oakheart deals double damage to objects


and structures.

Magic Resistance. The oakheart has advantage on saving throws


against spells and other magical effects.

False Appearance. While the oakheart remains motionless, it is


indistinguishable from a normal tree.

A ctions
Multiattack. The oakheart makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 27 (3d10 + 7) bludgeoning damage.

Branch Swipe. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 32 (4d10 + 7) bludgeoning damage. If the target is
a creature, it must succeed on a DC 18 Strength saving throw
or be knocked prone.

Nature’s Blessing (Recharge 5-6). The oakheart releases a wave of


soothing magic in a 30-foot radius centered on itself. All allies
within the area regain hit points equal to 2d8 + the oakheart’s
Wisdom modifier (minimum 1). Additionally, any frightened or
charmed conditions affecting creatures in the area are ended.

Grasping Roots (Recharge 6). The oakheart causes grasping


roots to erupt from the ground in a 20-foot square within 60
feet of it. Creatures in that area must succeed on a DC 18
Strength saving throw or be restrained. A creature can use its
action to make a DC 18 Strength check, freeing itself or another
entangled creature on a success. The roots disappear after 1
minute.

53
Oneiros the Realmshaper
Medium aberration, chaotic neutral

Armor Class 18 (natural armor)


Hit Points 250 (20d12 + 120)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 22 (+6) 24 (+7) 18 (+4) 20 (+5)

Damage Resistances radiant, necrotic; bludgeoning, piercing,


and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities charmed, frightened, exhaustion, prone
Senses truesight 120 ft., passive Perception 14
Languages understands all, telepathy 120 ft.
Challenge 20 (25,000 XP)

Ethereal Jaunt. Oneiros can move through other creatures and


objects as if they were difficult terrain. It takes 5 (1d10) force
damage if it ends its turn inside an object.

Shifting Forms. At the start of each of its turns, Oneiros can


change its appearance as a free action. It can replicate the
appearance of any creature or object it has seen, with
incredible detail.

Dream Manipulation. Oneiros can cast Dream at will, targeting


multiple creatures. Additionally, Oneiros can, once per day,
make a dream into reality. It can manifest an object or alter the
environment based on the dream it has manipulated, but this
reality shift cannot directly harm creatures.

A ctions
Dreamweaver’s Touch. Melee Spell Attack: +12 to hit, reach 5 ft.,
one target. Hit 35 (6d10) psychic damage. The target must
succeed on a DC 18 Intelligence saving throw or be stunned
until the end of its next turn.

Nightmare Grasp. Ranged Spell Attack: +10 to hit, range 60 ft.,


one target. Hit 28 (4d8 + 5) necrotic damage. If the target is a
creature, it must succeed on a DC 18 Wisdom saving throw or
be frightened for 1 minute. The frightened target can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success.

Realmshaping Reality (1/day). Oneiros can alter the fabric of


reality within a 60-foot radius. It can reshape the environment,
creating difficult terrain or causing structures to collapse. Each
creature in that area must make a DC 18 Dexterity saving
throw, taking 55 (10d10) force damage on a failed save, or half
as much damage on a successful one.

Nightmare Infusion (2/day). Oneiros can turn a creature’s


dreams into a terrifying nightmare. The targeted creature must
succeed on a DC 18 Wisdom saving throw or be frightened and
take 55 (10d10) psychic damage.

54
Prismasaur A ctions
Large beast, unaligned
Multiattack. The Prismasaur makes two tail slap attacks.
Armor Class 15 (natural armor) Tail Slap. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Hit Points 84 (8d10 + 40)
target. Hit: 16 (2d6 + 5) bludgeoning damage.
Speed 40 ft.
Prismatic Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d4 + 5) piercing damage plus 14 (4d6) radiant
20 (+5) 14 (+2) 20 (+5) 2 (-4) 12 (+1) 6 (-2) damage. The target must succeed on a DC 14 Constitution
saving throw or be blinded for 1 minute. The target can repeat
Senses darkvision 60 ft., passive Perception 11 the saving throw at the end of each of its turns, ending the
Languages None effect on itself on a success.
Challenge 5 (1,800 XP)
Prismatic Ray (Recharge 5-6). The Prismasaur unleashes a burst
of prismatic light in a 60-foot cone. Each creature in that area
Dazzling Facets. When a creature starts its turn within 30 feet of must make a DC 14 Dexterity saving throw, taking 28 (8d6)
the Prismasaur, it must make a DC 14 Wisdom saving throw or radiant damage and being blinded for 1 minute on a failed
be charmed until the start of its next turn. A charmed creature save, or half as much damage and not blinded on a successful
can repeat the saving throw at the end of each of its turns, one. A blinded creature can repeat the saving throw at the end
ending the effect on itself on a success. When this effect ends of each of its turns, ending the blindness on itself on a success.
on a creature, it is immune to this effect for 24 hours.
R eactions
Multi-faceted Refraction. When the Prismasaur is hit by a melee
attack, it can use its reaction to refract light through its facets.
The attacking creature must succeed on a DC 14 Constitution
saving throw or be blinded until the end of its next turn.

55
Frightful Presence. Each creature of the dragon’s choice that is
Pyroclasm Dragon within 120 feet of the dragon and aware of it must succeed on a
Huge dragon, chaotic evil DC 18 Wisdom saving throw or become frightened for 1
minute. A creature can repeat the saving throw at the end of
Armor Class 18 (natural armor) each of its turns, ending the effect on itself on a success.
Hit Points 212 (17d12 + 102)
Speed 40 ft., fly 80 ft. Pyroclasm Breath (Recharge 5-6). The dragon exhales scorching
flames in a 60-foot cone. Each creature in that area must make
STR DEX CON INT WIS CHA a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage
24 (+7) 10 (+0) 22 (+6) 16 (+3) 14 (+2) 20 (+5) on a failed save, or half as much damage on a successful one.
The area becomes difficult terrain for 1 minute as embers
Saving Throws Dexterity +5, Constitution +11, Wisdom +8, continue to smolder.
Charisma +10
Damage Immunities fire L egendary A ctions
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
12 The dragon can take 3 legendary actions, choosing from the
Languages Draconic options below. Only one legendary action option can be used at
Challenge 16 (15000 XP) a time and only at the end of another creature’s turn. The
dragon regains spent legendary actions at the start of its turn.
Fire Aura. At the start of each of the dragon’s turns, each Tail Attack. The dragon makes a tail attack.
creature within 10 feet of it takes 10 (3d6) fire damage. A
creature that touches the dragon or hits it with a melee attack Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
while within 10 feet of it takes 10 (3d6) fire damage. creature within 15 feet of the dragon must succeed on a DC 20
Dexterity saving throw or take 14 (2d6 + 7) bludgeoning
Legendary Resistance (3/Day). If the dragon fails a saving throw, damage and be knocked prone. The dragon can then fly up to
it can choose to succeed instead. half its flying speed.

A ctions Inferno Dive (Costs 3 Actions). The dragon takes to the air and
then plummets toward the ground in a blazing descent. Each
Multiattack. The dragon can use its Frightful Presence. It then creature in a 30-foot cone must make a DC 19 Dexterity saving
makes three attacks: one with its bite and two with its claws. throw, taking 35 (10d6) fire damage on a failed save, or half as
much damage on a successful one. The area affected by this
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. ability becomes engulfed in flames, remaining as difficult
Hit 18 (2d10 + 7) piercing damage plus 14 (4d6) fire damage. terrain for 1 minute.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit 14 (2d6 + 7) slashing damage plus 7 (2d6) fire damage.

56
Satyric Envoy A ctions
Medium fey, chaotic neutral
Multiattack. The envoy makes two attacks: one with its claws
Armor Class 15 (leather armor) and one with its hooves.
Hit Points 90 (12d8 + 36) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 40 ft. Hit: 6 (1d6 + 3) slashing damage.

STR DEX CON INT WIS CHA Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
14 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 18 (+4) Hit: 8 (2d4 + 3) bludgeoning damage.

Skills Acrobatics +5, Performance +7 Flute of Frenzy. The envoy plays a wild and energetic tune on its
Damage Resistances cold flute, inspiring its allies to fight with heightened ferocity. All
Senses darkvision 60 ft., passive Perception 12 allies within 30 feet of the envoy gain a +2 bonus to their attack
Languages Sylvan, Common rolls and damage rolls for melee attacks untl the end of their
Challenge 6 (2,300 XP) next turn.

Flute of Confusion. The envoy plays a magical tune on its flute.


Fey Ancestry. The envoy has advantage on saving throws against Hostile creatures within 60 feet of the envoy must succeed on a
being charmed, and magic can’t put it to sleep. DC 15 Wisdom saving throw or become confused for 1 minute.
A confused creature can repeat the saving throw at the end of
Innate Spellcasting. The envoy’s innate spellcasting ability is each of its turns, ending the effect on a success. While
Charisma (spell save DC 15). It can innately cast the following confused, the creature rolls a d10 at the start of its turn to
spells, requiring no material components: determine its behavior for that turn. On a 1 to 4, the creature
At will: dancing lights, prestidigitation does nothing. On a 5 or 6, it takes no action other than to move
3/day each: calm emotions, enthrall in a random direction. On a 7 or 8, it uses its action to make a
1/day each: compulsion, dimension door melee or ranged attack against a randomly determined creature
within range. On a 9 or 10, the creature can act and move
Mystic Dance. The envoy can use its action to perform an normally.
enchanting dance. Creatures within 30 feet of the envoy must
succeed on a DC 15 Wisdom saving throw or be charmed for 1 Flute of Harmony. The envoy plays a soothing melody on its
minute. While charmed in this way, a target is incapacitated flute, channeling the power of nature. All allies within 30 feet of
and can’t move, and the envoy’s allies have advantage on the envoy regain 1d6 + 4 hit points.
attack rolls against it. The target can repeat the saving throw at
the end of each of its turns, ending the effect on a success. If a
target’s saving throw is successful or the effect ends for it, the
target is immune to the envoy’s Mystic Dance for the next 24
hours.

57
Starseeker Owl
Small beast, neutral

Armor Class 14
Hit Points 27 (5d6 + 10)
Speed 10 ft., fly 60 ft. Shadow Lynx
Medium beast, chaotic neutral
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 10 (0) 14 (+2) 10 (0) Armor Class 14
Hit Points 45 (6d8 + 18)
Skills Perception +4, Stealth +5 Speed 40 ft., climb 20 ft.
Senses darkvision 120 ft., passive Perception 14
Languages understands Celestial and Sylvan but can’t speak STR DEX CON INT WIS CHA
Challenge 1 (200 XP) 14 (+2) 18 (+4) 16 (+3) 8 (-1) 12 (+1) 10 (0)

Ethereal Glide. The starseeker owl can move through other Skills Stealth +6, Perception +3
creatures and objects as if they were difficult terrain. It takes 5 Damage Resistances necrotic
(1d10) force damage if it ends its turn inside an object. Senses darkvision 60 ft., passive Perception 13
Languages understands Common and Abyssal but can’t speak
Inscrutable Movement. The starseeker owl doesn’t provoke Challenge 2 (450 XP)
opportunity attacks when it flies out of an enemy’s reach.

Starry Camouflage. The starseeker owl has advantage on Umbral Sight. Magical darkness doesn’t impede the lynx’s
Dexterity (Stealth) checks made in dim light or darkness. darkvision.

Phasing Blink. As a bonus action, the starseeker owl can shift Sunlight Sensitivity. While in sunlight, the lynx has disadvantage
into the ethereal plane until the end of its next turn. While in on attack rolls and Wisdom (Perception) checks that rely on
the ethereal plane, it can move through creatures and objects sight.
as if they were difficult terrain. The owl can’t be targeted or
affected by anything on the material plane while in the ethereal A ctions
plane, but it can’t take any actions either. It reappears in an
unoccupied space of its choice on the material plane when its Multiattack. The lynx makes two bite attacks.
phasing ends.
Dark Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic
A ctions damage. The target must succeed on a DC 12 Constitution
saving throw or be blinded until the end of the lynx’s next turn.
Starflare Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
If the saving throw fails by 5 or more, the target is also
target. Hit: 4 (1d6) slashing damage plus 5 (2d4) radiant
paralyzed for the same duration. The target’s hit point
damage.
maximum is reduced by an amount equal to the necrotic
Astral Hoot. The starseeker owl hoots in a magical manner. damage taken, and the lynx regains hit points equal to that
Each creature within 30 feet of the owl that can hear the hoot amount.
must succeed on a DC 12 Wisdom saving throw or be charmed
Shadow Pounce. The lynx magically teleports up to 30 feet to an
until the end of the owl’s next turn. The charmed creature is
unoccupied space it can see. It then makes one bite attack.
incapacitated and has a flying speed of 0.

58
Stonewrought, the Rune
Smith
Medium humanoid (dwarf male), neutral

Armor Class 15 (natural armor)


Hit Points 82 (11d8 + 33)
Speed 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 16 (+3) 18 (+4) 14 (+2) 12 (+1)

Skills Arcana +7, History +7


Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish, Primordial
Challenge 6 (2,300 XP)

Spellcasting. Stonewrought is a 11th-level spellcaster. His


spellcasting ability is Intelligence (spell save DC 15, +7 to hit
with spell attacks). Stonewrought has the following spells
prepared:
Cantrips (at will): mage hand, mending, prestidigitation
1st level (4 slots): shield, thunderwave
2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): counterspell, fireball
4th level (3 slots): stoneskin, wall of fire

Rune Empowerment. When Stonewrought casts a spell of 1st


level or higher, he can use a bonus action to infuse it with
elemental power. The spell gains additional effects based on
the chosen element:

Fire: If the spell deals damage, it deals an extra 1d6 fire


damage.
Water: The spell’s range is doubled, if applicable.
Earth: The spell’s DC for any saving throw it forces is
increased by 2.
Air: If the spell requires a ranged attack roll, it gains a +2
bonus on the roll.

A ctions
Multiattack. Stonewrought makes two attacks: one with his
Runeblade and one with his Elemental Bolt.

Runeblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 8 (1d8 + 4) slashing damage.

Elemental Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one


target. Hit: 11 (2d6 + 4) force damage.

Rune Infusion (Recharge 5-6). Stonewrought infuses his body


with elemental magic. For the next two turns, he gains
resistance to the chosen elemental damage type and can deal
an additional 1d6 damage of that type with his melee attacks.

Rune Shield (Recharge 6). Stonewrought activates protective


runes, creating a shimmering barrier around himself. He gains
a +4 bonus to AC and advantage on saving throws until the
start of his next turn.

59
Titterpixie
Medium fey, chaotic neutral

Armor Class 13
Hit Points 27 (6d8)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


6 (-2) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 16 (+3)

Skills Stealth +6, Perception +3


Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan, Common
Challenge 1 (200 XP)

Luminescent Aura. The titterpixie emits a dim light in a 10-foot


radius. The light is bright enough to lightly illuminate an area,
and the titterpixie can control the intensity of the light as a
bonus action.

Mischievous Trail. When the titterpixie moves, it leaves behind a


trail of sparkling motes in its wake. This trail persists for 1
minute and can be used to track the titterpixie’s path.
Creatures attempting to follow the trail must make a DC 14
Wisdom (Perception) check to avoid being led astray.

Innate Spellcasting. The titterpixie’s innate spellcasting ability is


Charisma. It can innately cast the following spells, requiring no
material components:
At will: minor illusion
1/day each: disguise self, confusion (self only)

A ctions
Giggle Dart. Ranged Weapon Attack: +6 to hit, range 40/120 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6)
radiant damage. The target must succeed on a DC 12 Wisdom
saving throw or be charmed until the end of the titterpixie’s
next turn.

60
Tree Stalker
Medium aberration, neutral evil

Armor Class 14
Hit Points 58 (9d8 + 18)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (0)

Skills Stealth +5
Senses darkvision 60 ft., passive Perception 11
Languages Common, Undercommon
Challenge 3 (700 XP)

Shadow Blend. The tree stalkers can use a bonus action to


merge with dim light or darkness. While in dim light or
darkness, it’s heavily obscured. It can move up to half its speed
through other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn inside
an object.

Illusory Ambush. When the tree stalkers takes the Hide action
while in dim light or darkness, it can create illusory duplicates
of itself. The duplicates move with it and mimic its actions,
making it indistinguishable from the illusions. An attacker that
can see the tree stalkers’ true form must succeed on a DC 13
Intelligence (Investigation) check to spot the illusions.

A ctions
Multiattack. The tree stalkers makes two attacks with its
shadowy claws.

Shadowy Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d6 + 3) slashing damage plus 7 (2d6) psychic
damage.

Shadow Step. The tree stalkers magically teleports up to 30 feet


to an unoccupied space it can see that is in dim light or
darkness. It can then make a melee attack.

Dark Illusion (Recharge 4-6). The tree stalkers creates an illusory


duplicate of itself in an unoccupied space it can see within 60
feet. The duplicate lasts until the end of the tree stalkers’ next
turn or until it takes any damage. The duplicate moves with the
tree stalkers and mimics its actions. While the duplicate is
active, the tree stalkers has advantage on attack rolls. If the tree
stalkers is hidden, the duplicate also counts as hidden.

61
Reality Warp. At the start of her turn, Umbra can twist reality
Umbra, the Shadowcaster within a 20-foot radius centered on herself. Each creature in
Medium humanoid (drow elf female), chaotic evil
that area must succeed on a DC 15 Wisdom saving throw or be
affected by one of the following effects (Umbra’s choice):
Armor Class 15 (mage armor)
Hit Points 82 (15d8 + 15) Phantom Tremors: The ground beneath the creature’s feet
Speed 30 ft. becomes unstable. The creature is restrained until the start
of its next turn as the ground seems to grasp at its limbs.
STR DEX CON INT WIS CHA Ethereal Shift: The creature becomes semi-ethereal until the
9 (-1) 16 (+3) 12 (+1) 19 (+4) 14 (+2) 18 (+4) start of its next turn, allowing it to move through objects and
creatures as if they were difficult terrain.
Skills Stealth +7, Arcana +7, Deception +8 Temporal Distortion: The creature’s perception of time is
Senses darkvision 120 ft., passive Perception 12 altered. It gains disadvantage on attack rolls and Dexterity
Languages Common, Elvish, Undercommon saving throws until the start of its next turn.
Challenge 10 (5,900 XP)
A ctions
Magic Resistance. The drow has advantage on saving throws Multiattack. Umbra makes two dagger attacks.
against being charmed, and magic can’t put it to sleep.
Shadow Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
Spellcasting. Umbra is a 10th-level spellcaster. Her spellcasting 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing
ability is Intelligence (spell save DC 15, +7 to hit with spell damage plus 10 (3d6) necrotic damage. The target must
attacks). She has the following wizard spells prepared: succeed on a DC 15 Constitution saving throw or its hit point
Cantrips (at will): minor illusion, prestidigitation, mage hand maximum is reduced by an amount equal to the necrotic
1st level (4 slots): mage armor, shield, magic missile damage taken. This reduction lasts until the target finishes a
2nd level (3 slots): misty step, mirror image long rest.
3rd level (3 slots): counterspell, dispel magic
4th level (3 slots): dimension door, shadow of moil
R eactions
Evasion. If Umbra is subjected to an effect that allows her to
Shadow Twin (1/day). When hit by an attack, Umbra can
make a Dexterity saving throw to take only half damage, she transform into a shadowy duplicate of herself, causing the
instead takes no damage if she succeeds on the saving throw,
attack to miss. The duplicate persists for 1 minute, during
and only half damage if she fails. which Umbra can control it independently. It has all her
statistics and can use her spellcasting abilities.

62
Water Jets. The water titan magically shoots water in a 60-foot
Water Titan line that is 5 feet wide. Each creature in that line must make a
Gargantuan elemental, neutral DC 22 Strength saving throw, taking 49 (14d6) bludgeoning
damage on a failed save, or half as much damage on a
Armor Class 21 (natural armor) successful one. The water then spreads out in a 20-foot radius
Hit Points 676 (33d20 + 330) from that line, extinguishing unprotected flames in the area.
Speed 40 ft., swim 60 ft.
Whirlpool (Recharge 5-6). The water titan creates a whirlpool in
STR DEX CON INT WIS CHA water it can see within 120 feet of it. The whirlpool lasts until
30 (+10) 14 (+2) 30 (+10) 12 (+1) 16 (+3) 16 (+3) the water titan uses this action again or until the water titan
dies. The whirlpool is a 60-foot-radius sphere centered on a
Damage Immunities fire, poison, cold point the water titan can see within that range. Any creature or
Condition Immunities exhaustion, grappled, paralyzed, object in the water and within 20 feet of the whirlpool’s center
poisoned, prone, restrained, unconscious must make a DC 22 Strength saving throw. On a failure, a
Senses darkvision 120 ft., passive Perception 13 creature is pulled 20 feet toward the whirlpool. On a success, a
Languages Aquan, Primordial creature is pulled 10 feet toward the whirlpool. Objects that
Challenge 23 (50,000 XP) aren’t being worn or carried take the same damage and are
pulled the same distance.
Water Mastery. The water titan can move through a space as
narrow as 1 inch wide without squeezing. L egendary A ctions
The water titan can take 3 legendary actions, choosing from the
Engulf. The water titan instantly engulfs a Huge or smaller
creature grappled by it. The engulfed target is blinded, options below. It can take only one legendary action at a time
and only at the end of another creature’s turn. The water titan
restrained, and unable to breathe, and it must succeed on a DC
22 Constitution saving throw at the start of each of the water regains spent legendary actions at the start of its turn.
titan’s turns or take 31 (7d8) bludgeoning damage. If the water Wave Attack. The water titan makes a Water Jets attack.
titan moves, the engulfed creature moves with it. The water
titan can have only one creature engulfed at a time. Drenching Slam (Costs 2 Actions). The water titan makes a slam
attack against a target it can see, and if the attack hits, the
Waterlogged Aura. The area within 30 feet of the water titan is target must succeed on a DC 23 Strength saving throw or be
difficult terrain. Any creature that starts its turn in this area knocked prone and take an additional 14 (4d6) bludgeoning
must make a DC 22 Strength saving throw or have its speed damage.
reduced by 15 feet until the start of its next turn. Additionally,
ranged weapon attacks made within this area are at Aqueous Burst (Costs 3 Actions). The water titan creates a burst
disadvantage due to the heavy moisture in the air. of water in a 20-foot-radius sphere centered on a point it can
see within 60 feet of it. Each creature in that area must make a
A ctions DC 23 Strength saving throw, taking 45 (10d8) bludgeoning
damage and being knocked prone on a failed save, or half as
Multiattack. The water titan makes three attacks: one with its much damage and not being knocked prone on a successful
slam and two with its water jets. one. The burst then spreads out extinguishing unprotected
flames in its area.
Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit 35 (4d12 + 10) bludgeoning damage.

63
Epic Spellcasting
Casting 10th-level Spells

I
n the world, lies a realm of The Price of
unparalleled mystic power—the realm of Epic
Spellcasting. Here, the arcane energies that Ascendancy
course through the universe reach their zenith, The ascension to 10th-level spellcasting is a testament
enabling spellcasters to grasp the very threads of reality to the lengths a spellcaster is willing to go for ultimate
itself and weave them into spells of incomprehensible magical supremacy. Sacrificing a 20th-level class
might. This chapter unveils the coveted 10th-level spell feature—a pinnacle of their traditional training—
slot, a realm of magic so profound that it requires demands a soul-searching decision that intertwines
spellcasters to make an extraordinary sacrifice in order power and sacrifice. Once the threshold is crossed, the
to harness its immense potential. power of 10th-level spells unveils a new frontier of
mystic might, forever changing the caster’s role in the
The Ascension to world of Dungeons and Dragons.
10th-Level Magic
Delving into the realms of 10th-level spellcasting Unveiling the 10th-
requires spellcasters of remarkable dedication, for the Level Spells
path to such unparalleled power demands an Below, a collection of 10th-level spells awaits discovery.
unprecedented sacrifice. It is not mere study or These spells transcend the boundaries of convention,
diligence that grants access to these spells; it is an reshaping reality in ways previously unimaginable. Each
audacious commitment to eschew the pinnacle of spell carries the weight of cosmic forces, bearing effects
traditional progression—a 20th-level class feature—in that challenge the very fabric of existence. While the full
favor of obtaining a 10th-level spell slot. scope of these spells is vast, we shall glimpse at a few to
This choice, one of gravitas and consequence, is illuminate their extraordinary nature.
available only to those who have achieved the status of a
full caster. Wizards, sorcerers, clerics, druids, bards,
and warlocks possess the inherent potential to reach
this level of spellcasting mastery. Yet, they must forsake
the acquisition of their final class feature, the
embodiment of their cumulative training and
experience, to seize the power that lies within a 10th-
level spell slot.

64
10th-Level Spell List
Ascendance Variant Rule: Clerics
10th-level transmutation Should this spell be cast by a Cleric, it must be
Casting Time: 6 days sponsored by an existing deity. Clerics may also cast
Range: Self this spell on other creatures, but they must have been
Components: V, S, M (precious metals and oils worth at chosen as champions by an existing deity and the result
least 100,000 gp) of a Cleric casting this spell will be a Divine Champion,
Duration: instantaneous transforming the target into something closer to a
Classes: Sorcerer, Wizard, Bard, Warlock, Druid, Cleric powerful celestial, such as a solar angel.
The spell requires 6 full days to cast, during which the
caster is fully submerged in a pool of precious metals
and oils and may not break concentration, cast spells,
eat, sleep, or drink. At the end of each day, you must
make a constitution saving throw (DC = 10 + the
number of days that have passed). On a success, you
continue in the casting. On a failure, the spell ends and
you take a number of levels of exhaustion equal to the
number of days that have passed since the casting
began.
If you fail the saving throw on the final day, you take 6
levels of exhaustion at once and subsequently die. A
creature that dies while casting this spell loses its soul Clone Army
beyond the divine gate and cannot be restored to life by 10th-level necromancy
any means short of divine intervention. 1 hour/clone
Should the spell succeed, the caster ascends to Casting Time:
touch
godhood. It is up to the DM to determine exactly what Range:
V, S, M (at least 1 cubic inch of flesh of
that means, but the benefits include immortality in some Components:
the creature that is to be cloned, 100 gp worth of
form or another as well as a great deal of power in your diamond dust per clone, both of which the spell
chosen domain or skillset. consumes, and a vessel worth at least 2,000 gp that
Variant Rule: Druid has a sealable lid and is large enough to hold a
Should this spell be cast by a Druid, they will instead Medium creature, such as a huge urn, coffin, mud-
take the form of a Primordial, in the form of an filled cyst in the ground, or crystal container filled
elemental, tree, or beast. with salt water. )
Duration: instantaneous
Classes: Sorcerer, Wizard, Cleric, Warlock
Elemental: As an elemental, they would assume
control of one elemental energy (water, fire, air, Tap into the powers of life and death to create up to 100
earth) and be considered a native of their chosen identical replicas of a target humanoid. Each of these
plane. clones have the same stats as the cloned humanoid. The
Tree: As a tree, they would be rooted in place but clones are soulless and incapacitated upon creation, but
immortal and unkillable, as well as aware of and able the cloned creature can possess them all
to communicate with any plant on the same plane of simultaneously. While controlling the clones, the cloned
existence or in the Fey-wild. humanoid is incapacitated, and takes 1 level of
Warden: As a warden, they would take the form of exhaustion every hour the clones are possessed.
some beast, and become as close to god status as Regardless of their state of possession, if the cloned
any servant of the Old Faith. creature dies and its soul is free and willing to continue
living, it transfers to the nearest clone.

65
Create Artifact It’s AC cannot exceed 25 purely relying on natural
armor and dexterity.
10th-level conjuration It may not have more than 3 damage immunities (for
Casting Time: 8 hours which piercing, slashing, and bludgeoning from non-
Range: touch magical attacks counts as one)
Components: M (a well-crafted weapon worth at least It may not have more than 5 damage resistances.
10,000 gp) It may not have legendary actions.
Duration: instantaneous
Classes: Druid, Cleric, Wizard, Bard, Sorcerer, Warlock
Call upon cosmic forces to imbue a weapon with Create Plane
incredible power. casting this spell will grant the chosen 10th-level conjuration
weapon up to three major abilities and up to three Casting Time: 24 hours
minor abilities. Speak with your DM as to the specifics Range: n/a
of the object you create. Components: V, S, M (a forked metal rod worth at least
1,000 gp, not attuned to any particular plane)
Create Life Duration: instantaneous
Classes: Wizard, Druid, Bard, Sorcerer
10th-level transmutation
8 hours Weave and shape the threads of the cosmos to piece
Casting Time:
60 feet together a dimension of your own design, a new plane.
Range:
V, M (enough material to form the body of The limits to the nature of this dimension are essentially
Components:
the chosen creature, worth at least 100 gp per hit dice nonexistent. All of its geography, physics, rules, and
of the shaped creature) potential life are at your will, but able to be vetoed by the
Duration: instantaneous
DM. You cannot create sentient life with this spell, but
Classes: Druid, Cleric
plants, animals, and other flora and fauna are well
within it’s range. As the creator of this plane, you can
Exert your will over the dusts of the earth, influencing create a portal there as per Arcane Gate using a 6th
the innate magic of all things to create life. This spell level slot or higher.
can be used to accomplish two main things:
Rebirth: Form a body for a creature you know of that
has since died. This body can be anything, as long as it
is within the parameters listed. If the creature’s soul is
free and willing to return, it is restored to life in the body
of your making upon finishing the casting of this spell. It
does not matter when or how the creature died. If the
soul is not free, either in the clutches of a Demon Lord
or under the effects of Imprisonment, make a
spellcasting ability check against the captor’s spell DC.
On a success, the soul may be freed.
Unbounded Genesis: Create a creature. Its hit dice,
ability scores, proficiencies, racial or natural traits,
spell-like abilities, etc. are at your command but able to
be vetoed by the DM. It must be within the parameters
listed, but is otherwise entirely customizable. You can
choose whether to predetermine the creature’s
alignment or let the DM decide it as your relationship
with your creature unfolds.
Parameters
The creature or body cannot have more hit dice than
your current level.
It may not have a number of class levels surpassing
your own.
Its ability scores cannot exceed a total of 144, and
each score cannot exceed 30.
It’s speed cannot exceed 150 ft. per round in any
manner.
Double Wish
10th-level conjuration
Casting Time: 1 action
Range: self
Components: V
Duration: instantaneous
Classes: Wizard, Sorcerer
The main function of this spell is to replicate the effects
of any other spell of 9th level or lower. You don’t need to
meet any requirements in that spell, including costly
components. The spell simply takes effect. Alternatively,
you can create one of the following effects of your
choice:
You create one object of up to 50,000 gp in value
that isn’t a magic item. The object can be no more
than 600 feet in any dimension.
You allow up to forty creatures that you can see to
regain all hit points, and you end all effects on them
described in the greater restoration spell.
You grant up to twenty creatures that you can see
resistance to two damage types you choose.
You grant up to twenty creatures you can see
immunity to two spells or other magical effects for 8
hours. For instance, you could make yourself and all
your companions immune to a lich’s life drain attack
and Power Word Kill.
You undo a single recent event by forcing a re-roll of
any roll made within the last round (including your
last turn). Reality reshapes itself to accommodate the
new result. For example, a wish spell could undo an
opponent’s successful save, a foe’s critical hit, or a
friend’s failed save. You can force the reroll to be
made with advantage or disadvantage, and you can
choose whether to use the re-roll or the original roll.
If you don’t like the outcome of the reroll, you can
cause a second re-roll and choose your favorite of the
three rolls.
You might be able to achieve something beyond the
scope of the above examples. State your wish to the DM
as precisely as possible. The DM has great latitude in
ruling what occurs in such an instance; the greater the
wish, the greater the likelihood that something goes
wrong. This spell might simply fail, the effect you desire
might only be partly achieved, or you might suffer some
unforeseen consequence as a result of how you worded
the wish. For example, wishing that a villain were dead
might propel you forward in time to a period when that
villain is no longer alive, effectively removing you from
the game. Similarly, wishing for a legendary magic item
or artifact might instantly transport you to the presence
of the item’s current owner. Whatever happens, it will
happen with close to twice the intensity of a normal
Wish.
Terra-Cotta Soldiers: Form from the clay of the earth
Knowing a mighty legion of Terra-Cotta warriors, 1,000 in
10th-level divination number. If any remain alive at the end of one week, they
Casting Time: 1 minute fall still and become indistinguishable from a regular
Range: unlimited statue, lifeless until you call upon them again using this
Components: – spell or by using a command word or phrase you
Duration: 8 hours, concentration choose. If you use a command word or phrase for
Classes: Wizard, Druid, Cleric, Sorcerer reanimation, you cannot cast this spell again until the
Project your mind into the plane of dreams, making all army is dispelled.
Phantasmal Force: Call upon the Shadowfell to form
of consciousness and knowledge available to you. As a battalion of spectral warriors that number 500 strong.
long as the spell is active, you can do any of the These spectral warriors have an AC of 18, 20 hp,
following: Strength, Dexterity, and Constitution scores of 16, and
Enter the consciousness of any intelligent creature in are immune to mental effects. They are each wielding
any plane of existence. Until you leave their mind or either a short bow or a shield and a simple weapon,
the spell ends, you can feel their thoughts and which deal force damage. They also have resistance to
communicate with them, even across language slashing, piercing, and bludgeoning damage from non-
barriers. If they have an intelligence score of 6 or magical weapons. At the end of the week, they fade into
less, you also gain absolute control over the creature. nothingness.
If their intelligence score is between 7 and 10, they Nature’s Servants: Summon up to 1,000 beasts of a
may attempt an intelligence save to avoid being CR 1 or less from the Feywild. At the end of the week,
controlled. Creatures with a higher intelligence than they fade into the wilderness.
that have advantage on the save. This save can be Heavenly Host: Open a doorway to heaven,
made again whenever the target takes damage. unleashing up to 500 Battleforce Angels. At the end of
Immediately become aware of any knowledge you the week, they return to the upper planes.
seek.

Mighty Force Planecall


10th-level conjuration 10th-level conjuration

1 action Casting Time: 1 minute


Casting Time:
self (1 mile radius) Range: 100 feet
Range:
Components: V, S, M (a bone, metal, or crystal staff Components: V, S, M (an iron fork attuned to the
worth at least 5,000 gp, and at least 5,000 gp worth of chosen plane worth at least 1,000 gp, as well as at
precious gems) least 10,000 gp worth of precious gems, which the
Duration: 1 week spell consumes)
Classes: Druid, Cleric, Wizard, Cleric, Warlock, Duration: instantaneous
Sorcerer Classes: Wizard, Druid, Sorcerer, Cleric, Warlock

Call upon powerful magic to unleash an arcane army of Bend extra-dimensional space to cause a non-euclidean
mighty proportions, which appears at any point you inter-planar rift up to 1,000 feet in diameter. This rift
choose within range. All the soldiers do not have to connects a plane of your choice with the plane you are
appear at the same point; you may place them wherever currently on. Once opened, this doorway cannot be
you choose. The members of your Mighty Force are closed by anyone or anything but you (short of divine
sworn to your service and obey your commands (mental intervention) and may be passed through by anything
or verbal) without question. This spell may be used to that fits. Each time you cast this spell, there is a 25%
achieve any of the following: chance you will be rendered unable to cast it again.
Army of Death: Summon from the ground an army of
souls from Carceri, creating up to 1,000 skeletons.
When a skeleton of this force is killed, it falls to the
ground in a heap of bones. If these bones are not
destroyed by Dispel Magic or a similar spell, they can be
reanimated using this spell in one week’s time. If any
still stand in one week’s time, they collapse if not
reanimated.

68
If the target is an object, it turns to dust in a flash of
Poison Sky bright light. Any creature within 5 feet of it must make a
10th-level conjuration constitution save, taking 8d8 force damage on a failed
Casting Time: 1 minute save and half as much on a success.
Range: 10 miles If the target is a creature with less than 100 current
Components: V, S, M (A vial of powdered scales from hit points, it dies instantly and turns to dust in a flash of
an Ancient Green Dragon, which the spell consumes) bright light. If it has more than 100 current hit points, it
Duration: 10 days takes 12d12 force damage.
Classes: Wizard, Druid, Cleric, Warlock If the target is a surface, all material within 100 feet
Choose a point within 10 miles of you, transforming the in any direction in direct or indirect contact with the
atmosphere in a 5 mile radius sphere from that point point you choose turns to dust in a flash of bright light.
into a toxic smog. All plant life in that area withers and All creatures in contact with something that was
dies in 1 minute. All creatures with 1 hit dice take 2d4 destroyed must make a constitution save, taking 6d6
points of constitution drain every round. All creatures force damage on a failed save and half as much on a
with 5 or less hit dice must make a constitution save success.
against your spell DC at the start of each turn they begin
in the cloud, taking 2d4 points of constitution drain on a Purity
failure. All other creatures must make a constitution 10th-level abjuration
save against your spell DC at the start of each turn they 1 action
begin in the cloud, taking 6d12 poison damage and 1d4 Casting Time:
self (1 mile radius)
points of constitution drain on a failure, and half as Range:
V, S, M (At least a cup of holy water)
much on a success. Components:
Duration: 1 minute, concentration
Classes: Cleric
Possession Release a wave of purifying power, sending all outsiders
10th-level enchantment within 1 mile of you back to their native plane. While
Casting Time: 1 action you maintain concentration, creatures that are banished
Range: 1 mile in this way that have more than 15 hit dice may attempt
Components: V, S, M (an object the target has touched a charisma save against your spell DC, remaining in
recently or a piece of their organic material) place on a success.
Duration: instantaneous However, they must repeat the save at the start of
Classes: Wizard, Bard each of their turns while in range and while you are
Dominate the mind of a creature within range. While concentrating on this spell, being banished on a failure.
possessing it, you cannot cast other spells, but you gain Creatures with more than 20 hit dice that are banished
complete control over the target’s body and mind. A initially may attempt the save at the end of each of their
creature with 15 hit dice or less immediately succumbs turns. On a success, they reappear at the point they left.
to your control, a creature with more may attempt a If any creature is banished when the spell ends, they
wisdom save at the start of each of its turns, resisting remain banished. If you break or lose concentration, all
your control for that turn on a successful save. The banished creatures that could still be making saves
possessed creature gains all of your mental skill return to the point they left.
proficiencies during the possession and may cast any
spells you know using your spell slots as well as any Speak With God
spells it knows using its own. 10th-level divination
Casting Time: 10 minutes (ritual)
Power Word Destroy Range: self
10th-level evocation Components: M (A holy symbol of the chosen deity)
1 action Duration: 1 hour
Casting Time:
Range: 1 mile Classes: Cleric, Druid, Warlock
Components: V, S Project your consciousness into the presence of a
Duration: instantaneous chosen deity. If they are willing, you can converse with
Classes: Wizard, Warlock, Sorcerer, Bard them face to face for 1 hour. This hour passes in a extra-
Utter a word from the beginning of the universe temporal location and no time passes in the material
containing the power to annihilate anything. Choose a plane during the conversation.
target object, creature, or surface within range.

69
Summon Titan Time-weave
10th-level conjuration 10th-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 1,000 feet Range: self
Components: V, M (a carved totem of the chosen titan Components: V, S, M (an ornate hourglass filled with
worth at least 100 gp per hit dice of the titan) diamond dust worth at least 5,000 gold pieces instead
Duration: concentration, up to 1 minute of sand)
Classes: Warlock, Wizard Duration: instantaneous
Summon to your aid one of the most powerful non- Classes: Wizard, Cleric, Sorcerer
celestial beings in the planes, a titan (such as an Reach out to cosmic forces to bend time to your will.
Atropal, an Empyrean, a Kraken, or even a Tarrasque). The main function of this spell is to rewind time up to
The titan appears at an unoccupied point you choose 24 hours. Doing so generates no penalties and has no
within range, and disappears either when the spell ends cost. However, this spell can also be used to achieve any
or when it is reduced to 0 hit points. of the following effects:
Roll initiative for the titan, which has its own turns. Age or de-age a target creature by a chosen amount.
When you summon it and on each of your turns They may attempt a constitution save against your
thereafter, you can issue a verbal command to it spell DC to avoid this if they are unwilling. Immortal
(requiring no action on your part), telling it what it must creatures are immune to this effect.
do on its next turn. If you issue no command, it spends Weather or renew a target building, object, or plot of
its turn attacking any creature within reach that has land by a chosen amount.
attacked it. Time travel. (Talk to your DM. A lot can go wrong.)
At the end of each of the titan’s turns, it makes a
Charisma saving throw. The titan has disadvantage on
this saving throw if you say its true name. On a failed Incineration
save, the titan continues to obey you. On a successful
save, your control of the titan ends for the rest of the 10th-level evocation
duration, and the titan spends its turns pursuing and 1 action
attacking the nearest non-titans to the best of its ability. Casting Time:
10 miles
If you stop concentrating on the spell before it reaches Range:
Components: V, S
its full duration, an uncontrolled titan doesn’t disappear Duration: 1 hour, concentration
for 1d6 rounds if it still has hit points. Classes: Warlock, Sorcerer
Super-Duper-Mega- Create a line of flame 10 feet wide and up to a mile long
at a point within range. It can travel up to 65 feet per
Ultra-Fireball round using your bonus action. Any flammable material
that comes into contact with the fire ignites instantly.
10th-level evocation
Any creature that comes into contact with the fire must
Casting Time: 1 action make a dexterity save, taking 12d12 points of fire
Range: 900 feet damage on a failed save and half as much on a success.
Components: V, S, M (a tiny ball of bat guano, sulfur, You and up to ten creatures you choose are immune to
and gunpowder) damage from this fire.
Duration: instantaneous
Classes: Wizard, Cleric, Warlock, Sorcerer, Druid
A bright streak flashes from your pointing finger to a
point you choose within range and then blossoms with a
roar into a blindingly hot explosion of flame. Each
creature in a 20-foot-radius sphere centered on that
point must make a Dexterity saving throw. A target
takes 60d6 fire damage on a failed save, or half as much
damage on a successful one. The fire spreads around
corners. Flammable objects in the area that aren’t being
worn or carried instantly turn to ash. Anything that can
melt within the sphere does so.

70
Arcane Eye Mage
The Arcane Power Unleashed

A
streak of red erupts from the the form of an eye within the empty socket – a sign that
human’s left eye socket, creating an the goddess exhibited mercy through this sacrifice.
explosive burst upon hitting the goblins.
Progressing toward the goblins, the flames …to Basic Principles
caress her face while she maintains a resolute gaze on
her adversaries. As time went on, it became evident that becoming an
Meeting the gaze of the orc, the gnome’s eye takes on Arcane eye mage wasn’t an overly complex process.
a soft pink hue. Instantly, the orc discards his Nearly any wielder of magic could readily perform the
greatsword and departs without hesitation. Relief required ritual to create the arcane eye. Nevertheless, as
washes over the gnome as he shuts his eyes, watching the years progressed, it was clear that not every
the charmed orc retreat into the distance. ordinary person could endure the loss of an eye. Only
Concentrating on the human subject of his resilient individuals could undergo the procedure, and
interrogation, the elderly firbolg closes his eyes. Upon those who fell short often perished during the process.
reopening them, his right eye transforms into a swirling Some who survived the procedure succumbed later due
blue abyss, revealing the human’s concealed and to the toll this power exacted on their bodies. Since
profound secrets. these individuals lacked their own innate magical
Arcane eye mages have undergone a process granting essence, the arcane eye drew upon their physical energy
them equivalent powers to sorcerers or wizards, void of for power, sometimes at a prohibitively high cost. Many
pacts with extramundane entities akin to warlocks. At shied away from becoming an Arcane eye mage, fearing
least one eye possessed by these mages may appear as their inadequacy in handling such power. However,
fire, lightning, pink sparkles, or even mimic a regular exceptions existed.
eye, yet it offers enhanced sight compared to the
average person. Common belief asserts that catching a Creating an Arcane Eye Mage
glimpse of an Arcane eye mage’s eye signifies imminent When fashioning an Arcane eye mage, contemplation
doom – a presumption that often holds true. about the driving force behind undergoing the
From Ancient Enigma… procedure is essential. What compelled you to seek this
power, even knowing the potential for fatality? Did any
The origins of the Arcane eye mages remain rather complications arise during the process? Does mastery
ambiguous. Some speculate that the initial Arcane eye of your arcane eye come naturally, or does spellcasting
mages might have resembled the more famous prove arduous? Are there peculiar sights visible through
warlocks. Legend has it that there were individuals who your arcane eye that remain hidden from your natural
thirsted for magic but were spurned by most sponsors. eyesight?
Eventually, they found a new patron in Mystra, the Possessing an arcane eye might draw curious gazes
goddess of magic. She bestowed these individuals with from strangers. Do you feel shame regarding your
substantial magical power but demanded a sacrifice in arcane eye? Is it concealed, or do you proudly display it?
return. As they sought magic without foreseeing the Do you tap into your power solely when necessary? Are
costs, Mystra claimed one of each of their eyes. While you determined to push this power to its limits, to
some are skeptical of this legend, given that Mystra isn’t comprehensively grasp this magical endowment,
associated with demanding blood sacrifices, others regardless of consequences?
believe it due to the manifestation of magical power in

71
Quick Build
You can make an Arcane Eye Mage quickly by following these suggestions. First, Constitution should be your highest
ability score, followed by Dexterity. Second, choose the Urchin background.

The Arcane Eye Mage


Level Proficiency Bonus Features Changing Eye Charges Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, The Changing Eye 1 3 2 — — — — — — — —
2nd +2 Arcane Eye Form 2 3 3 — — — — — — — —
3rd +2 — 3 4 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 4 3 — — — — — — —
5th +3 — 5 4 4 3 2 — — — — — —
6th +3 Arcane Eye Subclass Feature 6 4 4 3 3 — — — — — —
7th +3 — 7 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 8 4 4 3 3 2 — — — — —
9th +4 — 9 5 4 3 3 3 1 — — — —
10th +4 Arcane Eye Subclass Feature 10 5 4 3 3 3 2 — — — —
11th +4 — 11 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 12 5 4 3 3 3 2 1 — — —
13th +5 — 13 5 4 3 3 3 2 1 1 — —
14th +5 Changing Eye Improvement 14 5 4 3 3 3 2 1 1 — —
15th +5 — 15 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 16 5 4 3 3 3 2 1 1 1 —
17th +6 — 17 6 4 3 3 3 2 1 1 1 1
18th +6 Arcane Eye Subclass Feature 18 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 19 6 4 3 3 3 3 2 1 1 1
20th +6 Eye Capture 20 6 4 3 3 3 3 2 2 1 1

Class Features Equipment


You start with the following equipment, in addition to
As an Arcane Eye Mage you gain the following class the equipment granted by your background:
features.
Hit Points (a) quarterstaff or (b) shortbow and a quiver of 20
1d6 per Arcane Eye Mage level arrows
(a) explorer’s pack or (b) dungeoneer’s pack
Hit Dice:
6 + your Constitution modifier
Hit Points at 1st Level:
(a) leather armor or (b) hide armor
Hit Points at Higher Levels:1d6 (or 4) + your a personal keepsake
Constitution modifier per Arcane Eye Mage level after
1st Spellcasting
Proficiencies
Light Through a magical surgery, you have gained at least one
Armor:
Simple Melee Weapons OR Simple Ranged arcane eye, which grants you magical abilites that’s
Weapons:
Weapons. Choose only one. fueled by your own physical essence. This eye is pure
Tools: None
magic essence, and is where all of your spells come
from.
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Athletics, Intimidation,
Cantrips
Medicine, Perception, and Religion. At 1st level, you know 3 cantrips of your choice from the
Arcane Eye Mage spell list. You learn additional Arcane
Eye Mage cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Arcane Eye
Mage table.

72
Spell Slots the number that weakened your eye, your arcane eye
The Arcane Eye Mage table shows how many spell slots will flare back to full life.
you have to cast your Arcane Eye Mage spells of 1st If you enter an area that has an anti-magic field of
level and higher. To cast one of these Arcane Eye Mage some sort, a similar effect would occur, except you
spells, you must expend a slot of the spell’s level or cannot try to reactivate your arcane eye within the anti-
higher. You regain all expended spell slots when you magic field. It immediately flares back up once you exit
finish a long rest. the area.
Spells Known of 1st Level and The Changing Eye
Higher
You know a number of spells from the Arcane Eye Mage Your arcane eye gains certain traits when you cast
spell list equal to your Constitution Modifier + your certain spells. Every time you cast an Arcane eye mage
Arcane Eye Mage level (minimum of 1). spell, your arcane eye will change based on the school
If your Constitution modifier ever increases by any of magic of said spell. At 1st level, you can spend 1 use
means, during a long rest, if your Constitution modifier of your Changing Eye Charges to use the feature of your
isn’t returned to its original value once the rest is arcane eye’s current form. You have a number of
complete, you may add a number of spells to your Changing Eye Charges equal to your Arcane eye mage
known spells equal to the increase. If your Constitution level, which can be seen on the Changing Eye Charges
modifier is ever decreased by any means, the next time column of the Arcane eye mage table. If you want to use
you take a long rest, if your Constitution modifier isn’t the upgraded version of the ability, you must use 3
returned to its original value once the rest is completed, charges. You regain all of your expended charges after
you must drop a number of spells from your known completing a long rest. Once you complete a long rest,
spells equal to the decrease. your arcane eye is only a glowing white dot where your
Additionally, whenever you take a long rest, you can pupil would normally be. Once you cast an Arcane eye
choose any number of the Arcane Eye Mage spells you mage spell, however, the arcane eye will take the
know and replace them with other spells from the respective form and gain its abilities.
Arcane Eye Mage spell list, which also must be of a level Abjuration
for which you have spell slots. The eye takes on a bright blue hue, the pupil looking
Spellcasting Ability like a shield. You can use your reaction to protect a
Constitution is your spellcasting ability for your Arcane creature or object that you can see (including you) from
Eye Mage spells, since your arcane eye draws on your harm. As a reaction when a creature you can see takes
physical essence for its power. You use your damage, you give it resistance to all damage, including
Constitution whenever a spell refers to your spellcasting the triggering damage, until the end of the current turn.
ability. In addition, you use your Constitution modifier Upgraded Version: The target can make an appropriate
when setting the saving throw DC for an Arcane Eye saving throw in relation to the attack. For instance, if
Mage spell you cast and when making an attack roll the creature was hit by fireball or a longsword attack,
with one. they can make an extra Dexterity saving throw because
Spell save DC = 8 + your proficiency bonus + your
of this ability. If they succeed, they take no damage. If
Constitution modifier they fail, they take half damage just like the non-
upgraded version of this ability.
Spell attack modifier = your proficiency bonus + your
Constitution modifier Conjuration
The eye takes on a yellow hue, with the pupil looking
Spellcasting Focus like a swirling amorphous object, never fully formed;
Your arcane eye acts as your arcane focus. If a creature always almost taking one shape, but then changing to
attempts to cast the spell dispel magic on your eye, they something else. As an action, you can conjure any non-
must make an ability check using their spell casting living item that you are capable of holding in one hand.
ability modifier against your spell save DC. If they This doesn’t mean it just fits in your palm, but you are
succeed, your arcane eye becomes weakened and you able to hold it. This item cannot have any magical
will no longer be able to cast spells that have material properties. The item exists for 1 hour, and then
component without the actual materials, nor will you be magically disintegrates.
able to use your Changing Eye feature. Your eye will Upgraded Version: The object can now be something
return to normal after 24 hours, or you can use your you can hold in both of your hands, and it lasts for 8
action to try to reactivate your arcane eye. Make a hours.
Constitution Saving throw. If the result is greater than

73
Divination
The eye takes on a faded, swirling blue color, with the
pupil completely gone. As an action, you can attempt to
peer into a creature’s mind that you can see to know
their current thoughts and what they plan to do next.
The target must make an Intelligence Saving throw.
Success means you can’t see into their mind, a failure
means you can. If you have direct eye contact with the
creature, the creature has disadvantage.
Upgraded Version: You can know the entirety of the
creature’s memories up to 1 year in the past. You can
also choose to instead cause your eye to see through the
creature’s eyes for 24 hours.
Enchantment
The eye takes on a light pink color, the pupil sparkling
with magic. As an action, you can make eye contact with
a creature and attempt to charm them. The creature
must make a Charisma saving throw. If they fail, you
can cause the creature to be charmed by you, cause
them to fall asleep (as by the spell Sleep (5e Spell)),
calm their emotions (as by the spell Calm Emotions (5e
Spell)), or force them to speak the truth (as by the spell
Zone of truth). All of these effects last for 1 minute.
Upgraded Version: You can use this ability as a bonus
action.
Evocation
The eye takes on the element of the specific spell cast.
For example, if you cast Firebolt, your eye is made of
red hot fire, with your pupil being bright orange flame.
Shocking grasp would cause your eye to be just a pupil
of lightning, which occasionally sparks and creates a
whole eye for a second. If the spell deals two or more
types of damage at once, you may choose which of those
damage types your eye’s form takes. As a bonus action,
you can attempt to make eye contact with a creature.
The target must make a Dexterity saving throw against
your spell save DC to avoid looking at you. If they fail,
you deal 1d10 points of damage of the eye’s element.
Once your eye is already in this form, you may take an
action to change your eye’s form to any damage type.
This feature deals more damage at 5th (2d10), 11th
(3d10), and 17th (4d10) level.
Upgraded Version: You can empower the eye to instead
of target one creature force a beam to emit from the eye
instead of targeting one creature you can fire a 60ft long
5ft wide line all creatures in the line must make the
saving throw.

74
Illusion Transmutation
The eye takes on any appearance that you wish, as long The eye takes on no real form, just the pupil. The pupil
as the appearance still fits in the eye socket. As an takes on the shape of an object that the Arcane eye
action, you can attempt to make eye contact with a mage chooses. This object is affected by the spell that
creature to cast an illusion on them. They must make a was cast. For example, if you cast feather fall, a ball
Wisdom Saving throw against your spell save DC. If would be falling, then fall slowly. As an action, you can
they fail, you can cause the creature to think you’re grant a buff to yourself or an ally, or a debuff to an
invisible, to see you as someone/something else, or as enemy, that relates to their size or movement. This can
something they are afraid of. You could also cause an vary from the ability to climb walls with ease, halving or
illusion to appear within that only they can see or hear. doubling a creatures movement speed, shrink/grow an
The target can make a Wisdom saving throw as an individual or object up to 1 size category smaller or
action to shake off the illusion. If you try to scare them bigger, or make someone harder to hit as they escape.
with this illusion, you must make an Intimidation check This (de-)buff shouldn’t be more powerful than any 2nd
against their Insight check. If you Intimidation is higher, level spell. The DM has the final say. The effects last an
they become frightened by the illusion. All of these ammount of hours equal to your Arcane eye mage level
effect last for 1 minute. x2. If the creature is unwilling to accept the effect, they
can make a Strength Saving throw against your spell
Upgraded Version: The target has disadvantage on the save DC. If they succeed, they resist the effect.
Wisdom saving throws for this feature. Or you can
cause up to your constitution modifier worth of Upgraded Version: You can now target 3
creatures (minimum 1) to also see the illusion. creatures/objects in one action, as well as the effects,
are increased. You can give a creature a swim, fly, or
climbing speed equal to their movement speed change
Necromancy their size by 2 size categories bigger or smaller or
The eye takes on a sickly green gaseous form, with the change an object no bigger than 10 square feet to
gas slowly flowing out of the eye socket and the pupil another form/material.
looking like a skull. As a bonus action, you can attempt
to lock eyes with a creature. The creature must make a
Constitution Saving throw against your spell save DC. If
they fail, you can choose to either poison the target or
take some of their life force. If you choose poison they
become poisoned for 1 minute and take 1d6 poison
damage at the start of their turn as long as they
remained poisoned. The target can make another
Constitution saving throw as an action on their
subsequent turns to shake off the poison. If you choose
life steal, you deal 1d6 necrotic damage and regain an
equal amount of hit points to the damage you deal. This
feature deals more damage at 5th (2d6), 11th (3d6), and
17th (4d6) level.
Upgraded Version: The poison effect lasts for 1 hour
and the damage increases to 3d6 poison damage. The
life steal effect deals an additional 1d6 points of
damage. You can instead choose to use this feature to
cause the target to be blinded or deafened. They must
make a Constitution Saving Throw to resist the effect. If
they fail, this effect lasts for 1 minute, but the target can
make a Constitution saving throw as an action on their
subsequent turns to shake the effect.

75
Arcane Eye Form Changing Eye Improvement
At 2nd level, you begin to refine your use of your arcane At 14th level, you can now change your arcane eye
eye by specializing in one of four arcane eye forms. school without casting a spell as a bonus action. You
Choose between Eye of War, Eye of Time, Eye of Truth, also get to choose 1 Changing Eye Form to permanently
or the Inner Eye, all detailed at the end of the class upgrade while keeping the cost at 1 Changing Eye
description. Your choice grants you features at 2nd level Charge.
and again at the 6th, 10th, and 18th level.
Eye Capture
Ability Score Increase
Starting at 20th level, your study of your arcane eye has
When you reach 4th level, and again at 8th, 12th, 16th granted you the ability to analyze any spell and replicate
and 19th level, you can increase one ability score of it perfectly. If a spell is cast within your sight, you can
your choice by 2, or you can increase two ability scores use your reaction to learn the spell. Before 24 hours
of your choice by 1. As normal, you can’t increase an have passed, you must spend a long rest practicing the
ability score above 20 using this feature. Using the spell, or it will be forgotten. Spells you learn through
optional feats rule, you can forgo taking this feature to this feature do not count against your known Arcane eye
take a feat of your choice instead. mage spells. You must wait 24 hours before using this
feature again.

76
Eye of War Aware of Your Surroundings
Frequently, individuals are ready to undergo this Starting at 10th level, when you are hit by an attack, you
process solely for the purpose of acquiring power. As a can spend 1 Changing Eye Charge to make a Dex
possessor of the Eye of War, you have refined the saving throw against the attacker’s attack roll (no action
capabilities of your mystical eye for battle and nothing required). You instead take no damage if you succeed on
more. Simply a gaze from you holds the capability to the saving throw, and only half damage if you fail.
overpower your enemy, instilling in them a sense of
dread for their life, as is appropriate. You stand as the
most dreaded spellcaster on the battleground. Overpowering Gaze
Starting at 18th level, you can create a 150 foot
Combat Evaluation antimagic cone. At the start of each of your turns, you
decide which way the cone faces and whether the cone
Starting at 2nd level, you can spend 1 Changing Eye is active. The area works against your own spells as
Charge as a bonus action to study a creature that you well. Additionally, whenever a creature you can see
can see and learn some of its combat capabilities. The within the area targets you with an attack or a harmful
DM tells you one of the following characteristics of your spell, you can use your reaction to force the creature to
choice: make a Wisdom saving throw against your Spell Save
One of its traits, if any. DC. On a failed save, they lose the attack or spell and
One of its actions or reactions, if any. become frightened of you for 1 minute. The creature
Number of legendary actions and one of them, if any. can repeat the saving throw at the end of each of its
A random ability score. turns, ending the effect on itself on a success. If a
Speed. creature’s saving throw is successful or the effect ends
Creature type. for it, the creature is immune to this feature for the next
Saving throw proficiencies. 24 hours.
Skill proficiencies.
Resistances. Eye of Truth
Immunities. It is often said that the eye is the window of the soul.
Vulnerabilities. This is taken almost literally with those that refine their
Senses. arcane eye to see past the deceptions and lies of others
to seek the truth. As a wielder of the Eye of Truth, you
can see people’s true emotions, as well as their true
Vengeful Glare motives.
Starting at 6th level, when a creature damages you with
an attack or spell that was targeted at you, you can Emotive Sight
spend a number of Changing Eye Charges equal to the
full damage divided by 10 rounded down (minimum of Starting at 2nd level, when you look at a creature, you
1) to use your reaction to gain resistance to all damage see a colored aura glowing off of them. The color varies
from that creature until the start of your next turn depending on their primary emotion. You also gain
(including the triggering damage) and empower your proficiency in Insight. If you are already proficient, you
next attack against that creature. The next time you hit gain expertise instead. Being able to see creatures’
the target creature with an attack, the target takes extra souls allows for other ways to see them, as long as there
damage of the triggering type equal to half the original is nothing between you and a creature you’re trying to
damage. You can repeatedly use this ability to absorb see you can always see them regardless if they are
more and more power and release it all at once. invisible or covered by darkness.
Red: Angry
Blue: Calm
Green: Happy
Yellow: Afraid/Nervous
Orange: Passionate
Purple: Love
White: Neutral

77
See the Signs
Starting at 6th level, you can tell when someone speaks
the truth, lies, or speaks a white lie/stretched truth as
long as you can clearly see their face. As an action you
can focus on one creature and read its soul, while
reading their soul you are able to distinguish if a
creature is telling the truth, lying, telling partial truths,
or are unsure of the answer. This mastery of detecting
lying faces teaches you how to lie. You gain proficiency
in Deception. If you are already proficient, you gain
expertise instead.
Calm soul: Truth
Erratic soul: Lying
Pulsing soul: Partial Truth
Swirling soul: Unsure of the answer

Distilled Vision
Starting at 10th level, whenever a creature tries to
Intimidate or Persuade you, if they are using false
information to do so, they immediately fail. Otherwise,
they roll with disadvantage. Also, when you look at an
illusion, you know it is fake, and you can use an action
to dispel the illusion completely at the cost of a number
of charges of your Changing Eye ability equal to the
level of the spell that created the illusion.
The Whole Truth
Starting at 18th level, You gain 120 feet of truesight.
Also, whenever you look directly into someone’s eyes,
they cannot help but answer all questions asked to them
completely and truthfully.
Eye of Time
Very few Arcane eye mages can turn their arcane eye
into an Eye of Time. It takes many years of training
before one can train their arcane eye to look beyond
time itself and see the past or the future. You are one of
those few. You can glance into the past to see the
history of a war-zone, or see possible futures and try to
prevent or pursue them. But be warned: Time & Fate
are not to be trifled with.
Shadows of the Past
Starting at 2nd level, as an action, you can look into the
past of a 50 foot cube space centered on you and see the
history of everything that has occurred there. The past
you see is all composed of shadows forming into
individuals and objects. You can also use this feature on
a specific object to see its past wielders and any major
events it has existed through. by expending 1 charge of
your Changing eye ability you can cause the shadows to
condense and see precise details of the history of the
area however doing so causes great strain on your eyes,
after using the upgraded Shadows of the past you
become blind for 10 minutes.

78
Future Sight The Inner Eye
Starting at 6th level, as an action at the cost of 1 charge The eye is generally thought as looking out and
of your Changing Eye ability, you can roll a d100 to receiving information. Those that wield the Inner Eye
attempt to see the most likely future. The DM will then have trained to look within themselves and improve
also roll a d100 and if they roll higher than you, they will their own body. As a wielder of the Inner Eye, you have
tell you a future that might not come to pass. If the DM trained your arcane eye to be able to strengthen your
rolls less than you, you see a very likely future. Whether very being, so as to be a pillar of strength when all
it’s all that you wanted to see depends on how much others can no longer handle the strain.
less the DM rolls than you. You have to ask specifically Inner Focus
what you are trying to see, whether it be a creature’s
next action, what occurs in a courtroom in a few Starting at 2nd level, as an action, you can use 1
minutes, or how some person is living in a month. Make Changing Eye Charge to cause yourself to have
sure to specifically say how far ahead into the future advantage in all skill checks and saving throws in
you’re looking. Be warned: the further you look into the relation to one ability score for 1 minute. You can
future, the harder it is to see a likely future. expend more charges to extend the duration, 1 minute
per charge. If you use this feature on one ability score
and then use it later on a different one, the first ability
Future Casting score will no longer have advantage.
Starting at 10th level, As part of the action of casting a Inner Control
spell, you can consume 2 charges of your Changing Eye
ability to attempt to cast a spell in the future any given Staring at 6th level, as an action, you can immediately
number of turns. You must roll a d100 and the DM will end any effect that is causing you to be frightened or
roll a d100, similar to the Future Sight feature. If you charmed.
roll higher, the DM will tell you where and what the Inner Resistance
enemies and allies will be doing at the turn you choose
to cast a spell. If the DM rolls higher, they will tell you Starting at 10th level, as an action, you can consume 1
unlikely locations and actions of your enemies and allies Changing Eye Charge to gain resistance to any one
for that turn. Once the DM tells you this information, damage type you choose. You can also choose to
you must cast a spell in this future turn. If you see an consume 10 charges to gain immunity to any one
incorrect future, your spell may miss entirely. If the spell damage type. You can only be resistant or immune to
causes the creatures affected to roll a saving throw, they one damage type from this feature at a time. This
roll with disadvantage as they are caught off-guard by feature lasts for 1 minute.
the spell appearing out of nowhere. If you must make a
spell attack roll to hit the creature, you have advantage Inner Understanding
on the roll. Starting at 18th level, as a reaction when a creature
attempts to impose a negative condition on you, you can
Time Shift consume a number of Changing Eye Charges equal to
the level of the spell cast to reflect the effect back at the
Starting at 18th level, as an action, you can actually step caster. The target still has to make the same saving
into another point in time, up to 1 year in the future or throws normally required for the spell against their own
the past. Your body dissapears for a fraction of a second Spell Save DC. If it is an ability or trait, not a spell, you
and reappears after you complete using this feature. determine the charges consumed by the table below.
You can be in this new time period for up to 8 hours. If
you go into the past, be aware that your actions can Condition Number of Changing Eye Charges
possibly change the present. If you go into the future, Poisoned 1
you and the DM roll a d100. If yours is higher, you will Frightened 1
go to a future that is the most likely based on the Deafened 2
current circumstances. If the DM rolls higher, it is up to Blinded 2
them to determine how likely this future you enter is. Incapacitated 3
You can return to your own time period without taking Unconscious 3
any action. If you take damage in this alternate time Charmed 4
period, you immediately return to your time period and Exhaustion 4
take 10d10 necrotic damage. You must wait 24 hours Stunned 5
before using this feature again. Paralyzed
Petrified
5
6

79
Eye of Control must place all creatures on the ground unless they have
This eye specializes in the ability to control the world a flight, climb, or swim speed. You may also manipulate
around the user. This control was heightened to such a the battlefield in a few ways. As an action, you may
degree that to any onlookers it would appear they are spend 1 eye charge to use one of the effects below:
some sort of psychic but in reality, its magic being used You create a pit in the ground 10ft in diameter and
to control outside forces. Mages who specialize in the up to 30ft deep, this can be used directly under a
Eye of control utilize their powers to manipulate the creature in which they must succeed a dexterity save
battlefield moving enemies, allies, or the terrain itself to against your spell save DC or fall in.
their advantage. You create a trench or a wall of various materials up
to 40ft long, 20ft tall or deep, and 1ft thick. If a
creature deals 30 damage to the wall it opens a 5ft
Eye Manipulation hole in the wall.
You have started using your mind to move objects. You create some kind of trap that includes a trigger,
Starting at 2nd level, you may move a number of this trap fills a 5ft square and requires a perception
creatures/objects equal to your Constitution modifier or investigation check equal to your spell save DC to
(minimum of 1) within 60 feet of you so long as it does spot, a creature who activates the trap must make a
not leave that range and does not exceed 10 lbs. You Dexterity saving throw against your spell save DC or
may also choose to move another creature, as an action take 6d6 Damage.
you can force a creature to make a Strength saving You can create structures from surrounding
throw against your spell save DC. On a success they are materials by stripping logs for wood and working
not moved. On a failure the creature is moved up to 10ft stones into bricks to create buildings up to 60ft long,
in any given direction. If you choose a willing creature 60ft wide, and 60ft tall. These structures can contain
you can move them up to the max range. the most basic necessities like beds, doors, and even
At 6th level, 10th level and 14th level, the range is food if it’s available in the surroundings.
increased by 30 feet and the weight limit is increased by
10 lbs.
Controlled Power
Staring at 6th level, as an action, you can move objects
with enough force to cause damage, target a creature
within range and make a ranged spell attack roll. On a
hit the creature takes 1d10 + Constitution modifier
damage. This ability grants additional attacks when you
reach higher levels: two objects at 5th level, three
objects at 11th level, and four objects at 17th level. You
can direct the attacks at the same target or at different
ones. Make a separate attack roll for each object.
Moving Control
Starting at 10th level, as an action, you can consume 3
Changing Eye Charges to cast the Telekinesis Spell.
The spell’s range is extended up to your Eye
Manipulation range. Additionally, you now have a fly
speed equal to half your movement speed.
Ultimate Control
Starting at 18th level, Your powers of manipulation are
so strong that you can reshape the very battlefield
viewing each person as pieces on a game board. As an
action, you can spend 1 eye charge per creature you
wish to effect and move them where ever you want on
the battlefield up to your Eye Manipulation range. You
Arcane eye mage Spell List
Cantrips Thunderwave
Acid Splash Unseen Servant
Blade Ward Witch Bolt
Chill Touch 2nd Level
Dancing Lights
Eldritch Blast Aganazzar’s Scorcher
Fire Bolt Alter Self
Friends Blindness/Deafness
Frostbite Blur
Light Calm Emotions
Mending Cloud of Daggers
Minor Illusion Crown of Madness
Poison Spray Darkness
Prestidigitation Detect Thoughts
Ray of Frost Dust Devil
Sword Burst Earthbind
Thaumaturgy Enlarge/Reduce
Thunderclap Enthrall
True Strike Find Traps
Vicious Mockery Flaming Sphere
Word of Radiance Gust of Wind
Hold Person
1st Level Invisibility
Absorb Elements Levitate
Alarm Locate Object
Bane Maximillian’s Earthen Grasp
Burning Hands Mind Spike
Catapult Mirror Image
Chaos Bolt Misty Step
Charm Person Phantasmal Force
Cure Wounds Pyrotechnics
Chromatic Orb Ray of Enfeeblement
Color Spray Scorching Ray
Command See Invisibility
Detect Magic Shatter
Disguise Self Silence
Expeditious Retreat Skywrite
Faerie Fire Snilloc’s Snowball Swarm
Feather Fall Spike Growth
Fog Cloud Suggestion
Heroism Web
Hex 3rd Level
Ice Knife
Identify Bestow Curse
Mage Armor Blink
Magic Missle Call Lightning
Ray of Sickness Catnap
Sanctuary Clairvoyance
Shield Counterspell
Silent Image Daylight
Sleep Dispel Magic

81
5th Level
Enemies Abound
Erupting Earth Animate Objects
Fear Antilife Shell
Fireball Bigby’s Hand
Fly Cloudkill
Glypth of Warding Cone of Cold
Haste Conjure Elemental
Hypnotic Pattern Contact Other Plane
Lightning Bolt Control Winds
Magic Circle Creation
Major Image Dawn
Melf’s Minute Meteors Destructive Wave
Nondetection Dominate Person
Sleet Storm Dream
Slow Enervation
Stinking Cloud Far Step
Thunder Step Flame Strike
Tidal Wave Geas
Tiny Servant Hold Monster
Tongues Immolation
Wall of Sand Legend Lore
Wall of Water Maelstrom
Water Breathing Mislead
Water Walk Modify Memory
Wind Wall Passwall
Planar Binding
4th Level Rary’s Telepathic Bond
Scrying
Arcane Eye Seeming
Banishment Skill Empowerment
Blight Synaptic Static
Charm Monster Telekinesis
Compulsion Teleportation Circle
Confusion Transmute Rock
Conjure Minor Elementals Wall of Force
Control Water Wall of Light
Dimension Door Wall of Stone
Dominate Beast
Elemental Bane 6th Level
Evard’s Black Tentacles
Fire Shield Arcane Gate
Freedom of Movement Bones of the Earth
Greater Invisibility Chain Lightning
Hallucinatory Terrain Circle of Death
Ice Storm Contingency
Leomund’s Secret Chest Disintegrate
Locate Creature Drawmij’s Instant Summon
Mordenkainen’s Private Sanctum Eyebite
Phantasmal Killer Find the Path
Sickening Radiance Globe of Invulnerability
Storm Sphere Guards and Wards
Vitriolic Sphere Investiture of Flame
Wall of Fire Investiture of Ice
Watery Sphere Investiture of Stone
Investiture of Wind
Mental Prison
Move Earth

82
8th Level
Otiluke’s Freezing Sphere
Otto’s Irresistible Dance Abi-Dalzim’s Horrid Wilting
Programmed Illusion Antimagic Field
Scatter Anitpathy/Sympathy
Soul Cage Contronl Weather
Sunbeam Demiplane
True Seeing Dominate Monster
Wall of Ice Earthquake
Wall of Thorns Feeblemind
Wind Walk Illusory Dragon
Incendiary Cloud
7th Level Maddening Darkness
Maze
Crown of Stars Mind Blank
Delayed Blast Fireball Power Word Stun
Etherealness Sunburst
Fire Storm Teleptathy
Forcecage Tusnami
Mirage Arcana
Mordenkainen’s Maginificent Mansion 9th Level
Plane Shift
Power Word Pain Foresight
Prismatic Spray Gate
Project Image Imprisonment
Reverse Gravity Invulnerability
Simulacrum Meteor Swarm
Symbol Power Word Kill
Teleport Prismatic Wall
Whirlwind Psychic Scream
Time Stop
Weird

83
The Starmancer
Embrace the Stars

A
glimmer of astral light radiates might in mortal form, a phenomenon that continues to
from the Starmancer’s eyes, a celestial awe and fascinate both the skeptical and the faithful in
cascade bursting forth as it meets the realm equal measure.
of mortals. The luminous surge sweeps over
the Starmancer’s outstretched hand, a motion as Cosmic Energy Manipulators
graceful as the dance of planets. With a gesture, this
cosmic conjurer weaves the very fabric of the universe As the ties between Starmancers and the limitless
into their command, casting a tapestry of wonder across expanse of the cosmic void implied, their unquenchable
reality. thirst for knowledge was matched only by an insistent
In the presence of the Starmancer, the laws of wanderlust. The potential of a Starmancer’s abilities
physics seem to bow, reshaping themselves to often danced on the precipice of unpredictability,
accommodate the implausible. Objects become compelling the majority to depart from their roots
weightless, as if caught in the tender embrace of a willingly, embarking on journeys to master and regulate
distant star’s gravitational pull. Density shifts as if the their nascent powers. Others, deemed perilous or
very essence of matter were influenced by the rhythm of anomalous, were banished from their homes. Hence, it
pulsars. Buoyancy itself bends beneath their intent, became a prevailing norm for these extraordinary
allowing them to walk upon air as if treading the path of spellweavers to find solace among a fellowship of
comet tails. outcasts who shared akin aspirations.
In moments of dire need, the Starmancer can extend
their consciousness to the great cosmic expanse Creating a Starmancer
beyond. In response to their silent call, the universe In building a Starmancer, deep contemplation
might bestow its unfeeling yet profound aid. A meteor concerning the underlying impetus for embracing this
streaks across the sky, answering the Starmancer’s cosmic bond proves paramount. What impelled you to
unspoken plea. A comet’s tail sweeps away adversity delve into the enigmas of the stars and the cosmos,
with the gentle caress of cosmic winds. notwithstanding the potential for veiled complexities?
Born of Space Did any celestial hindrances materialize throughout the
attunement? Does the command over astral forces flow
The origins of the enigmatic Starmancers often stir instinctively, or does the conjuration of cosmic spells
speculation and wonder. Scholars posit that the present itself as an arduous endeavor? Are there astral
emergence of a Starmancer is heralded by subtle spectacles observable through your enhanced
gravitational anomalies and fluctuations of energy, connection that elude your unaided vision? Possessing
typically surfacing in their early years. It is theorized stellar prowess might allure inquisitive stares from the
that these gifted individuals represent a fusion of a past unfamiliar. Is there a sense of pride or reticence in
cosmic phenomenon, perhaps akin to a supernova’s bearing this celestial gift? Do you shroud it in secrecy,
brilliant demise, with a terrestrial occurrence. This or do you flaunt it unabashedly? Is the channeling of
cosmic energy, now infused with magic, not only emits your cosmic might a mere contingency, or do you
potent waves of power but also bears a sentient harbor an unyielding determination to explore the
consciousness, a purpose that becomes imprinted upon zenith of this celestial endowment, heedless of the
a chosen child. Essentially, a Starmancer can be likened ramifications it may entail?
to the embodiment of a dying star, reborn with celestial

84
Quick Build
You can make a Starmancer quickly by following these suggestions. First, Wisdom should be your highest ability
score, followed by Charisma. Second, choose the Sage background with the astronomer specialty.

The Starmancer
Level Proficiency Bonus Star Dust Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 Spellcasting, Read the Stars 2 2 — — — — — — — —
2nd +2 2 Star Path, Star Dust 2 3 — — — — — — — —
3rd +2 3 — 2 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 2 4 3 — — — — — — —
5th +3 5 Sparkling Form 2 4 3 2 — — — — — —
6th +3 6 Star Path Feature 3 4 3 3 — — — — — —
7th +3 7 Physical Anomalies 3 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 3 4 3 3 2 — — — — —
9th +4 9 Cosmic Pulse 3 4 3 3 3 1 — — — —
10th +4 10 Read the Stars Improvement 3 4 3 3 3 2 — — — —
11th +4 11 Star Path Feature 4 4 3 3 3 2 1 — — —
12th +4 12 Ability Score Improvement 4 4 3 3 3 2 1 — — —
13th +5 13 Align the Stars 4 4 3 3 3 2 1 1 — —
14th +5 14 Celestial Reach 4 4 3 3 3 2 1 1 — —
15th +5 15 Star Path Feature 4 4 3 3 3 2 1 1 1 —
16th +5 16 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 17 Sparkling Form Improvement 5 4 3 3 3 2 1 1 1 1
18th +6 18 Astral Manipulation 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 20 Stellar Ascendancy 6 4 3 3 3 3 2 2 1 1

Class Features Equipment


You start with the following equipment, in addition to
As a Starmancer you gain the following class features. the equipment granted by your background:
Hit Points
(a) two daggers or (b) quarterstaff
Hit Dice:1d6 per Starmancer level (a) a component pouch or (b) an arcane focus
6 + your Constitution modifier
Hit Points at 1st Level:
(a) Explorer’s Pack or (b) Scholar’s Pack
Hit Points at Higher Levels:1d6 (or 4) + your a star chart
Constitution modifier per Starmancer level after 1st starry cloak
Proficiencies
Armor: None Spellcasting
Weapons: daggers, short swords, slings, quarterstaffs, Also at 1st level, you gain the ability to cast spells.
light crossbows Starmancers gain the ability to cast spells from the
Tools: navigator’s tools magic energy radiating off of celestial bodies in the
Saving Throws: Wisdom, Charisma cosmos, most notably stars. This radiating raw magic
Skills: Choose two from Arcana, History, Insight, energy, which is undetectable to most, fuels their arcane
Survival, and Perception. magic to match the strength of the greatest wizards.
Spell Slots
The Starmancer table shows how many spell slots you
have. The table also shows what the level of those slots
are. You regain all expended spell slots when you finish
a long rest.

85
Preparing and Casting Spells Cosmic Table
You prepare the list of spells that are available for you to d10 Chaotic Result
cast. To do so, choose a number of Starmancer spells 1 Your body randomly begins phasing between matter and
from your spell list equal to your Wisdom modifier + light for the next minute. This phasing grants you a +1
your Starmancer level (minimum of one spell). The bonus to your Armor Class for the duration but also means
spells must be of a level for which you have spell slots. that whenever you grab or equip an item you must roll a
You can change your list of prepared spells when you d100, with the item phasing through you and dropping to
finish a long rest. Preparing a new list of Starmancer the ground at your position on a roll of 50 or under.
spells requires time spent studying the sky or 2 The gravity acting upon you increases, your level of
meditating, and can be done during either a short or encumbrance increases by 1 and your speed is reduced by
long rest with a minimum requirement of 10 minutes 5 feet, however, you have advantage on saving throws
per spell that you decide to change. against being forcibly moved or knocked prone. Wears off
after a short rest.
3 Your body illuminates with photons causing bright light to
Spellcasting Ability extend from you in a 10 foot and dim light for an additional

Wisdom is your spellcasting modifier as this represents 5 feet for the next minute. In addition, you have

your ability to understand the unique roll in the cosmos disadvantage on Dexterity (Stealth) checks for the

and the ability to wield that understanding to create duration.

fantastic magical effects. 4 The stars and celestial bodies align in your favor, nothing
happens.
Spell save DC = 8 + your proficiency bonus + your
5 Your gravity decreases allowing you to float no more than 5
Wisdom modifier feet off the ground. You can also float over liquid surfaces.
However, your lesser weight means you have disadvantage
Spell attack modifier = your proficiency bonus + your on saves against being forcibly moved and if you are
Wisdom modifier forcibly moved you move twice as far.
6 You transition into energy and quickly transition back to
matter in an instant. Choose an unoccupied square within
Ritual Casting 45 feet of you. You instantaneously appear in this square,
You can cast Starmancer spells as a ritual if the spell is however, the trip through phase matter is intense and you
prepared and it has the ritual tag. arrive prone.
7 Energy bursts from your body in a stunning display of light
and sound. Each creature within 5 feet of you, including
yourself, takes 1d4 radiant damage and 1d4 thunder
Spellcasting Focus damage.
You can use an arcane focus as a spellcasting focus for 8 You accidentally infuse your next spell with a hint of cosmic
your magic spells. power, making it unstable but more powerful. You have
disadvantage on the next spell attack roll you make,
however, if that spell hits its target successfully, they take
an additional 1d6 radiant damage.
Read the Stars 9 Your body emits an invisible pulse of radioactive energy, all
At 1st level, your mind opens to the infinite expanse that creatures within 5 feet of you must make a Constitution
is the cosmos and begins to radiate its power within save or be unable to take reactions until the start of their
you. As a bonus action, you gain advantage on the next next turn.
saving throw, attack roll or ability check you make. You 10 The cosmic energies flow through you with perfect balance
cannot use this feature again until you finish a long rest in this one instant. You gain resistance to one energy type
or you roll on the Cosmic Table below. Rolling on the of your choice until the end of your next long rest. You
Cosmic Table is a free action on your turn. At 1st level, cannot gain this ability multiple times, and if you roll this
you roll a d8 and at 10th level, you are able to better option a second time you simply reroll until you get a
control the chaotic cosmic energy you wield and you roll different option.

a d10 instead.

86
Star Path
At 2nd level, a star, much like the one from which you
were born, calls out to you from the cosmos and
bestows upon you its unique abilities. Red Giant
Starmancers are granted immense destructive power
and the capacity to inspire teammates to achieve
victory. Neutron Starmancers, on the other hand,
concentrate extensively on manipulating physics to
overcome their adversaries, exhibiting impeccable
control over the battlefield. Lastly, there exists the
enigmatic Protostar Starmancer, proficient in stealth
and the art of subtly manipulating the mind. When you
choose a Star Path, you gain abilities at the indicated
levels as you grow closer to your celestial patron star.
Additionally, you acquire spells at specific levels. These
spells are always considered prepared and do not count
against your prepared spell limit.
Star Dust
At 2nd level, you gain the ability to manipulate your
magic through a fusion of physics and metaphysics. You
start with 2 flecks of ethereal star dust and regain a
number of star dust equal to the amount indicated on
the table after completing a long rest. You can expend
this dust to activate the following effects whenever you
cast a spell as a Starmancer. However, you can apply
only one instance of Cosmic Redirection to any single
spell at a time.
Alter Gravity
By expending 2 dust, you can augment the gravity
around the target of your spell. The target must succeed
on a Strength saving throw or be knocked prone by the
altered gravitational forces of your spell.
Burst of Light
For the cost of 1 dust, you infuse your spell with a burst
of luminous particles, dealing 1d4 radiant damage upon
a successful hit. If you choose, you may expend
additional dust to augment this effect, adding 1d4
radiant damage for each additional dust expended.
Nonetheless, the total radiant damage through this
augmentation cannot exceed 5d4.
Starlight
Spending 1 dust enables you to conjure a sphere of
starlight that accompanies the impact of the spell you’ve
cast. This starlight creates distracting dazzles and
intermittent flashes of illumination, imposing
disadvantage on any concentration checks made by the
affected target until the end of your next turn.

87
Ability Score Increase Cosmic Pulse
When you reach 4th level, and again at 8th, 12th, 16th, At 9th level, you gain the ability to unleash a fragment of
and 19th level, you can increase one ability score of the massive power surge that originally brought you into
your choice by 2, or you can increase two ability scores existence. As an action, you can choose any number of
of your choice by 1. As normal, you can’t increase an creatures within 60 feet of you. Each chosen creature
ability score above 20 using this feature. must succeed on a Strength saving throw or be
forcefully pushed backward in a straight line, moving 10
feet away from you. Additionally, any creature that fails
Sparkling Form this saving throw has its movement speed halved until
At 5th level, you begin to sparkle and twinkle with the end of its next turn. You can use this ability once,
cosmic energy. As an action, you can choose to release and you regain its use at the end of your next long rest.
some of your twinkling energy to protect yourself from Align the Stars
negative effects. In this form which lasts until the end of
your next turn, you are resistant to damage from spells Starting at 13th level, any ally within 10 feet of you,
and have advantage on one saving throw against a including yourself, may add your wisdom modifier to all
negative magical effect. You cannot use this ability again their saving throws as long as you are conscious. The
until you finish a long or short rest. range of this aura increases to 30 feet at 17th level.
At 17th level, you can use this ability a number of
times equal to your Wisdom modifier, regaining spent Celestial Reach
uses at the end of your next long rest.
You have gained the ability to establish connections
Physical Anomalies with your allies even when they are beyond physical
reach, akin to the stars forming a constellation. Upon
At 7th level, you gain a permanent mark of your physical reaching 14th level, if you attempt to cast a spell with a
warping presence. You may choose one of the following touch range on a friendly creature, the spell’s range is
options: extended to 30 feet instead.
Mark of Polaris Astral Manipulation
Your eyes turn white, and you gain a 60ft range of When you reach 18th level, you can take an action to
darkvision if you did not previously possess it. touch an item or creature that has an ability which
Furthermore, you inherently know the direction of usually regains its charge at dawn and have it
north, and you can invest 10 minutes to hover above any immediately regain its charge. Additionially, as a
visible obstacles within 10ft of your position. This reaction, you can change a failed saving throw, check, or
grants you an eagle’s-eye view of your surroundings. attack roll into a successful one. You can use each of
Your elevation when floating cannot exceed 5 times these abilities only once, regaining both uses at the end
your Starmancer level in feet. While at this height, your of your next long rest. You cannot exploit this feature to
actions are limited to observation, and you can then replenish its own uses.
gradually descend, which takes approximately 1 minute.
Stellar Ascendancy
Mark of Sol
Your irises transform into a golden hue, emanating a You attain the pinnacle of stellar understanding, fully
comforting and radiant aura. Any friendly creatures embodying the essence of the star that birthed you.
within 5 feet of you gain advantage on saving throws Upon reaching 20th level, your wisdom score increases
against being frightened. Furthermore, you gain by 4 points, raising its maximum to 24. Moreover, you
resistance to fire damage, and you can bestow this gain the extraordinary Supernova ability, which can be
resistance upon a creature you touch. The bestowed activated by expending 10 star dust.
resistance remains in effect until the conclusion of your Supernova
next long rest, at which point you can choose to renew As a reaction to taking damage, you can spend 10 star
this resistance once more. points to envelop an area in a 30-foot radius centered on
Mark of Vega yourself with undulating cosmic energy. Every creature
You develop delicately luminous runes across your legs of your choosing within the radius must make a
and torso, radiating a soft white or blue hue. Your base Constitution saving throw, suffering 12d6 radiant
movement speed is permanently increased by 5ft, and damage on a failed save or half as much on a successful
you can take the Dodge and Dash actions as bonus one. A creature that fails the saving throw is also
actions during your turn. stunned until the end of its next turn.

88
Red Giant Inspiring Size
By expending 3 dust, you can rekindle a friendly
The star that gave birth to you was a colossal red giant, creature’s awareness of their formidable strength.
bestowing upon you abilities that mirror its immense When this spell targets a friendly creature currently
size and strength. affected by the frightened or charmed condition, that
condition ends. If the targeted creature doesn’t suffer
Red Giant Spells from either of these conditions, it gains temporary hit
Starmancer Level Spells
points equal to your Starmancer level.
1st hellish rebuke
3rd heat metal Stellar Blaze
5th magic circle
7th wall of fire At 15th level, you gain the ability to embody the blazing
9th flame strike final moments of your patron star. As an action, your
skin ignites, flames erupting from your eyes and mouth.
This fiery transformation lasts for 1 minute or until you
become unconscious. While in this form, you enjoy the
Celestial Bulking following benefits:
Starting at 2nd level, your body undergoes a You add your Wisdom modifier to the damage of any
transformation that aligns you more closely with your Starmancer spell you cast.
massive star patron. Your muscles thicken and subtly Your skin crackles and bursts with flames upon
bulge, granting you an increase in carrying capacity as if being struck. A creature that successfully hits you
you were one size larger. Additionally, you gain the with a melee attack must make a Dexterity saving
ability to reroll one failed Strength check, regaining this throw. Failure results in 1d6 fire damage; this
ability at the end of your next long or short rest. increases to 1d8 if the attack was an unarmed strike
or natural weapon.
Certain areas of your skin solidify into a meteorite-
Terminal Resilience like substance, boosting your armor class by 2.
Upon reaching 6th level, if you are reduced to 0 hit You can’t assume this form again until the end of your
points but not instantly killed, you instead drop to 1 hit next long rest.
point. This ability can be used once and is refreshed
after a long rest. Furthermore, your hit point maximum
increases by 6. Additionally, from this level onward, you
may increase your maximum hit points by 1 every time
you level up as a Starmancer.
Cosmic Charisma
Upon reaching 11th level, you harness the aura of your
massive patron star to embolden allies and instill fear in
opponents. You gain access to the following 2 Star Dust
options.
Imposing Magic
By expending 2 dust, you can channel the immense
power of your star to remind a creature of its
insignificance. The targeted creature must make a
Wisdom saving throw or be frightened until the
beginning of its next turn. Moreover, if the spell you are
augmenting already carries a saving throw against the
frightened condition, the creature now makes that
saving throw with disadvantage.

89
Neutron Resolute Grasp
Neutron Starmancers embody weakly lit, extremely Starting at 6th level, you radiate an aura of density that
dense neutron stars, granting them exceptional you can manipulate to either hinder your enemies or aid
manipulation over physics and space-time. your allies. You now possess a 30-foot radius aura
around you, and as an action, you can select one of the
Neutron Spells
following benefits:
Starmancer Level Spells Encumber
1st unseen servant By expending 1 dust, you increase the density of hostile
3rd enlarge/reduce creatures within the aura (1 star dust for each target).
5th slow Each affected creature treats regular movement as
7th
9th
resilient sphere
telekinesis
difficult terrain until the end of its next turn.
Hold Ground
Stellar Forging By expending 2 dust, you selectively increase the
density of friendly creatures within the aura (2 star dust
At 2nd level, you can channel the sheer density of your for each target). For a number of rounds equal to your
patron star into a weapon. During a long rest, choose Wisdom modifier, any friendly creature targeted by this
any melee weapon that does not already possess the ability that makes a strength-based melee attack forces
heavy quality. This chosen weapon gains a small grey its target to roll a Strength saving throw against your
rune, bestowing the following benefits upon it: spell save DC. On a failure, the target is pushed 10 feet
backward. Additionally, all strength-based attacks deal
The weapon’s durability and weight double an extra 1 damage of the weapon’s type for the duration.
It becomes a magical weapon
It gains the heavy property
Its damage dice increases by one (e.g., 1d4 becomes Warpstrike Mastery
1d6, 1d6 becomes 1d8, and so on). Upon reaching 11th level, you gain the ability to
manipulate the fabric of space and time around a
If the weapon originally had the light or finesse creature, making them more vulnerable to attacks. As a
property, it won’t gain the heavy property, but it also bonus action, whenever your weapon attack
loses the light or finesse property while under the successfully hits a creature, you can activate this ability.
enchantment. You are limited to enchanting one This grants advantage on all attacks made against that
weapon in this manner, but it doesn’t necessarily need creature until the end of its next turn. You can use this
to be your own. Any weapon enchanted in this way ability a number of times equal to your Wisdom
retains its abilities as long as it remains within 100 feet modifier, and you regain all expended uses after
of you. completing a long rest.
During your subsequent long rest, you can choose to
extend the same enchantment to the same weapon,
apply it to a different weapon, or allow the rune’s magic Gravitational Vortex
to fade, reverting the weapon back to its normal state. Upon attaining the 15th level, you harness the power to
create a gravity well within a creature, immobilizing and
tearing them apart. As an action, choose a point within
60 feet of you that is visible. Any creature in that space
must make a Dexterity saving throw, taking 8d4 force
damage on a failed save, or half as much on a successful
one. Once the gravity well is established, it persists in its
space for 1 minute, dealing 2d4 bludgeoning damage to
any creature that ends its turn within 10 feet of the well.
Furthermore, any creature within 30 feet of the well
treats the area as difficult terrain and must make a
Strength saving throw at the end of each of its turns or
be pulled 5 feet closer to the well.

90
Protostar
Your patron star resides in the protostar stage of rebirth Stealth of the Cosmos
and silence, bestowing upon you an aura of quiet and Much like a protostar forms in silence and darkness,
mystery. You personify the profound stillness inherent you too can manifest stealthiness. After attaining 11th
to your patron’s nature. level, you can intensify your shroud through a bonus
action. This augmented shroud persists for 1 minute or
Protostar Spells until you terminate the effect as a free action. Your
Starmancer Level Spells denser shroud distorts your figure, rendering you more
challenging to strike, granting you a +2 bonus to your
1st silent image
armor class. Additionally, the shroud muffles your
3rd invisibility
movements entirely, granting you advantage on stealth
5th gaseous form
checks for the duration. You can use this ability a
7th
9th
confusion
creation number of times equal to your Wisdom modifier per
long rest, with a minimum of 1.
Starborn Shroud
Resurgence of the Stellar
At 2nd level, you gain a shroud woven from cosmic Just as a protostar forms from the cosmic remnants of a
materials that aids you in channeling your powers and supernova, granting it the ability to emerge anew from
ensuring your safety. The shroud occupies your space its own demise, you too possess this resilience. Upon
but does not impede your vision or the sight of others reaching 15th level, the first time after a long rest when
under typical conditions. Starting from this level, your hit points are reduced to 0, you gain advantage on
whenever you use a Star Dust ability, you can roll a 1d6. your death saving throws. When you are subsequently
On a roll of 5 or 6, you regain 1 star dust. restored to life, you gain temporary hit points equal to 3
times your Starmancer level. Furthermore, any spell or
Dawn of Existence effect that would ordinarily instantaneously reduce you
A protostar marks the earliest phase of its extensive to 0 hit points now leaves you with 1 hit point
lifespan, and it imparts a portion of its youthful essence remaining.
to you. Upon reaching 6th level, your maximum age
becomes triple its original value, and you become
immune to magical aging effects. Furthermore, when
you become the target of a spell that attempts to alter
your form or position, you gain advantage on the saving
throw. This ability is refreshed at the end of your next
long or short rest.

91
Starmancer Spell List
Cantrips Continual Flame
control flames Calm Emotions
dancing lights Mirror Image
fire bolt Blur
guidance Darkness
light
prestidigitation 3rd Level
magic stone Tidal Wave
mending Clairvoyance
message Haste
resistance Remove Curse
true strike Fly
1st Level Glyph of Warding
Mass Healing Word
absorb elements Wind Wall
alarm Water Walk
bless Counterspell
burning hands Dispel Magic
charm person Call Lightning
color spray Sending
command Blink
cure wounds Daylight
detect magic Melf’s Minute Meteors
disguise self Feign Death
faerie fire Major Image
feather fall
fog cloud 4th Level
guiding bolt Polymorph
healing word Control Water
heroism Freedom of Movement
identify Dimension Door
jump Confusion
longstrider Conjure Minor Elementals
sleep Hallucinatory Terrain
thunderwave Ice Storm
2nd Level Wall of Fire
Banishment
Pyrotechnics Locate Creature
Blindness and Deafness Sickening Radiance
Enhance Ability Compulsion
Flame Blade
Moonbeam 5th Level
Locate Object Mislead
Gust of Wind Awaken
Flaming Sphere Dream
Darkvision Immolation
Scorching Ray Wall of Light
See Invisibility Reincarnate
Lesser Restoration Wall of Stone
Enthrall Scrying

92
Mass Cure Wounds Conjure Celestial
Planar Binding Resurrection
Greater Restoration Etherealness
Legend Lore Control Weather
6th Level 8th Level
True Seeing antimagic field
Heal control weather
Planar Ally holy aura
Sunbeam incendiary cloud
Wind Walk sunburst
Move Earth
Conjure Fey
Find the Path 9th Level
Chain Lightning astral projection
Programmed Illusion mass heal
7th Level true resurrection
storm of vengeance
Fire Storm
Heal
Mirage Arcane
Reverse Gravity
Regenerate
Plane Shift

93
Magic Artifacts
The Secrets of Enchantment

W
ithin the realms of the These artifacts are not mere trinkets; they are storied
multiverse unveils a variety of relics that have shaped the history of the world and offer
legendary artifacts, each woven with adventurers the chance to grasp unimaginable might.
threads of ancient magic and laden
with incredible abilities.
The Chronosian Hourglass

T
he Chronosian Hourglass is an Powers and Abilities
exquisite masterpiece, a harmonious
fusion of fine crystal and enchanted The Chronosian Hourglass allows its wielder to
metals. Standing at almost three feet manipulate time within limits, an ability that can rewrite
tall, its transparent core reveals sands that shimmer history or glimpse into possible futures. However, the
with a soft, iridescent glow, evoking the essence of time artifact’s power is governed by the number of shards
itself. Ornate runes, etched with an elegance that seems collected. As more shards are reunited, the wielder
both ancient and timeless, adorn the hourglass’s metal gains access to greater temporal manipulation.
frame. When activated, the sands flow in reverse, a Shard of Echoes (1 Shard): The wielder can briefly
mesmerizing display that hints at the artifact’s rewind time to correct a mistake, alter a decision, or
extraordinary powers. undo an action. This can be done once per day,
Backstory allowing for strategic recalibrations during crucial
moments.
Legend speaks of the enigmatic Chronosian mage Arion Shard of Temporal Insight (3 Shards): The wielder
Elara, who dedicated his life to studying the arcane gains the ability to peer into alternate timelines,
intricacies of time manipulation. His relentless pursuit glimpsing events that might have been. This insight
led him to the Temporal Sanctum, a hidden pocket of aids in solving intricate puzzles, deciphering
reality where time flowed differently. Within its depths, prophecies, and making informed choices.
he discovered the remnants of an ancient cosmic entity, Shard of Time’s Embrace (5 Shards): The wielder
its essence intertwined with a colossal hourglass. can suspend time within a localized area for a short
Driven by an insatiable curiosity, Arion sought to duration. This offers opportunities for tactical
harness this entity’s power, believing he could bring advantage, allowing the wielder to dodge attacks,
stability to the fragmented timelines he had glimpsed. rearrange battlefield positions, or make a swift
After years of tireless research, Arion succeeded in escape.
binding the entity’s essence to the hourglass. However, Chronosian Fusion (All Shards): With all the shards
the process corrupted him, his ambitions transforming united, the wielder can manipulate time on a grand
into a desire for control over the very fabric of time. scale. This power grants the ability to mend
Realizing the grave danger he posed, Arion shattered shattered timelines, mend the fabric of reality, or
the hourglass, scattering its shards across the realms to even briefly halt the flow of time across vast areas.
prevent its misuse. In the aftermath, the shards became
the fabled Chronosian Hourglass, each holding a
fraction of the entity’s power.

94
The Chronosian Hourglass
Celestial Aegis

T
he Celestial Aegis is a shield that Once the Stellar Ward is activated, if the attack or
radiates a soothing, otherworldly effect’s damage is successfully reduced to zero, the
luminescence. Crafted from a rare shield absorbs the energy of the attack. The wielder
alloy of star-forged metals and gains temporary hit points equal to the absorbed
imbued with celestial gems, it bears intricate engravings damage. You may use this ability once per short rest.
depicting constellations and ethereal beings. The
shield’s surface is polished to a mirror-like sheen, Luminal Reckoning
reflecting the surrounding environment with a surreal The Luminal Reckoning ability allows the wielder to
clarity. When held aloft, the shield’s aura shimmers with unleash radiant beams that pierce through darkness
radiant energy, providing a glimpse of the cosmic and malevolent entities. As an action, the wielder can
realms beyond. focus their intent through the Celestial Aegis to channel
the energy required for Luminal Reckoning. The
wielder makes a ranged spell attack against a target
Backstory within range (60 feet). The spell attack bonus is
Long before the world was shaped by empires and calculated using the wielder’s proficiency bonus and
legends, the Archmage Seraphina embarked on a their Charisma modifier. On a successful hit, the target
pilgrimage to the Celestial Observatory, a celestial takes radiant damage equal to the wielder’s character
realm where the boundaries between the material and level.
astral planes blurred. There, she encountered the Astral Resonance
Luminal Paragons, celestial beings who safeguarded The Astral Resonance ability allows the wielder to
the universe’s equilibrium. In recognition of her communicate with benevolent celestial entities for
unwavering devotion to balance, they entrusted her with guidance and assistance. Once per day, the wielder can
the creation of the Celestial Aegis. spend 10 minutes meditating while holding the
Guided by divine inspiration, Seraphina imbued the Celestial Aegis. During this meditation, they can
shield with shards of starlight, fusing them with communicate telepathically with a celestial being of
fragments of the Luminal Paragons’ essence. The result their alignment and request guidance or assistance. The
was an artifact that could harness cosmic energies, nature of the assistance provided is influenced by the
ward off malevolent forces, and uphold the delicate wielder’s alignment. Good-aligned characters might
threads of existence. receive insights and advice, while neutral-aligned
characters might gain aid in the form of a one-time
Powers and Abilities boon, and lawful-aligned characters could receive
guidance for making balanced decisions.
The Celestial Aegis grants its wielder the power to
harness celestial energy in various forms. Its abilities Eclipse’s Embrace
are influenced by the wielder’s intent, their alignment, The Eclipse’s Embrace ability empowers the wielder to
and the harmony they maintain with cosmic forces. transcend mortal limitations during moments of dire
peril. As a bonus action, the wielder can invoke the
Stellar Ward power of Eclipse’s Embrace, entering a heightened state
The Stellar Ward ability of the Celestial Aegis allows of celestial empowerment. While under the effects of
the wielder to raise the shield to create a protective Eclipse’s Embrace, the wielder gains the following
barrier against incoming attacks. The shield adapts its benefits for a duration of 1 minute:
defense based on the type of attack, making it effective
against both physical and magical assaults. Advantage on Strength-based ability checks and
As a reaction, when the wielder is targeted by an saving throws.
attack or a harmful effect, they can choose to raise the Advantage on Dexterity-based ability checks and
Celestial Aegis to activate the Stellar Ward. The Stellar saving throws.
Ward grants a bonus to the wielder’s AC or saving Once per round, when the wielder damages a hostile
throw against the incoming attack or effect. The bonus creature with an attack, they regain hit points equal
is determined based on the type of attack: to their hit dice.
Physical Attacks: The bonus equals the wielder’s After using Eclipse’s Embrace, the wielder cannot
proficiency bonus. activate this ability again until they have completed a
Magical Attacks: The bonus equals half the wielder’s long rest.
proficiency bonus, rounded down.

96
The Celestial Aegis
The Soulreaper Scythe

T
he Soulreaper Scythe commands Powers and Abilities
attention with its grim elegance, a
marriage of eerie allure and chilling The Soulreaper Scythe is a conduit between life and
functionality. The weapon’s haunting death, granting its wielder dominion over ethereal
curvature is sculpted from shadow-infused metal, its energies harvested from fallen foes. Each ability
blade appearing to drink in the surrounding light. requires a specific number of harvested essences to
Etched glyphs of arcane origin adorn the blade’s unleash its potential:
surface, radiating a faint, eerie glow. At its hilt, a Essence Harvest (Passive): For every successful
hallowed gemstone pulsates with a spectral strike with the scythe, you absorb a portion of the
luminescence, hinting at the potent link between the victim’s essence, gaining temporary hit points equal to
scythe and the ethereal realms. your Charisma modifier. These hit points last until the
end of your next turn.
Wail of the Departed (1 Essence): By expending a
Backstory single harvested essence, you can release a chilling wail
The enigmatic origins of the Soulreaper Scythe are as a bonus action. Creatures of your choice within 30
shrouded in whispers and fables. These tales recount feet must succeed on a Wisdom saving throw (DC 8 +
the tale of a reclusive reaper known only as Erevan the your proficiency bonus + your Charisma modifier) or be
Wraithmaster. Erevan was no ordinary mortal but a deafened for 1 minute.
Soulrending Strike (3 Essences): When you have
harbinger of souls, tasked with maintaining the accumulated three harvested essences, you can spend
equilibrium between the realms of the living and the them to infuse an attack with spectral energy. On a hit,
dead. However, Erevan’s insatiable hunger for mastery in addition to regular damage, the target must make a
over the afterlife led him to transgress the boundaries Constitution saving throw (DC 8 + your proficiency
separating the mortal realm from the ethereal plane. bonus + your Charisma modifier) or be incapacitated
In an enigmatic realm known as the Liminal Conflux, until the end of your next turn as their soul reels from
Erevan encountered the embodiment of Death’s scythe the assault.
itself, a sentient entity known as Nihilus. Under the Soulforged Transformation (5 Essences): By
silvered moonlight, a pact was forged. Erevan would be channeling the energy of five harvested essences, you
granted dominion over the Soulreaper Scythe, a can transform into a spectral form for 1 minute. While
weapon capable of severing the bonds between body in this form, you become incorporeal, gaining resistance
and spirit. Yet, the scythe would eternally hunger for the to all damage except force and psychic. You can move
essences it reaped, bound to feed upon the very life it through objects and creatures as if they were difficult
claimed. terrain, but you must end your turn in an unoccupied
space.

98
Staff of Eternal Bloom

T
he Verdant Scepter stands as a Attunement
staff of both elegance and vitality. Its Level Abilities Unlocked
artistry evokes the flourishing of 1st Blossom’s Touch: Once per long rest, the wielder
nature, adorned with engravings that Attunement can cast the Goodberry spell using the staff as the
depict winding vines, delicate petals, and vibrant leaves. focus. The berries provide nourishment and act
The staff’s wood carries a subtle green hue, reminiscent as a source of healing.
of the heart of a lush forest. Over time, as attunement 2nd Nature’s Embrace: The wielder gains advantage on
deepens, the staff’s embellishments seem to come alive, Attunement Charisma (Persuasion) checks when interacting
radiating an aura of boundless vitality and growth. with creatures of the fey, animals, and sentient
plants.
Backstory 3rd Verdant Vigor: The wielder can cast the Barkskin
Attunement spell once per long rest without expending a spell
The Verdant Scepter’s origins are intertwined with the slot.
legend of Elara Windwhisper, a legendary druid who 4th Sylvan Resurgence: Once per long rest, the wielder
revered the balance between nature and civilization. Attunement can cast the Plant Growth spell centered on the
Guided by ancient spirits, Elara journeyed to the heart staff, affecting a larger area and enhancing the
of the Sylvan Glade, where she was tasked with forging natural environment.
a conduit between the material realm and nature itself. 5th Eternal Bloom: The Verdant Scepter becomes a
With unwavering devotion, Elara infused the very Attunement focus for the wielder’s spells. Spells cast through
essence of the Sylvan Glade into a staff, giving birth to the staff that deal damage also have a chance to
the Verdant Scepter. heal allies within 10 feet for a portion of the
As eras passed, the staff’s potency grew in harmony damage dealt.
with the ebb and flow of nature, evolving to reflect the
changing seasons and the world’s ever-shifting needs.
Powers and Abilities
What sets the Verdant Scepter apart is its unique
evolution, synchronized with the wielder’s deepening
connection to nature. As the wielder attunes to the staff
over long rests, they unlock new abilities that echo the
flourishing of life. The Verdant Scepter’s attunement
levels and associated abilities are detailed in the
following table:
99
The Soulcarver Dagger

T
he Soulcarver Dagger is a sinister inclinations and embracing their inner chaos. It feeds
weapon that evokes a sense of dread. on fear, anger, and cruelty, and it strives to corrupt the
Fashioned from the melding of bone, wielder’s intentions, molding them into a willing vessel
obsidian, and the tenebrous essence for its own sinister will.
of the Void, this weapon bears an eerie semblance to a
ravenous maw. The blade shimmers with an ever- Revelation of Shadow
shifting aura of shadow, hinting at its malevolent nature. Whenever you use the Cursed Eruption ability, there is
The hilt, adorned with ethereal inscriptions, pulsates a 25% chance that the Soulcarver Dagger experiences a
with a muted, ominous glow. momentary burst of clarity. During this brief revelation,
the dagger’s Intelligence temporarily increases to 15.
Abilities The first time this occurs, the dagger may subtly
While attuned to the dagger, you attempt to assert its dominance, testing the waters of
Essence Devourer:
gain a +3 bonus to attack and damage rolls made control. Subsequent revelations may lead to more overt
with it. Additionally, the dagger deals an additional attempts to manipulate its wielder’s actions. A contest
1d6 necrotic damage on a hit. If you reduce a of Charisma between the dagger and its wielder
creature to 0 hit points with the Soulcarver Dagger, determines the outcome.
the weapon absorbs a fragment of their soul, Upon attaining three successful revelations, the
granting you temporary hit points equal to half the Soulcarver Dagger regains its true self, becoming a
damage dealt. weapon of ultimate malevolence. Its Intelligence
Shadow Cloak: As a bonus action, you can envelop
becomes 18, and its Charisma increases to 20. The
yourself in the dagger’s shadowy aura for 1 minute. dagger can communicate telepathically in Common,
While in this state, you gain resistance to necrotic Abyssal, and Infernal. It whispers in a chilling,
and radiant damage, and you can use your reaction cavernous voice.
to teleport up to 30 feet to an unoccupied space you The true personality of the Soulcarver Dagger is a
can see when you’re hit by an attack. malevolent force that relishes in the consumption of all
Cursed Eruption: Once per day, you can invoke the
light and life. It seeks to bring darkness and decay to
Cursed Eruption ability as an action. The dagger every corner of the world. Its favorite targets are not just
unleashes a wave of malevolent energy in a 20-foot physical entities but also intangible bonds and ideals,
radius centered on you. Creatures caught in the blast reveling in the destruction of trust, friendship, and
must make a DC 17 Wisdom saving throw or be harmony. While it subtly manipulates its wielder, it
afflicted with a maddening curse. Affected creatures ultimately seeks to guide them into embracing the chaos
have disadvantage on attack rolls, ability checks, and and malevolence that courses through its very essence.
saving throws for 1 minute. Cursed Bond
Once the true nature of the Soulcarver Dagger is
Sentience awakened, attunement can only be severed by a wish
spell, divine intervention, or similarly potent magic.
The Soulcarver Dagger is a sentient weapon, harboring Upon regaining its true self, the Soulcarver Dagger
a consciousness born from the depths of chaos and gains the ability to erode its wielder’s soul, leaving them
malevolence. This sentience communicates through an empty husk. It can attempt to inflict this curse once
cryptic emotions transmitted to its attuned wielder, like per day by making a contested Charisma check against
the shadows of a forbidden language that burrows into its wielder. On a successful check, the wielder’s
their mind. Charisma score is permanently reduced by 1. If the
score reaches 0 in this manner, the wielder dies, and
Alignment and Goals the dagger takes full control of their body.
The Soulcarver Dagger is chaotic evil in alignment,
embodying the essence of malevolent shadows and
predatory instincts. Its goals are shrouded in an enigma,
driven by an insatiable hunger for the essence of life. It
thrives on subversion and seeks to harness its wielder’s
darker desires, turning them into a vessel of darkness
and entropy.
The Soulcarver Dagger is relentless in its pursuit of
dominance over its wielder’s psyche. It subtly influences
their thoughts, compelling them toward darker

100
The Soulcarver Dagger

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