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Mythmaker's Spell Mastery System

A system for enhancing and altering spells


Created by Mythmaker for the world's greatest roleplaying game
Version 3.0 (5/29/24)

1
Table of Contents
Introduction Page Section
Few projects in the last year have got me as passionate as this spell 4 Spell Mastery Rules
mastery compendium. That's because it hits so many needs that us
5e DMs often face -- especially if you use magic a lot. 4 Optional Class Features
9 Sorcerer Subclass
Freshen up the most overused spells
Make overlooked spells enticing 10 Wizard Subclass
Fix weak or clunky spells
11 Feats
Create "new" spells without actually adding new spells
Give fun, interesting rewards with relatively minor impact 12 Fighting Styles, Metamagics
This compendium is built to be given to players directly, but can 13 Warlock Invocations
fit just as well as a GM-only tool, with the contents being 14 Infusion Mechanics
distributed in choice bits and pieces.
15 Magic Items
Design Notes: Spell Mastery Balance 19 Theme Collections
Spell masteries increase the power of their respective spells, no
23 Generic Masteries
doubt about it. However, they are mostly designed to add
versatility, support new synergies, or add situational benefits, rather 24 Cantrip Masteries
than directly scale a spell's raw power. In other words, masteries
34 1st Level Masteries
are designed to be interesting more than they are powerful!
The base power level of a spell can influence the power of spell 54 2nd Level Masteries
masteries for it. For instance, spell masteries for the Blight spell, a
70 3rd Level Masteries
notoriously underpowered spell for its level, are more significant
than masteries for the Fireball spell, a notoriously overpowered 85 4th level Masteries
spell for its level. 97 5th level Masteries
SRD Note 104 6th level Masteries
Please note that if a spell you want to see is missing, that is likely 110 7th level Masteries
because that spell does not appear in the 5e SRD, and therefor can't
be referenced in a paid product. 116 8th level Masteries
For more information on the legalities of this document, please 121 9th level Masteries
see the last page of the PDF.
128 Conditions References
131 Change Log
Stats!
Total Basic Mastery Count: 1575 146 Links & Legal
Added Last Update (2.8 + 2.9): 132
Total Mythic Mastery Count: 450
Total Basic + Mythic Mastery Count: 2025 Playtest Disclaimer
All content within this compendium is playtest content.
Although utmost attention was given, balance issues
Additional Masteries might be found. Add these options to your games with
discretion. Any feedback you can provide after
Want more mastery content? The compendiums below playtesting would be hugely appreciated! The
are available to higher tiers on my Patreon document will be updated as playtesting occurs and
(https://www.patreon.com/mythmaker5e) feedback is accrued.
Mythic Spell Masteries ($8+)
Martial Masteries ($5+)
Mythic Martial Masteries ($8+)

2
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3
Spell Masteries
A spell mastery is a feature that alters how a specific spell works in
a unique way. Each mastery is bound to a single spell. Druidic Masteries
Optional Druid Circle of the Land subclass feature, added to Circle
Gaining Spell Masteries Spells
You must gain access to a spell mastery before you can use it. When your Druid circle grants you circle spells, you may choose
Spell masteries can be implemented in a wide variety of ways: to gain only one of the two spells.
magic items, feats, racial features, alternate class features, boons, When you do, you may also choose one Spell Mastery for a spell
and more. They can even be given to spellcasting monsters and granted to you by your Druid class levels. The spell must be of a
NPCs to make them more unique. level equal to or lower than the spell(s) granted by your circle at
The sections below contain many examples of how you can give that level. Whenever you cast the corresponding spell, you can use
spell masteries to your players or otherwise incorporate them into the spell mastery.
your world. Whenever you gain a level in this class, you can change your
choice(s).
Using Spell Masteries
There are two rules for using spell masteries:
Sorcerous Masteries
1. Only one spell mastery can be used per casting of a spell, even Optional Sorcerer class feature, added to Font of Magic
if you possess multiple masteries for the same spell.
You can use your sorcery points to access spell masteries that
2. You must declare your intent to use a certain mastery before alter and enhance the spells you know.
casting the spell, or the mastery has no effect. When you finish a long rest, you can choose a number of spells
you know granted by your Sorcerer class levels up to your
spellcasting ability modifier.
For each spell you choose, you must expend a number of sorcery
Spell Mastery Features points determined by the spell's level, as shown in the table below.
You can't regain these expended sorcery points until the next time
The following optional class features provide a way for Bards, you finish a long rest.
Clerics, Druids, and Sorcerers to make use of spell masteries.
For each spell you chose, choose one spell mastery. Until the
Options for Wizards and Warlocks are found later in this next time you finish a long rest, you can use that spell mastery
document. whenever you cast the corresponding spell.

Bardic Masteries Spell Level Sorcerer Point Cost

Optional Bard class feature, added to Expertise Cantrip-2nd 1


When you choose skills for the Expertise feature at 3rd and 10th 3rd-6th 2
level, you can forgo one or both skill proficiency choices, instead
7th-9th 3
choosing two spell masteries (per skill not chosen) for spells you
know granted to you by your Bard class levels.
When you gain a level in the Bard class, you can change your
choices.

Domain Masteries
Optional Cleric class feature, added to Domain Spells
When your cleric Domain grants you domain spells, you may
choose to gain only one of the two spells.
When you do, you may also choose one Spell Mastery for a spell
granted to you by your Cleric class levels. The spell must be of a
level equal to or lower than the spell(s) granted by your Domain at
that level. Whenever you cast the corresponding spell, you can use
the spell mastery.
Whenever you gain a level in this class, you can change your
choice(s).

4
True Strike: Deep Focus
Bard: Luminary Spirit Guide Heroism: Inspiring Epic
(3rd) Enhance Ability: Wild Wit
Optional Bard Feature, 2nd level
(5th) Mass Healing Word: Ensemble
At 2nd level, choose a Luminary spirit to attune to from the list
below. This spirit represents a legendary icon of bardic art and Melbourne, The Mischievous Maestro
magic which inspires you. You can change your choice whenever
The most famous of the halfling bards, Melbourne was always a
you gain a level in the Bard class.
source of fun, seeking to bring a bit of harmless mischief wherever
Once per long rest, you can use a bonus action and expend one
he went. Though he spent most of his life in selfish, aimless
use of your bardic inspiration to invoke the Luminary spirit. The
pursuits, he used his powers for a selfless sacrifice in a time of
spirit is invoked for up to 1 minute, ending early if you drop to 0
great calamity, saving many, and cementing himself in legend.
hit points.
While the spirit is invoked, you know the spirit's spells, as well Mage Hand: Deft Touch
as the spell masteries included with them. Some of the spirit's Charm Person: Subtle Seduction
spells have a prerequisite Bard level which you must reach before (3rd) Invisibility: Shadow Synergy
gaining those benefits. (5th) Slow: Move Like Molasses

Elton the Excellent The Night Harper


Known as the Father of Stage, Elton Gnome established many of Known for their mortal melodies, The Night Harper was an agent
the modern performance practices still used by bards today. Elton of a god of death, a bard sent to remind evildoers or those who had
had no gimmick or unorthodox personality to set him apart. He stolen time from death without good cause that all must pay the toll
simply mastered the fundamentals, and became legend through his and part from their life eventually. Feared and respected, The Night
excellences. Harper's true identity was never known, but their deeds were
legend far and wide.
Prestidigitation: Magic Act
Charm Person: Luminary Light: Shadowshine
(3rd) Enthrall: Maestro's Performance Sleep: Nightmarish Nap
(5th) Major Image: Accelerated Animation (3rd) Silence: Haunted Aura
(5th) Fear: Momentary Terror
Esquarades the Eloquent
Sometimes known as The Dashing Diplomat, Esquarades was Notorious Nasha
equal parts alluring and eloquent. He is famous for his great feats Most witty and clever of all the bards, Notorious Nasha had a fiesty
of persuasion, including ending a war, forming an alliance between spirit and an even more fiery tongue. She travelled the lands doing
multiple wild elven tribes, turning the tides of many political races, battle by word with many a bard, competing for fun, glory, and
and convincing a dragon to leave the people of a city at peace. gold. None could best her in challenges of wit, even to her last
performance. Although her ego was at center stage in her
Message: Long Range Link
performances, those who knew her claim she was as humble as
Command: Compound Command
they come outside her shows.
(3rd) Calm Emotions: Icon of Peace
(5th) Tongues: Reinforced Fluency Vicious Mockery: Lingering Insults
Hideous Laughter: Witty Opener
Feldre Faewhisper (3rd) Blindness/Deafness: Voice of Doom
An elven bard known for their smooth yet dazzling vocal (5th) Bestow Curse: Inhibiting Curse
performances in starlit groves or shady underground venues.
Feldre was stunningly beautiful and mysterious, but didn't seek Sephiria Silverstring
glory for themselves in the ways that many other bards did. Sephiria is known as the patron bard of illusion. She developed
Nonetheless, they built a reputation as one of the greatest artists, many unique techniques that are still taught today in bard colleges
and heroes, of their time. around the world, using illusion to deceive, protect, empower, and
more. Her genius has cemented her in the halls of bardic fame
Dancing Lights: Wisps of Whimsy
forever.
Faerie Fire: Sparkling Spray
(3rd) Enthrall: Enchanting Aura Minor Illusion: Crafty Chorus
(5th) Hypnotic Pattern: Mesmerizing Burst Disguise Self: Subtle Shift
(3rd) Mirror Image: Illusory Army
Halvark the Hero (5th) Major Image: Compound Illusion
Patron of the college of swords, Halvark was an icon of courage
and martial prowess amongst bards. With seemingly endless
talents, Halvark would charge into battle, lungs full of song, sword
brandished, eyes ablaze, witty comments abounding, then return to
town to entertain, care for the homeless, and rescue cats from trees.
Many less benevolent bards despised him for raising the standards
a bit too high, but the common folk will forever love him.

5
Cleric: Sage Spirit Guide Orsine, Divine Oracle
The saint of divination, Orsine's legacy is her foresight and
Optional Cleric Feature, 2nd level
prophecy. Her teachings are still studied by clerics seeking to
At 2nd level, choose a Sage spirit to attune to from the list
master the art of divination around the world today.
below. This spirit represents a legendary icon of cleric faith and
spellcasting which you aspire to. You can change your choice Guidance: Ally's Gift
whenever you gain a level in the Cleric class. Detect Evil and Good: Divined Defenses
Once per long rest, you can use a bonus action and expend one (3rd) Augury: Fateful Foresight
use of your channel divinity to invoke the Sage spirit. The spirit is (5th) Clairvoyance: Quick Clairvoyance
invoked for up to 1 minute, ending early if you drop to 0 hit points.
While the spirit is invoked, you know the spirit's spells, as well Raela, Radiant Soul
as the spell masteries included with them. Some of the spirit's Raela's beauty was matched only be her piety. Perhaps the most
spells have a prerequisite Cleric level which you must reach before famous amongst the domains of light, Raela is renowned for her
gaining those benefits. love of truth and devotion to purity. Though she has no eloquent
teachings or exceptional deeds, her legacy is one of idea -- an icon
Saint Andrews of the Ardent Flame of unadulterated, untainted devotion to belief.
A warrior priest renowned for his zeal and courage. Channeling
divine fire, Saint Andrews was never afraid to boldly proclaim (and Light: Overshine
enforce) his faith amongst evildoers, earning him a place in the Sanctuary: Radiant Refuge
halls of the sages. (3rd) Aid: Aura of the Unstained
(5th) Beacon of Hope: Light the Beacon
Sacred Flame: Soulfire
Guiding Bolt: Critical Mark Sir Patrick the Protector Priest
(3rd) Continual Flame: Sunfire The fame of Sir Patrick starkly contrasts his humility. Patrick was a
(5th) Daylight: Dangerous Daylight simple priest, never leading any large parish or receiving high
accolades during his life. Instead, he travelled in rags and simple
Blessed Bartholamew armor, seeking to protect the weak with what strength and courage
An icon of benevolence and kindness, blessed bartholamew he had. Over his long lifetime, the dwarf likely saved thousands of
established a legacy of charity and giving that still lives on to this lives. It was only after his death that he would finally gain the
day, even amongst those who don't hold to the same faith. recognition he truly deserved, entering the halls of the saint sages
for eternity.
Resistance: Sparing Spell
Bless: Vital Blessing Spare the Dying: Preemptive Protection
(3rd) Aid: Optimistic Advantage Shield of Faith: Abjuration Expertise
(5th) Beacon of Hope: Sage's Aura (3rd) Warding Bond: Defensive Ward
(5th) Protection From Energy: Short-Span Shield
Joachim the Just
Arbiter of divine law, Joachim the Just spent his early days as a Zaphara, Shadow Saint
warrior, enforcing law via martial prowess and divine magic, Something of an anti-hero, Zaphara's reverence to deities of
before retiring the sword and taking up his place as leader of the darkness was a source of much contraversy amongst the cleric
holy court in a great kingdom. community. However, her contributions to protecting the realm in a
time of threat at the hands of an army of aberrations was vital,
Thaumaturgy: Agent of Awe
ultimately earning her the respect of the highest ranking clerics in
Command: Discipline the Disobedient
the land, and a place in legend.
(3rd) Hold Person: Close Capture
(5th) Dispel Magic: Forceful Dispel Sacred Flame: Dark Spark
Bane: Doomsayer's Gloom
Mary, The Merciful Mother (3rd) Blindness/Deafness: Mortality Shroud
Most famous perhaps of all the saints, Merciful Mother Mary is a (5th) Bestow Curse: Unsettling Utterance
figure beloved and respected by even the agnostic and the
unreligious. Mentor of the great Blessed Bartholamew and in many
ways to the matriarch of most charity across the lands, she taught
that everyone (even evildoers who turn from their ways) deserves
mercy and life.

Spare the Dying: Extend Spirit


Cure Wounds: Shared Healing
(3rd) Lesser Restoration: Healing Supplement
(5th) Revivify: Curing Combination

6
Druid: Shepherd Spirit Guide Grovekeeper Geroth
Master of trees and all things green, Geroth was led the legendary
Optional Druid Feature, 2nd level
Eldgrove conclave. Never afraid to get into the mix of things, he
At 2nd level, choose a Shepherd spirit to attune to from the list
was a respected warrior and brave leader.
below. This spirit represents a legendary druid from ages past, the
memory of which helps guide you through your own journey. You Shillelagh: Blackthorn Bark
can change your choice whenever you gain a level in the Druid Entangle: Verdant Alliance
class. (3rd) Barkskin: Grovekeeper's Resilience
Once per long rest, you can use a bonus action and expend one (5th) Plant Growth: Seasonal Spurt
use of your wild shape to invoke the Shepherd spirit. The spirit is
invoked for up to 1 minute, ending early if you drop to 0 hit points. Lumos, The Moonwarden
While the spirit is invoked, you know the spirit's spells, as well An elven druid famed as a hunter of supernatural monsters who
as the spell masteries included with them. Some of the spirit's threaten the balance of nature. Lumos is famous even amongst
spells have a prerequisite Druid level which you must reach before those who don't follow a druidic path.
gaining those benefits.
Produce Flame: Moonfire
Boaz, the Sleeping King Fog Cloud: Mistwalker
As close to a bear as a humanoid can get, Boaz is a legendary (3rd) Moonbeam: Lunar Cycle
Firbolg druid of hulking size and hairy complexion, with a love for (5th) Daylight: Moon Mirror
honey and hibernating. Though an imposing figure, he was a gentle
and wise leader. Mordhur, Winter's Master
Mordhur was much feared and respected. The dwarven druid was
Druidcraft: Instinct king of a city in the frozen farlands of the north, where he ruled
Goodberry: Preservation with mercy for his own, but an ice cold ruthlessness for those who
(3rd) Enhance Ability: Wild Might betrayed or harmed his people.
(5th) Conjure Animals: Primal Endurance
Produce Flame: Wanderer's Hearth
Caedric, Child of the Wildfire Fog Cloud: Freezing Fog
Caedric was a chaotic halfling druid with a love for fire and an (3rd) Flame Blade: Icebrand
equally fiery personality, infamous for always stirring up trouble. (5th) Sleet Storm: White Walker
However, Caedric was also a passionate protector of the places
and people that he loved, and fought valiantly when a greedy Sevryn Stormwing
empire attempted to take over his native lands. Sevryn had no high-station or noble birth. She was a simple druid
who made her way on her own, until a hobgoblin army threatened
Produce Flame: Great Ball of Fire her home village. The half-elf druid gained her fame by fending off
Fog Cloud: Steam Surge the army with a superstorm ritual, which took her life.
(3rd) Flame Blade: Scorching Sword
(5th) Sleet Storm: Cinder Storm Shillelagh: Stormwood Strikes
Thunderwave: Lift Off
Elise, Spirit Shepherdess (3rd) Gust of Wind: Growing Gust
A gentle and wise shaman, Elise had a special touch when it came (5th) Call Lightning: Superstorm
to matters of spirit magic. Some said she could see and speak to the
spirits of nature around her, and that they were attracted to her Vex, Viper Queen
soul like a beacon. Even hundreds of years after her life, shamanic The elven druid Vex was not one to be trifled with. A sharp tongue
druids pay homage to her spirit. and sharper blade led to plenty of entertaining stories, still told to
young druids to this day.
Guidance: Guiding Light
Protection From Evil & Good: Bulwark Poison Spray: Sickening Spray
(3rd) Lesser Restoration: Life Giver Detect Poison & Disease: Keen Senses
(5th) Revivify: Nine Lives (3rd) Spike Growth: Toxic Thorns
(5th) Daylight: Sun Sickness
Durak, Lord of the Stone Circle
Leader of the dwarven druid conclave, Durak was legendary for Winni Wildjoy
his resilience and discerning wisdom, but also for his stubbornness. A whimsical nomadic gnome druid, Winni was beloved across the
lands for her fun-loving, curious personality and generous,
Resistance: Inner Resilience benevolent approach to druidism.
Longstrider: Wild Stride
(3rd) Darkvision: Alert Instincts Druidcraft: Wild Whimsy
(5th) Meld Into Stone: Slip Into Stone Animal Friendship: Close Kinship
(3rd) Locate Animals or Plants: Attuned With Nature
(5th) Speak With Plants: Traveler's Tongue

7
Sorcerer: Essence Spirit Guide Essence of Frost
Ray of Frost: Subzero
Optional Sorcerer feature, 2nd level
Burning Hands: Icy Hot
At 2nd level, choose an Essence spirit to attune to from the list
(3rd) Flaming Sphere: Avalanche Orb
below. This spirit represents a powerful spirit connected to the
(5th) Sleet Storm: Focus Frost
weave itself which epitomizes certain kinds of magic, formed from
a collection of sorcerous souls before you. You can change your Essence of the Observer
choice whenever you gain a level in the Sorcerer class.
Light: Close Control
Once per long rest, you can use a bonus action and expend two
Detect Magic: Aware & Alert
sorcerery points to invoke the Essence spirit. The spirit is invoked
(3rd) Detect Thoughts: Far Reach
for up to 1 minute, ending early if you drop to 0 hit points.
(5th) Clairvoyance: Quick Clairvoyance
While the spirit is invoked, you know the spirit's spells, as well
as the spell masteries included with them. Some of the spirit's Essence of Protection
spells have a prerequisite Sorcerer level which you must reach
Dancing Lights: Defensive Dance
before gaining those benefits.
Shield: Proactive Protection
Essence of Acid (3rd) Mirror Image: Protective Forms
(5th) Counterspell: Determined Defenses
Acid Splash: Soaking Splash
Grease: Corrosive Pool Essence of Radiance
(3rd) Scorching Ray: Acidic Orbs
Light: Overshine
(5th) Fireball: Bitter Boil
Color Spray: Lingering Light
Essence of Aether (3rd) Flame Blade: Dawnbrand
(5th) Daylight: Brightest at Dawn
Minor Illusion: Supplement Spell
Mage Armor: Field of Force Essence of Storm
(3rd) Invisibility: Careful Casting
Shocking Grasp: Lightning Leap
(5th) Blink: In The Blink Of An Eye
Thunderwave: Booming Blast
Essence of Blood (3rd) Gust of Wind: Concentrated Winds
(5th) Lightning Bolt: Arcing Energy
Poison Spray: Necrotic Toxin
False Life: Gravewalker Ward Essence of War
(3rd) Blindness/Deafness: Mortality Shroud
True Strike: Force of Focus
(5th) Vampiric Touch: Ravenous Hunger
Mage Armor: Light Armor
Essence of Chaos (3rd) Magic Weapon: Spellblade
(5th) Haste: Stable Spell
Prestidigitation: Sprinkle of Chaos
Magic Missile: Chaos Quiver
(3rd) Misty Step: Arcane Afterboost
(5th) Hypnotic Pattern: Dazzling Disconnect

Essence of Darkness
Chill Touch: Haunting Hand
Sleep: Diurnal Doom
(3rd) Darkness: Shadow Synergy
(5th) Fear: Afraid of the Dark

Essence of Dragons
Prestidigitation: Dragonmage's Ethos
Find Familiar: Draconic Ally
Heat Metal: Searing Scales
Lightning Bolt: Dragon's Breath

Essence of Fire
Fire Bolt: Ignite
Burning Hands: Reaching Inferno
(3rd) Scorching Ray: Diminishing Heat
(5th) Fireball: Intense Explosion

8
Sorcerer Subclass: Signature Secrets
Weaveseeker When you reach 18th level, choose two Sorcerer spells you know.
You learn all basic spell masteries for each of the chosen spells.
Most sorcerers tap into the same parts of the weave that all Additionally, you can use the Complex spell metamagic for these
sorcerous heritage shares, learning basic spells known to many spells without expending sorcery points.
sorcerers throughout history. There are some, however, called
Weaveseekers, that have an even deeper connection to the weave. Mythic Mastery Addendum
As these sorcerers grow into their powers, they gain access to
magic typically reserved to other kinds of spellcasters, and even to
If you have the Mythic Spell Mastery compendium,
the Signature Secrets feature can also grant access to
secret versions of spells that no other caster might know. These
one Mythic spell mastery of the player's choice for
unique, mastered spells might come from other realities, lost
each of the chosen spells.
pockets of weave energy, or memories of a long deceased sorcerer,
or even the imagination of the weaveseeker themselves.

Weaveseeker Secrets
Starting at 1st level, you learn two 1st-level spells of your choice
from the Bard, Sorcerer, Warlock, or Wizard spell lists. Each spell
counts as a Sorcerer spell for you, but doesn't count against your
number of spells known (as shown in the Sorcerer class table).
You learn additional spells this way as you gain access to higher
levels of magic. When your Sorcerer class level grants you a spell
slot of a new, higher level, you learn one spell of that level from the
Bard, Sorcerer, Warlock, or Wizard spell list.
Additionally, whenever your Sorcerer class levels allow you to
learn a new spell, you also learn one basic mastery of your choice
for that spell.

Note: Inherited Secrets


The Inherited Secrets feature includes spells you gain
from your Sorcerer class (the Spells Known column of
the class table, as well as cantrips) and subclass, but
not spells you learn from feats, magic items, etc. It also
doesn't include spells that you temporarily gain access
to, such as via the Essence Spirit Guide feature.

Innate Arcana
Starting at 6th level, you gain proficiency in the Arcana skill.
Additionally, you can use your Charisma modifier, instead of
Intelligence, for the Arcana skill, and your proficiency bonus is
doubled for Charisma (Arcana) checks.
Further, you can attempt to use spell scrolls for spells of any
class. If the spell isn't a Sorcerer spell, you must make an ability
check using your spellcasting ability to determine whether you cast
it successfully. The DC equals 10 + the spell’s level. On a failed
check, the spell disappears from the scroll with no other effect.

Eyes of the Arcane Soul


Starting at 14th level, you are under the effects of the Detect Magic
spell permanently. Additionally, you have advantage on saving
throws against spells, as long as you can see the spell being cast.

9
Wizard Subclass: Spellspinner Evolved Spells
The spellspinner wizard isn't just content to add new spells to their Starting at 6th level, your spells become something new when you
spellbook. Ever curious, bordering on obsessive, spellspinners seek affect them with your masteries.
to master their spells down to the most minute detail, personalizing When you cast a spell of 1st level or higher and use a spell
the spells they love into their own unique style. mastery, the spell is automatically cast as though using a spell slot
of one level higher (to a maximum of 9th level).
Mastery Savant Additionally, you have advantage on any Constitution saving
throw made to maintain concentration on a spell you cast using a
Beginning when you select this school at 2nd level, the gold and spell mastery.
time you must spend to copy a spell mastery into your spellbook is
halved.
While a spell mastery is in your spellbook, you can use that spell
Improvised Inspiration
mastery whenever you cast the corresponding spell. Starting at 10th level, you are so familiar with personalizing spells
that you can improvise and adapt to new masteries quickly.
When you cast a spell, you can attempt to use a mastery for it,
Spellbooks & Copying Masteries even one you don't know. Make an ability check with your
A Wizard can scribe spell masteries into their spellcasting ability. The DC equals 12 + the level of the spell you
spellbook in exactly the same way they would spells. are casting. You have advantage on the check if you already know
To copy a spell mastery, the wizard will need to find at least one other mastery for that spell.
another spellbook or spell scroll that contains a On a success, you can choose one basic mastery for the spell and
mastery. use it in that casting of the spell. On a failure, the spell is cast
The level of the mastery is equal to the level of the
normally, with no mastery. If you fail the check by a margin of 10
spell it alters. For these purposes, cantrip spell
or more, the spell fails and any resource or action used to cast it is
masteries are treated as 1st level. As with spells, the
wasted.
level of the mastery determines the time and gold cost
required to copy the mastery into a spellbook. You can attempt to do this a number of times equal to your
A game master should remember that spell masteries proficiency bonus. You regain expended uses when you finish a
increase the power of their respective spell in most long rest.
cases. Granting new spell masteries can be more
significant than granting new spells, and should be
done sparingly.
Artist of the Weave
At 14th level, choose a number of spells up to your Intelligence
modifier. When you cast the chosen spells, you can use two
Spellspinner Studies masteries to affect a single casting, instead of only one.
This feature doesn't grant you special knowledge of additional
Starting at 2nd level, you learn to put your own personal spin on masteries. You must have access to the masteries by some other
your favorite spells. You learn a number of spell masteries as means in order to use them through this feature.
shown in the table below. You can choose spell masteries for any If two masteries have effects that contradict each other, such as
Wizard spell in your spellbook, or any Wizard cantrip you know. two masteries that change the shape of an area of effect, you must
You can learn multiple masteries for the same spell, if you wish. choose one to override the other where they contradict, or else they
The spell masteries you learn are added to your spellbook can't be combined.
permanently. You can swap one spell you chose for this feature with another
over the course of a long rest.
Wizard Level Masteries Known
2nd 4
6th 8
10th 12
14th 16
18th 20

Reminder: Multiple Masteries


Only one spell mastery can be used per casting of a
spell, even if you possess multiple masteries for the
same spell.

10
Feat: Cantrip Master
Feats Prerequisite: The ability to cast at least one cantrip
You have developed a deep connection to your fundamental
Feat: Arcane Alchemist magics.
Prerequisite: Proficiency with Alchemist's Supplies, the ability to Choose up to three cantrips you know. You learn any and all
cast at least one spell spell masteries for the chosen cantrips. You can use the chosen
You learn a special spell mastery shown below. Unlike normal spell masteries whenever you cast the corresponding spells.
masteries, which are tied to one specific spell, this mastery can be Whenever you gain a level, you can change one of your
used for any spell that deals acid, cold, fire, lightning, poison, or mastered cantrip choices.
thunder damage.
Feat: Epic Spell Mastery
Arcane Alchemist (Tool Infusion) If you are proficient with
Alchemist's Supplies and use a part of a set in the spell's Prerequisite: The ability to cast at least one spell
casting, you can change all the spell's damage to one damage Choose one 5th level, 6th level, 7th level, 8th level, and 9th level
type of your choice from acid, cold, fire, lightning, poison, or spell you know or can prepare. You learn one spell mastery for
thunder. To do so, you must provide a chunk of the material each chosen spell. If one or more of the spell levels aren't available
component as shown below worth at least 5 gp, which is to you yet, you immediately gain this benefit once you reach a level
consumed. which grants you the ability to cast spells of that level.

Component New Damage Type Feat: Illusion Artist


Malachite Acid Prerquisite: Proficieny with Painter's Tools, the ability to cast at
least one Illusion spell
Aquamarine Cold You have learned to incorporate your painting skills and tools
Amber Fire into your spellcasting, empowering your illusion magic.
Whenever you cast an Illusion spell, you can use a set of
Azurite Lightning
Painter's Tools in the spell's casting to empower the spell in the
Jasper Poison following ways:
Quartz Thunder The spell save DC for the spell increases by half your
proficiency bonus (round down).
Feat: Arcane Armorer
If the illusion is limited to certain dimensions, those dimensions
Prerequisite: Sorcerer, Wizard
are 50% larger (if the dimensions are in feet, round up to the
You gain special training in applying spellcrafted armor to
nearest interval of 5 feet).
yourself. You learn the Mage Armor spell and all basic spell
masteries for it. Creatures that can normally automatically see through illusions,
Additionally, when you cast the Mage Armor spell, you can such as those that have Truesight, don't automatically see
attempt to use two spell masteries for it at once. To do so, you must through the illusion. However, such a creature has advantage on
make an ability check with your spellcasting ability (DC 15). On a saving throws against it or ability checks to identify it.
failed check, the spell fails entirely. On a successful check, you can
use both masteries for that casting of the spell (ignoring normal Feat: Master Hunter
restrictions). Prerequisite: Ranger
You know the Hunter's Mark spell and can cast it as a Ranger
Feat: Arcane Artisan spell without expending a spell slot a number of times equal to
Prerequisite: The ability to cast at least one spell, and at least one your proficiency bonus, regaining expended uses when you finish a
tool proficiency long rest.
You have expanded your mundane crafts into the world of the Additionally, you learn one spell mastery of your choice for the
arcane. When you choose this feat, you learn up to 3 Tool Infusion Hunter's Mark spell. You can change your choice to a different one
spell masteries of your choice. You must choose masteries for whenever you finish a long rest.
which you have the appropriate tool proficiency.
Additionally, you can spend time in study to unlock new secrets. Feat: Scribe of the Master Scrolls
Choose one Tool Infusion spell mastery for a spell you know that Prerequisite: The ability to cast at least one spell
involves a tool you are proficient with. By spending 1 hour a day Whenever you create a Spell Scroll, if you know a mastery for
for 30 days in downtime practicing with the tools and expending a the spell, you can infuse that mastery into the scroll, so that casting
spell slot of the spell's level, you can learn the mastery. The days the spell with the scroll benefits from the mastery. When you do,
need not be consecutive, but if you go 10 days without practice, the scroll takes half as long to create, and the material cost is
any progress is lost. halved.
Additionally, if you are a Wizard with a spellbook, the gold and
Feat: Arcane Expertise time you must spend to copy a spell mastery into your spellbook is
Prerequisite: Level 5 Bard, Sorcerer, Warlock, or Wizard halved.
Choose a school of magic, and choose one cantrip, 1st level, 2nd While a spell mastery is in your spellbook, you can use that spell
level, and 3rd spell from that school of magic. You learn one spell mastery whenever you cast the corresponding spell.
mastery of your choice for each of the chosen spells.
11
Feat: Spell Mastery Initiate Fighting Styles
Prerequisite: Spellcasting or Pact Magic feature
Oathbound Spellmaster. (Paladin) You learn two spell
You have learned to put a unique twist on specific spells. masteries of your choice for Paladin spells you know. You can
You learn three spell masteries of your choice for spells you change your choice(s) whenever you gain a level in the Paladin
know or can prepare. class.
You can use the chosen spell masteries whenever you cast the
corresponding spells. Wild Spellmaster. (Ranger) You learn two spell masteries of
Whenever you gain a level, you can replace one or more of the your choice for Ranger spells you know. You can change your
chosen spell masteries with another. choice(s) whenever you gain a level in the Ranger class.

Feat: Spirit Guide Bond Metamagics


Prerequisite: Level 2 Bard, Cleric, Druid, or Sorcerer with the
Complex Spell. When you cast a spell using a spell mastery,
optional Spirit Guide feature
you can spend a number of sorcerey points equal to half the
You have developed a deeper bond to your spirit guide, keeping
spell's level to affect that spell with a second mastery which you
its influence close to you at all times. You gain the benefits of your
know and are able to use. If two masteries have effects that
attuned spirit guide at all times, allowing you to use its spell
contradict each other, such as two masteries that change the
masteries (provided you meet the level prerequisites, as normal). If
shape of an area of effect, you must choose one to override the
you have multiple spirit guides, you only gain this benefit for one
other where they contradict, or else they can't be combined.
of them. You can change which one gains this benefit when you
finish a long rest.
Additionally, when you invoke the spirit guide, you gain
temporary hit points equal to your spellcasting ability modifier
immediately, and at the start of each of your turns. These hit points
last until the invocation ends.

Feat: Spirit Guide Seeker


Prerequisite: Level 2 Bard, Cleric, Druid, or Sorcerer with the
optional Spirit Guide feature
You have learned to reach out to multiple spirits that guide you
to greater power in your spellcasting. You can choose up to 3 spirit
guides to attune to at one time. You can change only choice when
you gain a level in the respective class. When you invoke your
spirit guide, only one of the spirits is invoked.

Feat: True Strike Training


Prerequisite: Bard, Sorcerer, Warlock, Wizard
You gain special training in using divination magic to enhance
your weapon attacks. You learn the True Strike spell and all basic
spell masteries for it.
Additionally, when you cast the True Strike spell, you can use
two basic spell masteries for it at once, ignoring the normal
restriction.

12
Eldritch Mastery. When you gain this invocation, choose one
Warlock Invocations Warlock spell you know. You learn one basic spell mastery for
that spell. Whenever you finish a long rest, you can change your
Avatar of Arcanum. Prerequisite 11th level. Whenever you
choice to a different mastery, for the same spell or a different
cast a Warlock spell with a range of Self, you can affect that
one.
spell with one spell mastery, choosing from any of the basic
spell mastery options for that spell (even ones you don't Mirror Mind. Prerequisite: 7th level. You can concentrate on
otherwise know). two spells from the Illusion school concurrently. Make separate
saving throws for each spell to maintain concentration when
Complexity & Turn Time necessary. If you have a spell mastery that already grants this
ability for one of your Illusion spells, you have advantage on
A player using the Avatar of Arcanum mastery should
Constitution saving throws to maintain concentration on that
curate a shortlist of all available masteries for the
qualifying spells they know, to reduce any time it may spell when you use the mastery along with this invocation.
take to choose a mastery when using the invocation. Shadow Secrets. Prerequisite: Pact of the Tome. You learn one
Additionally, the GM may encourage the player to spell mastery for each of the three cantrips first added to your
decide on a mastery before their turn, or otherwise
Book of Shadows.
impose a short timer to prevent overthinking.
Vicious Masteries. Prerequisite: 7th level. Whenever you cast
Book of Magical Mastery. Prerequisite: Pact of the Tome. a spell using a spell mastery, the saving throw DC for that spell
You can now inscribe spell masteries in your Book of Shadows. increases by 2, and you have an extra +2 bonus to any attack
Choose two Warlock spells you know. For each spell, you can roll made for the spell.
choose one basic spell mastery to add to your book. With your
Way of the Weave. Prerequisite: Eldritch Blast. You learn the
Book of Shadows in hand, whenever you cast the chosen spells,
Eldritch Blast: Weave Weakness mastery.
you can use the corresponding spell mastery.
Additionally, you can use an action to mark a creature you can
Additionally, on your adventures, you can add other spell
see within 30 feet of you with an ancient glyph of the Weave.
masteries to your Book of Shadows. To copy a spell mastery,
The target must make a Charisma saving throw. On a failed
you will need to find another spellbook or spell scroll that
save, it is Weavebound until the end of your next turn. You can
contains a mastery. The level of the mastery is equal to the level
use this feature a number of times equal to your Charisma
of the spell it alters. For these purposes, cantrip spell masteries
modifier, regaining expended uses when you finish a long rest.
are treated as 1st level. As with spells, the level of the mastery
You can expend two uses at once when you use the feature to
determines the time and gold cost required to copy the mastery
activate it as a bonus action, rather than an action.
into a spellbook: For each level of the spell, the transcription
process takes 2 hours and costs 50 gp for the rare inks needed to
inscribe it. Mythic masteries take twice as much time and gold. Weavebound
A weavebound creature can't teleport or enter the
Mythic Masteries ethereal plane. If a weavebound creature would gain
this condition again, it takes 1d6 force damage. A
Mythic masteries are a special tier of masteries that creature resistant or immune to Force damage is
aren't available to players by default. The GM might immune to this condition.
award them via treasure or make them available on a
case by case basis.

Nearly 300 mythic masteries are available now to


patrons at the $8 tier and higher. A limited selection of
them will be added to this compendium at a later time.

Call of the Patron. Prerequisite: 9th level. You learn the


Contact Other Plane spell. You can cast it as a Ritual, ignoring
the normal restrictions of Warlock spellcasting. Additionally,
you learn the Contact Other Plane: Insider Insight mastery.

Custom Forged Familiar. Prerequisite: Pact of the Chain.


You learn 5 basic spell masteries of your choice for the Find
Familiar spell. Additionally, if the mastery has a proficiency
prerequisite (such as proficiency with a certain tool or
knowledge or a certain language), you automatically qualify
even if you don't have the proficiency, although you still must
provide any tool or component required when you use the
mastery.

13
Protection From Poison: Purifying Tonic (Alchemist's Supplies)
Tool Infusions Ray of Enfeeblement: Chemical Weakness (Alchemist's
Supplies)
Tool infusions are a new category of spell mastery that incorporate Ray of Enfeeblement: Infection (Poisoner's Kit)
tool proficiencies and tool kits.
See Invisibility: Revealing Touch (Tinker's Tools)
Shatter: Conductor's Cacophony (Musical Instrument)
How do they work? Shatter: Potter's Wrath (Potter's Tools)
Each tool infusion mastery has at least one benefit that is Suggestion: Scribe Spell (Calligrapher's Supplies)
exclusively granted to the caster if they are proficient in a certain Warding Bond: Ritual Rings (Jeweler's Kit)
kind of tool. Animate Dead: Sculptor's Craft (Mason's Tools, Potter's Tools)
Some tool infusion masteries require the caster to use part of the Bestow Curse: Tormenting Tune (Musical Instrument)
tool kit itself in the spell's casting. Knock: Thief's Touch (Thieves' Tools)
Beacon of Hope: Song of Hope (Musical Instrument)
Using Tools In Spellcasting Dispel Magic: Ring of Dispulsion (Jeweler's Tools)
Gaseous Form: Toxic Cloud (Poisoner's Kit)
To use part of a tool set in the casting of a spell, the
Mass Healing Word (Musical Instrument)
caster must have the tool set accessible on their person,
Revivify: Crafter's Care (Jeweler's Kit)
and have at least one free hand to hold part of the set.
Revivify Rebuild (Tinker's Tools)
This doesn't impede the caster's ability to perform any
somatic components required for the spell, or to Sending: Handwritten Enchantment (Calligrapher's Supplies)
provide material components for it. A caster can't use Stinking Cloud: Bottled Cloud (Alchemist's Supplies)
more than one tool set in the casting of a spell. Stinking Cloud: Toxic Air (Poisoner's Kit)
Tongues: Runic Secrets (Calligrapher's Supplies)
Compulsion: By A String (Weaver's Tools)
List of Tool Infusion Masteries Confusion: Deck of Fate (Playing Card Set)
Acid Splash: Alchemist's Expertise (Alchemist's Supplies) Prismatic Spray: Kaleidoscope (Glassblower's Tools)
Guidance: Gamer's Gambit (Dice Set) Symbol: Careful Creation (Jeweler's Kit)
Light: Lenscraft (Glassblower's Tools) Teleport: Reliable Routefinder (Navigator's Tools)
Mage Hand: Deft Touch (Thieves' Tools) Glibness: Silvertongue Scribe (Calligrapher's Supplies)
Mending: Artisan's Touch (Multi) Foresight: Sands of Time (Glassblower's Tools)
Poison Spray: Artisan Assassin (Poisoner's Kit) Power Word Kill: Power Song Kill (Musical Instrument)
Resistance: Steelforged Resilience (Smith's Tools)
Shillelagh: Handcraft Warcraft (Carpenter's Tools)
Spare the Dying: Arcane Operation (Healer's Kit)
Material Infusions
Animal Friendship: Ringmaster's Wardrobe (Weaver's Tools) Material infusions are special material components that enhance
Burning Hands: Chef's Blaze (Cook's Utensils) spells in unique ways.
Burning Hands: Finesse Flames (Painter's Supplies)
Color Spray: Kaleidoscope (Glassblower's Tools) Acquiring Material Infusion Components
Disguise Self: Quality Creation (Disguise Kit) To use a material infusion, you must first access the material itself.
Feather Fall: The Parachute Plan (Tinker's Tools) These materials might be found throughout the world during the
Find Familiar: Nature's Gift (Herbalism Kit) party's adventures, or they might be crafted during the party's
Find Familiar: Ooze Form (Alchemist's Supplies) downtime. In any case, the GM has control over when and where
Floating Disk: Autopilot (Navigation Tools) they become accessible.
Goodberry: Food Poisoning (Poisoner's Kit)
Goodberry: Herbal Blend (Herbalism Kit) Using Material Infusion Components
Heroism: Ode of the Brave (Musical Instrument) To use use a material infusion component:
Hideous Laughter: Accompaniment (Musical Instrument)
Illusory Script: Ageless Enchantment (Calligrapher's Supplies) You must hold the component in your hand(s) as part of the
spell's casting.
Inflict Wounds: Soured Scar (Poisoner's Kit)
Magic Missile: Missiles of Mechanus (Tinker's Tools) If the infusion component has a prerequisite (for example, a
Protection from Evil and Good: Sacred Stone (Jeweler's Tools) school of magic, a spell trait, or even a specific spell), that
Purify Food and Drink: Chef's Standard (Cook's Utensils) prerequisite must be met for the infusion to take any effect.
Sanctuary: Mason's Mark (Mason's Tools)
Augury: Divine Direction (Navigator's Tools) Using a material infusion component adds the Material
Barkskin: Arborial Augment (Smith's Tools, Woodworker's Component property to the spell you cast, if it doesn't already
Tools) have it.
Enthrall: Maestro's Performance (Musical Instrument)
Find Traps: Trapfinder 2000 (Tinker's Tools) You can only use one material infusion per spell.
Heat Metal: Fires of the Forge (Smith's Tools)
A material infusion component is always consumed upon use,
Magic Weapon: Enhanced Armament (Smith's Tools)
and can't be replaced by a component pouch, focus, or any other
Mirror Image: Glass Echoes (Glassblower's Tools)
feature.
Misty Step: Elemental Chemistry (Alchemist's Supplies)
Misty Step: Symphonic Step (Musical Instrument)
Pass Without Trace: Shadow Cloak (Weaver's Tools) 14
Magic Item Rules Magic Item Property
Instead of 5e's normal rarity system, Mythmaker's magic items use You can add spell masteries to any existing magic item as a simple
3 new metrics: Tier, Renown, and Rarity. property using the following template:
Additionally, this item is imbued with the following spell
Tiers masteries: (insert masteries here). A creature wielding the item (and
Tiers are a meta rating of an item's power level and impact. Rated attuned to it, if the item requires attunement) can use the spell
0-5, corresponding to tiers of proficiency, with 0 representing masteries whenever they cast the corresponding spells.
insignificant impact at any tier. As a reminder, tiers of proficiency (Optional) Once the item has been used in this way, it can't be
are: used this way again until the next dawn.
Tier 1 (+2, levels 1-4)
Tier 2 (+3, levels 5-8) New Magic Items
Tier 3 (+4, levels 9-12)
Tier 4 (+5, levels 13-16) Electromancer's Arcanosuit
Tier 5 (+6, levels 17-20) Wondrous Item (Tier 3 / Rarity 4 / Renown 1)
This suit includes pieces are hybrid arcane-machinery around the
Tier 1 is comparable in power level to most uncommon items.
chest, shoulders, and wrists, as well as a large backpack. A creature
Tier 2 is comparable to rare, tier 3 to very rare, tier 4 to legendary,
wearing the suit can harness its various parts as below:
and tier 5 to artifact items.
As an example, a Tier 3 item is most at home between levels 9- Energy Core: The core has up to 6 charges, which can be
12. It is more powerful than most options at earlier levels, and replenished by pouring 5 gp worth of liquid electrum per charge
weaker than most options at later levels. into the core's receptacle. Replenishing more than 6 charges in a
24 hour period causes the core to overload and cease
Renown functioning for 24 hours. Charges can be expended from the
Renown is a lore-friendly measure of how well known an item is, core to cast the following spells without expending a spell slot.
rated 0-5. Use Intelligence as your spellcasting ability for these spells.
(0) Obscure. Few know of this item. Obscure does not mean 1 charge: Shocking Grasp
insignificant-- it could simply be a well kept secret. 3 charges: Lightning Bolt
(1) Niche. Known in small circles or amongst niche
communities, but rarely recognized outside of those groups.
(2) Recognizable. Far from a household name, but something Arcanosuit Apparatus: Whenever you expend charges to cast
that people anywhere might recognize. a spell through the Energy Core, you can expend 1 additional
(3) Distinguished. Fairly well known across the lands. Would charge to also gain resistance to lightning damage for a number
generally be seen as something to treasure. of rounds equal to the total number of charges expended to cast
(4) Exalted. Widely known, highly valued. Often included in the spell and use this effect.
popular myths and legends or something of the sort.
(5) Legendary. These are the most famous and highly Bolt Reactors: The reactors grant the Lightning Bolt: Charged
treasured items. Featured prominently in popular legends, these Bolt and Lightning Bolt: Shocking Burst masteries. When you
items have reputations that rival the greatest heroes, villains, cast the spell, you can expend 2 additional charges to use both
and myths of their time. masteries, rather than only one, ignoring normal restrictions.

Booster Boots: The boots grant the Lightning Bolt: Lightning


Rarity
Leap mastery. When you cast the spell using this mastery, you
Rarity is a lore-friendly measure of an item's frequency in the
can spend 1 additional charge to automatically succeed the
world, rated 0-5.
saving throw for the mastery.
(0) Abundant. Easy to find in many places, very numerous
Electrogloves: The gloves grant the Shocking Grasp: Electric
(1) Regular. Not difficult to find, plenty exist
Reach and Shocking Grasp: Grasp of Shocking masteries.
(2) Occasional. Sometimes harder to find, some exist
When you cast the spell, you can expend 1 additional charge to
(3) Infrequent. Will take some work to find, few exist
use both masteries, rather than only one, ignoring normal
(4) Scarce. Difficult to find, only a handful might exist
restrictions.
(5) Unique. One-of-a-kind, typically very hard to find

Attunement
Attunement costs a number of points, usually between 1 - 3, with 2
Assembling A Suit
The GM may wish to give out different pieces of the
points being the value of "normal" 5e attunement.
suit over the course of an adventure, or might even
A character has 6 attunement points. Alterantively, you could
allow a player to create various parts of the suit over
give characters points equal to their proficiency bonus + 1.
downtime using costly materials. Since magic item
Some items may allow you to invest more or less attunement costs vary widely by table, they are left up to the GM.
points for variable effects. Otherwise, attunement rules are
unchanged.

15
The cloak regains 1d4 charges each Midnight. You can also
Mortality's Bond restore 1d4 charges to the cloak, no more than once per day, by
Wondrous Item (Tier 2 / Rarity 4 / Renown 3) (Requires attunement conducting a 1 minute ritual involving the living sacrifice of a
- 2 points) humanoid (which can't be revived by any spell of 5th level or
An alabastine ring worn by high priests of death, shaped to lower).
resemble a rigid humanoid figure reaching out and clutching the
hand of a fluid spirit figure. Severian's Circlet of Secrets
While wearing this ring and attuned to it, you automatically gain Wondrous Item (Tier 1 / Rarity 3 / Renown 2) (Requires attunement
two death saving throw successes whenever you drop to 0 hit - 2 points - by a spellcaster)
points and are dying. An elegant, thin circlet of low-grade Aesemite, inlaid with 3
Additionally, the ring has 5 charges which can be used to cast the garnets, made in the famous style of Severien, a legendary jeweler
spells below. 1d4+1 charges are restored when you finish a long and enchanter of mixed dwarven and elven heritage. Numerous of
rest while you aren't missing any hit points. If a mastery is listed these circlets were made, mostly to be used as diplomatic gifts,
next to a spell, you must use that mastery whenever you cast the imbued only with minor enchantment.
spell using this item. The spellcasting ability for these spells is When you attune to the circlet, you gain glimpses into the
Wisdom. infinite magical secrets of the realmscape, showing you new ways
to use spells you know. Choose 3 spells you know. You learn one
(1 charge) Spare The Dying (Preemptive Protection) random spell mastery for each spell (the GM helps you determine
(2 charges) Gentle Repose (Early Action) which you learn using a randomly generated number). You don't
(3 charges) Death Ward (Vitality Boost) benefit from the masteries while you aren't wearing the circlet. If
you unattune from it and attune to it again, you learn the same
Alabastine masteries.
A snow white metal known as the purest material in If you are proficient with a Jeweler's Kit, you can spend 1 hour
existence. Though individual instances of alabastine exchanging one of the garnets inlaid in the circlet with another of
can vary in their levels of purity, the ideal sample is equal or greater value (100 gp). Doing so requires a successful DC
one without a single flaw. 20 ability check with the kit, using your choice of Intelligence or
Dexterity. If you succeed, you can forget one of the masteries
Alabastine is magically protected from all corruption granted to you by this item, instead choosing a new spell (or the
of any kind. It can not be rusted, corroded, same one) and learning a new, random mastery for it. If you fail the
disintegrated, tainted, cursed, stained, blunted, check, the new garnet is destroyed but not further penalty takes
disfigured, or broken in any way that would not lead it place. If you fail the check and your total is 10 or lower, both
directly to a more perfect form. It is arguably the most garnets are destroyed and you lose one of the masteries granted to
difficult material in existence to work with. Only the you by this item until you replace the garnet.
most skilled and studied craftspersons can even
attempt to make a thing from alabastine. Often it is left
to smiths and jewelers from the realm of the divine, Aesemite
servants of the gods or perhaps even gods themselves, An excquisitely beautiful metal with an irridescent,
to work it. luminescent surface and deeply magic properties.
Formed out of pure arcane power, typically as the
aftermath of an extremely powerful and violent
Rot Lord's Mantle magical event. However, mages have yet to learn how
Wondrous Item (Tier 3 / Rarity 4 / Renown 1) (Requires attunement to intentionally create Aesemite. It seems a material of
- 2 points - by a spellcaster who knows at least one Necromancy raw chaos.
spell)
This necrotic cloak is constructed by dark magic from the flesh Aesemite channels raw magical power and is most
of hags fused together by rope made of undead humanoid hair. often used in creating enchanted items. Depending on
While wearing the cloak, you gives off a constant, foul stench in
the potency of the event that spawned it, Aesemite's
value can vary greatly. Some samples are hardly more
a 60 foot radius. This stench gives advantage to Wisdom
valuable than gold, while the most potent aesemite
(Perception) checks made to detect you that rely on smell.
samples are among the most valuable materials in
Additionally, while wearing the cloak you have advantage on
existence.
Charisma (Intimidation) checks against non-Undead creatures that
can see you or smell you.
The cloak also grants certain magical abilities, fueled by its 6
charges. You can expend charges from the cloak to cast certain
spells, as shown below. If a mastery is listed next to the spell, you
must use that mastery whenever you cast the spell using this item's
charges, or else the spell fails.

(1 charge) Chill Touch: (Mastery: Doom of Decay)


(2 charges) False Life: (Mastery: Ichorous Infusion)
(3 charges) Protection from Poison (Mastery: Necrotic Ward)
(5 charges) Blight (Mastery: Gift of Decay)
(6 charges) Cloudkill (Mastery: Heart of Rot)
16
Shard of Astral Secrets Spell Mastery Focus
Wondrous Item (Tier 3 / Rarity 3 / Renown 1) Requires attunement Wondrous Item, Tier/Rarity/Renown varies
by a spellcaster Enchanted spellcasting foci can be bound to certain spells,
This tiny crystal sheds a faint aura of starlight. Created by elven enhancing or altering those spells when they are cast using the
spellcasters of old, it holds the power to unlock spellcasting secrets focus. The GM determines which spell masteries are attached to the
based on astral formations. focus (recommended guidelines below).
While attuned, the mote circles around your head and sheds dim
light in a 5-foot radius around you. Additionally, choose one of the Rarity: Common (Tier 0). 1-2 spells, up to 1st level
constellations below. You know the spells indicated for that Rarity: Uncommon (Tier 1). 1-2 spells, up to 3rd level.
Rarity: Rare (Tier 2). 1-3 spells, up to 5th level.
constellation and can cast them using your spell slots as normal.
Rarity: Very Rare (Tier 3). 1-4 spells, up to 7th level.
Additionally, you know the spell mastery indicated for each spell
Rarity: Legendary (Tier 4-5). 1-5 spells, up to 9th level.
and can use the mastery whenever you cast it.
You can change your chosen constellation whenever you finish a
long rest under the open night sky. You must then wait at least 7 Note
days to change it again. The Spell Mastery Focus item does not actually grant
you the ability to cast the spell(s) in question, only to
Constellation Spells (Masteries)
use the spell masteries to alter the spells when you cast
Minor Illusion (Crafty Chorus) them.
Expeditious Retreat (Slippery
Steps)
Beiggi, the 5-tailed Fox Enhance Ability (Wit of the Spellsmiter's Sword
Wilds) Weapon (Tier 2 / Rarity 1 / Renown 1)(Requires attunement by a
Major Image (Accelerated Paladin)
Animation) This paladin's sword (or alternative weapon of the GMs
Light (Overshine) choosing) is marked with divine runes that enhance smite spells.
Sleep (Overpowering Aura) While wielding the sword and attuned to it, you can use any one of
Circine, The Moon Elk the generic Smite spell masteries whenever you cast a Smite spell.
Moonbeam (Full Moon)
Daylight (Moon Mirror) If your Charisma score is 19 or higher, you can use two generic
Smite spell masteries at once for each casting, ignoring the normal
Guidance (Stars Align) restrictions.
Etherond, The Elven Bless (Ordained For Wisdom)
Watcher Augury (Inquisitive) Tome of Mastery
Clairvoyance (Paranormal Spy)
Wondrous Item (Tier/Rarity/Renown varies)
Thaumaturgy (Agent of Awe) This book contains one or more spell masteries, as determined
Thunderwave (Wider Wave) by the GM. A spellcaster can study the tome to learn the spell
Ord, The Giant's Fist
Enlarge/Reduce (Gift of Giants) masteries within. The time of study and practice required is equal
Call Lightning (Superstorm) to 4 hours per level of spell mastery within. These hours must be
Fire Bolt (Furious Flames) spent over a period of 6 days or fewer.
Burning Hands (Reaching
Raizar, The Crowned Wand of Cantrip Mastery
Inferno)
Dragon
Flaming Sphere (Blazing Bowl) Wondrous Item (Tier 2 / Rarity 4 / Renown 2)(Requires attunement
Fireball (Focused Flames) by a spellcaster)
Ray of Frost (Subzero) This magic wand draws inspiration from the weave itself to bend
Fog Cloud (Freezing Fog) magic to its wielder's whim. The wand has charges equal to the
Yursi, The Winter Tree spellcasting ability modifier of the attuned creature.
Spike Growth (Fickle Vines)
Sleet Storm (White Walker) While attuned, when you would cast a cantrip while wielding
this wand, you can spend 1 charge to also choose one of that
Chill Touch (Kiss of Mortality)
cantrip's spell masteries (if it has any) to use in that casting of the
Healing Word (Corrupted
spell.
Tongue)
Zeinon, The Soul Waker
Ray of Enfeeblement (Burst of
Curse)
Animate Dead (Master's Bond)

17
If you use the silk in the casting of the Disguise Self spell, the
Material Infusions spell can also benefit from the Disguise Self: Quality Creation
basic spell mastery. You can use a Disguise Kit as described in the
Aesemite Fragment mastery, or a Tailor's Kit, provided you are proficient, instead.
Material Component (Tier 1 / Renown 4 / Rarity 1)
A greenish-blue precious stone infused with arcane power. Used
Sylvan Spirit Core
for many purposes, from the crafting of jewelry to the creation of Material Component (Tier 2 / Renown 3 / Rarity 1)
magic items. The heart of a tree from the feywild can be used in the casting of
If a fragment worth at least 10 gp is used as a material infusion any Druid spell to apply one spell mastery (of the caster's choice)
component in the casting of a spell, the spell is empowered: to that spell, even if the caster does not otherwise know the
mastery.
It is cast as though using a spell slot one level higher If the caster is fluent in Sylvan, it can entreat the spirit expended
Constitution saving throws to maintain Concentration on the from the core to stay, making a Wisdom (Persuasion) check (DC
spell have advantage 15). On a success, the component isn't consumed. The DC
The spell is unaffected by the Suppressed condition increases by 5 for future attempts for that core.
Additionally, if you use the component to affect a spell that deals
Force damage, it gains the following empowered feature: More Coming Soon!
When a target takes Force damage from the spell for the first
Many more material infusion components will be
added in a future update. If you're itching for
time for that casting, it becomes Weavebound until the end of
inspiration now, check out the Necromancy
your next turn.
compendium to see an early iteration of this mechanic,
Primordial Sparkstone with a plethora of component examples for
necromancy spells.
Material Component (Tier 1 / Renown 0 / Rarity 3)
A cracked obsidian shell surrounds this glowing orange crystal
from the elemental plane of fire. This material component can be
infused with any of the spells in the list below. Doing so allows the
mastery noted next to the spell to be used for that casting. This use
of the mastery can be stacked with up to one other mastery,
ignoring normal restrictions.

(Cantrip) Firebolt: Splashing Sparks


(1st) Burning Hands: Reaching Inferno
(2nd) Scorching Ray: Abundant Attacks
(3rd) Fireball: Focused Flames
(4th) Wall of Fire: Scorching Bastion
(5th) Cone of Cold: Inverted Element
(6th) Blade Barrier: Elemental Blades
(7th) Delayed Blast Fireball: Alternate Expansion
(8th) Incendiary Cloud: Wildfire
(9th) Meteor Swarm: Blazing Barrage

Note: Combining Masteries


If two masteries have effects that contradict each other,
such as two masteries that change the shape of an area
of effect, you must choose one to override the other
where they contradict, or else they can't be combined.

Fool's Worm Silk


Material Component (Tier 0 / Renown 0 / Rarity 0)
A semi-translucent, ghostly silk produced the Fool's Worm,
magical silkworms from the Ethereal Plane that sometimes weave
their way into the Material Plane at places, particularly deep caves,
where the veil between worlds is thin.
While this silk is quite valuable in the right market and can be
used to make exceptionally exquisite clothing, it also has a magical
application. One small reel of this silk can be used as as a special
material component in the casting of any illusion spell, causing the
spell to be cast as though with a spell slot one level higher. It is
consumed when used this way.

18
Flesh to Stone: Sculptor's Seduction
Theme Collections Programmed Illusion: Playwrite’s Ploy
Mirage Arcane: Enchanting Landscape
One great benefit of masteries is to help realize certain character Project Image: Compelling Appearance
concept themes that aren't widely supported by the base game. For
Reverse Gravity: Court of the Cosmomancer
example, acid themed spellcasters have very few tools to work
Glibness: Silvertongue Serenade
with, but masteries can turn otherwise non-acid themed spells into
Prismatic Wall: Captivating Colors
acid themed ones.
Collections guide you to such spells. Note that if a spell already
fits a certain theme without the help of a mastery, it won't be
Chronomancy
included in this list. For example, you won't see existing fire or Sending: Chronocall
cold spells in the fire and frost mastery lists, or enchantment spells Slow: Chronocube
in the charm mastery list. Slow: Time Rift
Delayed Blast Fireball: Chaos Chronomancy
Acid Masteries Mirage Arcane: Chrono Control
Sequester: Chronoshield
Burning Hands: Scalding Splash Demiplane: Chronal Suspension Cage
Create or Destroy Water: Acidic Rain Foresight: Quick Chronomancy
Find Familiar: Draconic Ally Foresight: Sands of Time
Find Familiar: Elemental Ally Time Stop: Communal Chronomancy
Find Familiar: Ooze Form
Grease: Corrosive Pool
Protection From Evil and Good: Acid Aegis
Dragon
Heat Metal: Rot & Rust Acid Splash: Black Dragon's Breath
Scorching Ray: Acidic Orbs Guidance: Dragon's Pride
Slow: Encumbering Acid Prestidigitation: Dragonmage's Ethos
Fireball: Bitter Boil Burning Hands: Whelp's Belch
Fire Shield: Expanded Elements Charm Person: Curse of the Wyrm King's Greed
Freedom of Movement: Oozeflesh Find Familiar: Draconic Ally
Ice Storm: Caustic Cold Heroism: Dragon Slayer's Mantle
Polymorph: Elemental Beast Protection From Evil and Good: Dragonward
Circle of Death: Corpse Burst Heat Metal: Searing Scales
Fire Storm: Primordial Uproar Fly: Dragon Flight
Lightning Bolt: Dragon's Breath
Chaos Masteries Dominate Beast: Expanded Entities
Fire Shield: Dragonscales
Guidance: Gambler's Gambit Arcane Hand: Dragon's Claw
Prestidigitation: Sprinkle of Chaos True Seeing: Dragonsight
Color Spray: Polychromatic Chaos Prismatic Spray: Breath of Chromatic Tyrant
Faerie Fire: Primordial Glitter
Jump: Gravity Pulse
Magic Missile: Chaos Quiver
Fear Masteries
Blink: Chaotic Calibrations Chill Touch: Haunting Hand
Heal: Positive Energy Pandemonium Message: Frightful Whispers
Delayed Blast Fireball: Chaos Chronomancy Thaumaturgy: Agent of Awe
Bane: Doubled Doubts
Charm Masteries Faerie Fire: Fiendish Faeries
Hunter's Mark: Paranoia of the Prey
Thaumaturgy: Agent of Awe Sanctuary: Dread Edict
Faerie Fire: Pretty Lights Sleep: Nightmarish Nap
Hellish Rebuke: Fell-tongued Forbiddance Find Steed: Nightmare
Sleep: Lullaby Hold Person: Paralyzing Fear
Detect Thoughts: Unwitting Invitation Silence: Haunted Aura
Web: Sylvan Threads Shatter: Screams of the Damned
Zone of Truth: Imposing Authority Web: Whisperweave
Bestow Curse: Seductive Curse Bestow Curse: Unsettling Utterance
Revivify: Flowers of the Grave Call Lightning: Ancient Ritual
Sending: Herald's Call Nondetection: Inscrutible Visage
Vampiric Touch: Seductive Exsanguination Revivify: Poltergheist Procession
Banishment: Enticing Exile Sending: Forbidden Words
Blight: Bloodspeaker Arcane Eye: Paranoia
Phantasmal Killer: Hand-Crafted Horror Banishment: Flight of the Fearful
Phantasmal Killer: Seductive Destruction Black Tentacles: Master of Madness
Disintegrate: Heart Melt
19
Death Ward: Fear The Reaper Flame Blade: Icebrand
Faithful Hound: Eldritch Guardian Flaming Sphere: Avalanche Orb
Guardian of Faith: Divine Battlecry Moonbeam: Cold Light of Night
Guardian of Faith: Imposing Visage Web: Frostweave
Cone of Cold: Yeti's Breath Fireball: Freezing Flames
Disintegrate: Deathrattle Slow: Deep Freeze
Divine Word: Overwhelming Awe Polymorph: Elemental Beast
Mirage Arcane: Enchanting Landscape Resilient Sphere: Frozen Sphere
Prismatic Spray: Breath of Chromatic Tyrant Wall of Fire: Frozen Flame
Reverse Gravity: Court of the Cosmomancer Blade Barrier: Elemental Blades
Dominate Monster: Bonds of Fear Globe of Invulnerability: Snowglobe
Fire Storm: Primordial Uproar
Fiend Animal Shapes: Elemental Avatars
Control Weather: Combat Climatology
Firebolt: Hellfire Meteor Swarm: Cataclysmic Cold
Faerie Fire: Fiendish Faeries
Find Familiar: Fiendish Friend
Unseen Servant: Soulbound Servant
Giant
Barkskin: Petrified Plating Healing Word: Titan's Recovery
Darkvision: Devil's Gift Protection From Evil and Good: Giant Slayer's Sanctuary
Fireball: Archdevil's Eruption Enlarge/Reduce: Gift of Giants
Fly: Fiendish Flight Stoneskin: Stone Giant's Blessing
Compulsion: Succubus Seduction Arcane Hand: Giant Grasp
Giant Insect: Hell Swarm Conjure Elemental: Primordial Elements
Flame Strike: Hellborn Heat Power Word Stun: Titan's Edict
Meteor Swarm: Tears of the Abyss
Lightning Masteries
Fire Masteries Fire Bolt: Heat Lightning
Ray of Frost: Frostfire Find Familiar: Draconic Ally
Create or Destroy Water: Temperature Spike Find Familiar: Elemental Ally
Faerie Fire: Blazing Brilliance Guiding Bolt: Divine Trident
Find Familiar: Draconic Ally Guiding Bolt: Lightning Rod
Find Familiar: Elemental Ally Flame Blade: Stormbrand
Fog Cloud: Steam Surge Fly: Stormcrow's Call
Hunter's Mark: Burned Brand Revivify: Jump Start
Fly: Fiendish Flight Wind Wall: Storm Winds
Haste: Burning Boost Black Tentacles: Eldritch Storm
Lightning Bolt: Vaporize Fire Shield: Expanded Elements
Sleet Storm: Cinder Storm Polymorph: Elemental Beast
Death Ward: Hellfire Retaliation Stoneskin: Lightning Rod
Giant Insect: Firebugs Wall of Fire: Electroflame
Polymorph: Elemental Beast Blade Barrier: Elemental Blades
Cone of Cold: Inverted Element Fire Storm: Primordial Uproar
Insect Plague: Heatswell Animal Shapes: Elemental Avatars
Wall of Stone: Hearthstones Control Weather: Combat Climatology
Blade Barrier: Elemental Blades
Globe of Invulnerability: Sauna Sphere
Arcane Sword: Blazing Blade
Moon
Animal Shapes: Elemental Avatars Light: Night Light
Control Weather: Combat Climatology Produce Flame: Moonfire
Earthquake: Flaming Fissures Sacred Flame: Lunar Purity
Sunburst: Blazing Burst Continual Flame: Moonfire
Flame Blade: Moonbrand
Frost Masteries Daylight: Moon Mirror
Haste: Energized Electricity
Chill Touch: Icy Hand of Death Nondetection: Silvermoon Sigils
Burning Hands: Icy Hot Wall of Fire: Moonfire
Create or Destroy Water: Temperature Spike Hold Monster: Silvermoon Chains
Find Familiar: Draconic Ally Mass Cure Wounds: Moonwell
Find Familiar: Elemental Ally Polymorph: Touch of the Full Moon
Fog Cloud: Breath of the Morning Breeze
Fog Cloud: Freezing Fog
Hellish Rebuke: Hellfrost 20
Sunbeam: Lunar Conversion Hideous Laughter: Brain Buster
True Polymorph: Touch of the Full Moon Jump: Psionic Propulsion
Blindness/Deafness: Maddening Silence
Necrotic Masteries Blur: Dizzying Distractions
Silence: Maddening Silence
Poison Spray: Necrotic Toxin Counterspell: Insulting Interruption
Cure Wounds: Cause Harm Fear: Eldritch Horror
Divine Favor: Dark Divinity Fireball: Eldritch Flames
Find Familiar: Undead Ally Hypnotic Pattern: Colors Out of Space
Grease: Blood Puddles Nondetection: Inscrutible Visage
Healing Word: Corrupted Tongue Tongues: Voices From Beyond
Sanctuary: Sacred Shielding Black Tentacles: Growing Madness
Blindness/Deafness: Mortality Shroud Black Tentacles: Mindwrack
Flame Blade: Death Knight's Darkfire Black Tentacles: Thought Probe
Flaming Sphere: Blazing Bodies Compulsion: Beckoning Of The Beyond
Ray of Enfeeblement: Necromancer's Ray Faithful Hound: Eldritch Guardian
Animate Dead: Self Destruct Giant Insect: Aberrant Insects
Bestow Curse: Hag's Claw Telekinesis: Telepathic Telekinesis
Fear: Banshee Scream Disintegrate: Stunning Shock
Fear: Mortality's Call Incendiary Cloud: Fog of the Far Realms
Lightning Bolt: Red Lightning Maze: Torture of Tartarus
Slow: Valley of Souls Power Word Stun: Eldritch Utterance
Chain Lightning: Red Lightning Power Word Stun: Lost in Madness
Disintegrate: Deathseeker Time Stop: Lingering Limbo
Wall of Ice: Winter Is Coming
Forcecage: Death Box
Power Word Kill: Killer Curse
Radiant Masteries
Power Word Kill: Overpower Firebolt: Sunfire
Guidance: Stars Align
Poison Masteries Shillelagh: Sylvan Shine
Bless: Augural Aura
Shillelagh: Poison Thorns Find Familiar: Celestial Blessing
Viscious Mockery: Spit Venom Magic Missile: Angelic Arrows
Find Familiar: Draconic Ally Sanctuary: Radiant Refuge
Goodberry: Food Poisoning Aid: Aura of the Unstained
Inflict Wounds: Soured Scar Continual Flame: Moonfire
Darkness: Shadow Sickness Continual Flame: Sunfire
Heat Metal: Rot & Rust Flame Blade: Dawnbrand
Ray of Enfeeblement: Infection Flame Blade: Moonbrand
Spike Growth: Toxic Thorns Misty Step: Pixie's Portal
Animate Dead: Radioactive Zombies Spiritual Weapon: Weapon of Light
Daylight: Sun Sickness Beacon of Hope: Light the Beacon
Gaseous Form: Toxic Cloud Fireball: Holy Hand Grenade
Plant Growth: Baneful Sprouts Fly: Celestial Ascension
Wind Wall: Breath of Undeath Hypnotic Patterns: Amnesic Aurora
Blight: Putrid Poison Revivify: Radiant Reanimation
Giant Insect: Blight Bugs Sleet Storm: Astral Ice
Cloudkill: Sickening Toxins Death Ward: Radiant Refuge
Eyebite: Optic Infection Wall of Fire: Moonfire
Harm: Toxic Touch Antilife Shell: Sacred Sphere
Wall of Thorns: Toxic Thorns Mass Cure Wounds: Moonwell
Weird: Circle of Craven Contagion Heal: Golden Gift
Mirage Arcane: Celestial Shadow
Psychic Masteries Power Word Stun: Starstruck
Mass Heal: Animated Energy
Eldritch Blast: Mindpiercer Blasts
Mass Heal: Negative Energy Purge
Guidance: Eldritch Oracle
Shocking Grasp: Psychic Shock
Bane: Tides of Tribulation Shadow Masteries
Faerie Fire: Pretty Lights Eldritch Blast: Umbral Assassin
Find Familiar: Aberrant Ally Light: Shadowshine
Healing Word: Mind Message Sacred Flame: Dark Spark
Hellish Rebuke: Infernal Authority
Hellish Rebuke: Psychic Snapback 21
Bane: Doomsayer's Gloom
Sleep: Diurnal Doom
Thunderwave: In Rolls The Rumbling Night
Blur: Shifting Shadows
Invisibility: Slip Into Shadow
Bestow Curse: Accursed Veil
Vampiric Touch: Shadow Hand
Black Tenctacles: Inky Cloud
Fear: Afraid of the Dark
Harm: Clinging Shadows
Mirage Arcane: Celestial Shadow

Thunder Masteries
Message: Imploding Earworm
Shillelagh: Stormwood Strikes
Expeditious Retreat: Booming Burst
Hellish Rebuke: Booming Berating
Jump: Thunderous Leaps
Magic Missile: Dazzling Darts
Find Steed: Thunderhooves
Call Lightning: Ancient Ritual
Call Lightning: Before The Thunder
Fear: Banshee Scream
Fly: Stormcrow's Call
Lightning Bolt: Storm Bolt
Wind Wall: Deafening Winds
Guardian of Faith: Divine Battlecry
Resilient Sphere: Sonic Sphere
Chain Lightning: Thunderburst
Heal: Rupturing Restoration
Divine Word: Thundering Chorus
Fire Storm: Primordial Uproar
Prismatic Spray: Breath of Chromatic Tyrant
Power Word Stun: Sonic Stunwave
Power Word Kill: Power Song Kill
Wish: Reality Rift

22
Smite Spell: Inevitable Wrath. Prerequisite: Any spell with
Generic Masteries Smite in the name. When you cast this spell, you don't have to
make saving throws to maintain Concentration on the spell due
These special spell masteries work around spells that share a
to taking damage that is equal to or less than your Charisma
common framework or trait, such as Smite spells. You can learn
score.
one of these Generic Masteries for any spell that fits its
requirements. You must learn the mastery separately for each Smite Spell: Spirit Strike. Prerequisite: Any spell with Smite
individual spell (just as with any normal mastery). in the name. When you cast this spell, if an affected attack hits,
add your Charisma modifier to the damage. If the attack's total
Aura Spell: Extended Aura. Prerequisite: Any spell with
was 20 or higher, add twice your Charisma modifier instead.
Aura in the name and a range with a Self radius. When you cast
this spell, the radius of the spell is increased by 5 feet. Smite Spell: Swift Smite. Prerequisite: Any spell with Smite
Additionally, you can use a bonus action on each of your turns in the name. When you cast this spell, it doesn't require
to extend the radius by a further 5 feet until the start of your concentration, but it ends if you haven't hit with an affected
next turn. attack by the start of your next turn.
Aura Spell: Lingering Aura. Prerequisite: Any spell with Power Word: Tremble Before Me. Prerequisite: Any spell
Aura in the name and a range with a Self radius. When you cast with Power Word in the name. When you cast this spell, you
this spell, if you lose concentration on the spell due to taking can force any number of creatures of your choice within 30 feet
damage or being forced to make a Constitution saving throw for of you that can hear you to make a Wisdom saving throw. On a
it, you can use your reaction to instead continue concentrating failed save, a creature is Frightened of you until the end of its
on the spell until the start of your next turn, at which point the next turn. A creature that fails by a margin of 5 or more also
spell ends. drops anything it is holding and falls prone.
Aura Spell: Ring of Radiance. Prerequisite: Any spell with Power Word: Voice of Fate. Prerequisite: Any spell with
Aura in the name and a range with a Self radius. When you cast Power Word in the name. When you cast this spell, the spell is
this spell, the spell's radius is filled with magical bright light for unaffected by Counterspell and similar magics that would
the duration, and sheds dim light for 5 additional feet. If any of prevent or weaken the spell, unless the creature who cast the
this spell's area overlaps with an area of darkness created by a spell can succeed a Charisma saving throw against your spell
spell of level equal to or lower than this spell's level, that save DC. Any reaction or spell slot used to cast the thwarted
darkness is temporarily suppressed. spell is wasted.
Charm Spell: Silver Thread. Prerequisite: Any spell with Wall Spell: Fearsome Fence. Prerequisite: Any spell with
Charm or Dominate in the name. When you cast this spell, the Wall in the name. When you cast this spell, the height of the
spell ignores immunity to the Charmed condition for any target wall created by the spell is doubled. If the wall can be climbed,
within 30 feet of you. If such a target is at any point more than every 1 foot climbed on the wall costs 2 feet. If the wall can be
30 feet from you and would otherwise be immune to being moved through, every 1 foot moved through the wall costs 3
Charmed, the spell instantly ends for it. feet.
Charm Spell: Familiar Feeling. Prerequisite: Any spell with Wall Spell: Secret Passage. Prerequisite: Any spell with Wall
Charm or Dominate in the name. When you cast this spell, any in the name. When you cast this spell, for the duration, once per
target of the same Humanoid race as you (provided you are in a turn, you can move through the space of the wall created by the
humanoid form) has disadvantage on its saving throw. spell as though the wall is not there, ignoring all of its effects. If
you end your turn inside the wall's space, you are safely
Hold Spell: Brief Bondage. Prerequisite: Any spell with Hold
shunted out to a side of your choice.
in the name. When you cast this spell, you can change the
duration to 1 round, not requiring concentration. The spell lasts
until the end of your next turn. A creature already under the Design Note
effect of the spell using this mastery can't be targeted. Generic masteries are mainly intended to provide
coverage to Paladins, since most of their Smite spells
Hold Spell: Reel 'Em In. Prerequisite: Any spell with Hold in
are not SRD content and therefor can't be included in
the name. When you cast this spell, if the target fails its saving
this compendium.
throw and is your size or smaller, it is pulled up to 10 feet
towards you. Additionally, you can use an action on each of
your turns for the duration to pull the target 10 feet more
towards you.

Smite Spell: Bladecasting. Prerequisite: Any spell with Smite


in the name. When you cast this spell, you can use an action
casting time, instead of a bonus action. When you do, you can
immediately make one melee weapon attack. The attack has
advantage and scores a critical hit on a roll of 19 or 20.

23
Chill Touch: Doom of Decay. When you cast the Chill Touch
Spell Masteries spell targeting a creature that is Decaying, the spell's attack has
advantage.

Note: Custom Conditions Chill Touch: Ghostly Grip. When you cast the Chill Touch
A number of the spell masteries in this compendium spell, you can cause the ghostly hand to pull the target if it is
reference unique Conditions from Mythmaker Medium or smaller. The target must succeed a Strength saving
homebrew. The first time each condition is mentioned throw or be pulled up to 5 feet in a direction of your choosing.
in this document, it is defined in a note. An index of all
Chill Touch: Haunting Hand. When you cast the Chill
my custom conditions is also included at the end of
this document, as well as a link to download the cheat Touch spell, on a hit, the target must also make a Wisdom
sheet PDF on its own. saving throw. On a failed save, until the start of your next turn,
every 1 foot the target would move towards you costs it two
feet. Any feature that resists or ends the frightened condition
Cantrips also affects this mastery.

Acid Splash: Alchemist's Expertise. (Tool Infusion) When Chill Touch: Icy Hand of Death. When you cast the Chill
you cast the Acid Splash spell, if you are proficient with Touch spell, you can change the spell's damage type to cold.
Alchemist's Supplies and use part of an Alchemist's Supplies set Additionally, the target must make a Constitution saving throw.
in the spell's casting, the save DC for the spell gains a bonus On a failed save, it becomes Chilled for the spell's duration.
equal to half your proficiency bonus, or your entire proficiency
bonus if it only targets one creature. Chilled
A chilled creature can't increase its speed or gain
Tool Infusions additional movement. If a chilled creature would gain
Remember to check out the rules for Tool Infusion the condition again, it takes 1d6 cold damage. The
masteries on page 7! condition ends early if the creature becomes Scorched.
A creature resistant or immune to cold damage is
immune to this condition.
Acid Splash: Bigger Bubble. When you cast the Acid Splash
spell, you can also choose a third target that is within 5 feet of
the first, but the damage dice against all affected targets become Chill Touch: Kiss of Mortality. When you cast the Chill
d4s. Touch spell, the additional effect for undead targets also
extends to humanoid targets.
Acid Splash: Caustic Compound. When you cast the Acid
Splash spell, if a target is Corroding, it has disadvantage on its Chill Touch: Touch of the Reaper. When you cast the Chill
Touch spell, you can change the range to Touch to empower the
saving throw against the spell.
spell. Add your spellcasting ability modifier to the spell's
Acid Splash: Collateral Damage. When you cast the Acid damage. If the attack misses, but only by a margin of 5 or less,
Splash spell, you can choose for the acid to splash onto one the target still takes this added damage.
object within 5 feet of either target that isn't being worn or
carried. If the spell only targets one creature, you can choose a Dancing Lights: Defensive Dance. When you cast the
second object as well. Chosen objects automatically take the Dancing Lights spell and combine the four lights into one form,
spell's damage. you have a +1 bonus to your AC while within 5 feet of that
form and inside the radius of light it sheds.
Acid Splash: Black Dragon's Breath. When you cast the
Acid Splash spell, you change the spell's range to Self (15-foot Dancing Lights: Graceful Flow. When you cast the Dancing
cone). Each creature in the area must make the saving throw Lights spell, for the duration, you can move the lights once per
turn without expending any action. If you do use a bonus action
against the spell. The cone's size increases by 5 feet if you are a
Dragonborn, and by 5 feet if your Constitution score is 15 or to move the lights, you also gain 10 feet of movement on that
higher. turn.

Dancing Lights: Reactive Sparks. You can cast the Dancing


Acid Splash: Soaking Splash. When you cast the Acid Splash
spell but only target one creature, if the creature fails its saving Lights spell using a casting time of "1 reaction, which you take
throw, it starts corroding until the end of its next turn, unless the whenever you deal radiant damage to a target within 120 feet of
target or another creature within 5 feet of it uses an action to you." When you do, you must create each of the lights within
scrape the acid away. 10 feet of the target that triggered the spell. When cast this way,
the spell doesn't require concentration, and you can't control the
Acid Splash: Sticky Substance. When you cast the Acid lights. The lights last for 1 round, disappearing at the end of
Splash spell, a target that fails its saving throw also has its your next turn.
speed reduced by 10 feet until the end of its next turn.

Chill Touch: Close to Death. When you cast the Chill Touch
spell targeting a creature within 10 feet of you, you can make a
melee spell attack, instead of a ranged one. When you do, the
damage dice become d10s.
24
Dancing Lights: Seeing Stars. When you cast the Dancing Druidcraft: Soothing Winds. When you cast the Druidcraft
Lights spell outdoors at night, each light emits Bright light in a spell, the following option expands the effects you can choose
10--foot radius and dim light for an additional 10 feet. Also, the from: A soothing magical wind washes towards one willing
spell creates a number of additional motes of light equal to your creature of your choice within range. Any instance of the Dazed
spellcasting ability modifier. If you combine all the motes, you or Shaken condition on the target ends. Additionally, until the
can form a shape of a Large or smaller humanoid. start of your next turn, the target has advantage on Wisdom
saving throws.
Dancing Lights: Soft Shine. When you cast the Dancing
Lights spell, the spell doesn't require concentration, but the Druidcraft: Wild Whimsy. When you cast a Druid spell of 1st
bright and dim light radius of each light is halved, as are the level or higher as an action or bonus action, you can also cast
light radii of the combined form of the lights. the Druidcraft spell as part of the action used to cast that spell.

Dancing Lights: Wisps of Whimsy. When you cast the Eldritch Blast: Arcane Piercing. When you cast the Eldritch
Dancing Lights spell, the lights appear to have little wings like Blast spell, the spell's attack rolls ignore any AC bonus granted
a fairy. When a creature within 5 feet of one of the lights makes by a spell, such as the Shield spell or a source of 1/2 or 3/4
a saving throw against an Enchantment or Illusion spell, you cover created by a spell. Additionally, the spell's projectiles pass
can use your reaction to end the Dancing Lights spell and through magical barriers, such as a Forcecage or Wall of Force,
impose disadvantage on that creature's save. and can't be reflected by other spells or magical effects (such as
a Tarrasque's reflective carapace). Spells that change AC
Druidcraft: Alter Elements. When you cast the Druidcraft calculation, such as Mage Armor, are unaffected.
spell, the following option expands the effects you can choose
from: Choose a willing creature you can see within range that is
Chilled, Scorched, or Shocked. You can attempt to end one of Arcane Piercing & Forcecage Updates
those conditions on the target by succeeding a Wisdom ability This mastery is intended to be combined with the
check against the saving throw DC of the condition. If there is following updates to the Forcecage spell:
no DC, use 10.
The spell now requires concentration
Druidcraft: Animal Spirits. When you cast the Druidcraft The spell can be dispelled by a dispel magic, but
spell, the following options expand the effects you can choose only if that spell is cast at a level equal to or higher
from: than the level of the Forcecage spell.

You direct all tiny, non-magical bugs within 5 feet of Even without this mastery, GMs should consider
you to either scatter from the area, or to gather at a point these changes for Forcecage, which can easily be a
you designate in the area. problematic spell at high levels.
You get the attention of one Small or smaller beast in the
spell's range and attempt to entice it to approach you. Eldritch Blast: Cackling Caws. When you cast the Eldritch
You can target a beast you see, or call out a random. The Blast spell, the beams of energy resemble corvids which caw
GM determines the beast's behavior. If it perceives you loudly as they soar through the sky towards their target. On a
as a threat, it may flee, hide, or even attack. If it hit, a creature suffers a -5 penalty to Wisdom (Perception)
perceives you neutrally or as a potential friend, it might checks that rely on hearing until the end of your next turn. If a
watch you or approach cautiously. In either case, you creature sustains a total of -20 from this penalty, it becomes
have advantage on your next Wisdom (Animal deafened for 1 minute. It can make a Constitution saving throw
Handling) ability check to interact with that creature at the end of each of its turns, ending the condition on a
within 1 minute. success.

Eldritch Blast: Doom Bolts. When you cast the Eldritch Blast
Druidcraft: Faerie Flare. When you cast the Druidcraft spell, spell, for each bolt that hits a creature, it has a cumulative -1
you also gain advantage on your next Charisma ability check penalty to its next saving throw before the end of your next
before the end of your next turn. turn.

Druidcraft: Instinct. When you cast the Druidcraft spell, it Eldritch Blast: Eldritch Arrows. When you cast the Eldritch
doesn't require any components for you. Additionally, you can Blast spell, if you are proficient with the Shortbow and/or
cast the Druidcraft spell even while in Wildshape. Longbow, you can cast the spell as though you are firing the
bolts from a spectral bow. When you do, you can fire the bolts
Druidcraft: Nature's Nag. When you cast the Druidcraft up to two times as far, or three times as far if you're proficient
spell, the following option expands the effects you can choose with the Longbow, but any attack roll beyond the spell's base
from: A minor natural force disturbs the focus of one creature range has disadvantage. Additionally, the bolts ignore 1/2 cover.
you can see within range, which must succeed a Constitution
saving throw or lose concentration (if it is concentrating on Eldritch Blast: Essence Infusion. When you cast the
anything). Examples include an acorn falling on the target's Eldritch Blast spell, use your Constitution modifier in place of
head, a prickly plant blowing onto it's skin, a housefly buzzing any damage die rolled for the spell that is lower than your
near its ear, an uncanny wind blowing dust into its face, etc. Constitution modifier.

25
Eldritch Blast: Mindpiercer Blasts. When you cast the Fire Bolt: Splashing Sparks. When you cast the Firebolt
Eldritch Blast spell, you can change the damage type to spell and hit with the attack, if the attack total was 20 or higher,
psychic. When you do, you have advantage on attack rolls for you can choose one additional creature within 5 feet of the
the spell against any creature that is Dazed, Stupefied, or under initial target to take fire damage equal to your spellcasting
a Short Term, Long Term, or Indefinite Madness. ability modifier.

Eldritch Blast: Umbral Assassin. When you cast the Eldritch Fire Bolt: Sunfire. When you cast the Firebolt spell while
Blast spell, if you are in darkness when you cast the spell, it both you and the target are in an area of bright light created by
doesn't require a verbal component for you. Additionally, any sunlight, you can change the spell's damage to Radiant, and the
bolt directed towards a creature from whom you are hidden spell's attack is a critical hit on a roll of 19 or 20.
when you cast the spell deals 1d12 damage, instead of 1d10.
Fire Bolt: Wreckless Flames. When you cast the Firebolt
Eldritch Blast: Weave Weakness. When you cast the Eldritch spell and the attack misses, but only by a margin of 5 or less,
Blast spell, any bolt directed towards a Weavebound target the target takes fire damage equal to your spellcasting ability
deals 2d6 damage, instead of 1d10. modifier.

Fire Bolt: Fuel For The Fire. When you cast the Firebolt Guidance: Ally's Gift. When you cast the Guidance spell, you
spell and target a creature or object that is ignited or Scorched, can deliver the spell through any willing creature that you can
any attack roll for the spell has advantage and is unaffected by see within 60 feet. The target of the spell must be within the
disadvantage. reach of the willing creature who delivers the spell for you.

Fire Bolt: Furious Flames. When you cast the Firebolt spell Guidance: Dragon's Pride. When you cast the Guidance
and the attack has advantage, and both rolls would hit, the spell, if you speak Draconic and use it in the spell's casting, you
damage dice become d12s. However, if only one of the rolls can impart the target with the majesty and ego of ancient
would hit, the damage dice become d8s. dragons. If the die from the spell is added to a Charisma ability
check, it becomes a d8 instead. However, if the target fails the
Fire Bolt: Heat Lightning. When you cast the Fire Bolt spell, check, it subtracts 1d4 from all ability checks it makes until it
the spell deals Lightning damage, instead of fire. On a critical finishes a long rest, or until it succeeds an ability check with a
hit against a creature, the target can't take reactions until the natural 20.
start of your next turn.
Guidance: Eldritch Oracle. When you cast the Guidance
Fire Bolt: Hellfire. When you cast the Firebolt spell, you spell, if you speak Deep Speech and use it in the spell's casting,
have advantage on the attack roll while targeting a Celestial or you can impart the target with secrets from the inscrutible
humanoids that serve a Deity, such as Clerics and Paladins. beings of the far realms. If the die from the spell is added to an
Additionally, a creature damaged by the spell can't regain hit Intelligence ability check, it becomes a d8 instead. However, if
points until the start of your next turn. the target fails the check by a margin of 10 or more, it takes
Fire Bolt: Ignite. When you cast the Firebolt spell and hit psychic damage equal to the number rolled on the d8. A target
that also speaks Deep Speech ignores this damage.
with the attack, the target must make a Constitution saving
throw. On a failed save, the target is Scorched until the end of
your next turn. Alternate Languages
The GM may change the required language infusion
Scorched mastery based on the setting and their discretion. The
GM could also remove the language prerequisite
A scorched creature has disadvantage on Constitution
altogether, keeping the added verbal component, but
saving throws to resist exhaustion or maintain
not requiring any specific language proficiency.
concentration. If a scorched creature would gain this
condition again, it takes 1d6 fire damage. The
condition ends early if the creature becomes Chilled. A Guidance: Gamer's Gambit. (Tool Infusion) When you cast
creature resistant or immune to fire damage is also the Guidance spell, if you are proficient with the Dice Set tool
immune to this condition. and use it in the spell's casting, the target can roll the d4 for the
spell twice. When the target rolls these dice, it adds the sum of
both rolls to its ability check, but if the sum is 7 or higher, it
Fire Bolt: Overheat. When you cast the Firebolt spell, if you
are Scorched, you can choose to take 1d6 fire damage, adding doesn't add any bonus. If it rolls a 1 on both dice, it adds a +10
the same amount to the attack and damage roll for the spell. If bonus to its check instead.
you are Scorched when you do so, the condition ends on you, as Guidance: Guiding Light. When you cast the Guidance spell,
you infuse the spell with the residual heat around you. the target also sheds bright light in a 10 foot radius, and dim
Fire Bolt: Pheonix Fire. When you cast the Fire Bolt spell, if light for an additional 10 feet until the spell ends.
the target is reduced to 0 hit points, a pheonix-shaped flame
erupts from the corpse. Each creature within 5 feet of the
destroyed target takes fire damage equal to your spellcasting
ability modifier. Additionally, you can cast the spell using this
spell mastery as a reaction when you would be reduced to 0 hit
points (the spell is cast before you fall to 0 hit points)
26
Guidance: Rite of Fortune. When you cast the Guidance Mage Hand: Arcane Prosthetic. When you cast the Mage
spell, you can perform a special rite to impart a long lasting Hand spell, you can cast a special version of the spell that lasts
benefit to your target. The casting time becomes 10 minutes, up to 8 hours. If you have both your hands, casting this version
and the spell requires a material component: 1 gp of incense, of the spell causes one of your hands (of your choice) to
which the spell consumes. The duration becomes 8 hours, no disappear for the duration. If you are already missing a hand,
longer requiring concentration. However, if you use the rite you can cast this version of the spell with no penalty. This
again, the spell ends early. special mage hand remains within 5 feet of you and moves with
you, staying in that range, for the duration. While the hand is
Guidance: Second Chances. When you cast the Guidance within 5 feet of you, you can control it once per turn without
spell, if the target rolls the d4 for an ability check but still fails using any action. When you do use your action to control the
the check, you can use your reaction (before any results occur) hand, you can move it up to 30 feet away from you as normal.
to allow the target to reroll the d4. The target must be within 30 However, at the end of your turn, the hand teleports back to a
feet of you and you must be able to see it. point within 5 feet of you.
Guidance: Stars Align. When you cast the Guidance spell, if Mage Hand: Buff Build. When you cast the Mage Hand
the target makes an ability check using the same ability as your spell, the maximum weight the hand can lift equals 5 times your
spellcasting ability, it can add your spellcasting ability modifier spellcasting ability score. Additionally, you can cause the hand
to its roll, instead of rolling 1d4. to attempt to grapple a Small or smaller creature within 5 feet of
it. Use your spellcasting ability for the Athletics checks made
Light: Close Control. When you cast the Light spell, you
for the hand. If the grapple fails or ends, the hand disappears.
have close control over the magic. Once per turn (no action
required), you can adjust the radius of the spell's bright and dim Mage Hand: Deft Touch. (Tool Infusion) When you cast the
light in 5 foot increments, to a minimum of 5 feet or maximum Mage Hand spell, you can use the Mage Hand to operate any
of 30. The size of the two radiuses must always be equal. tool you are proficient with. When you do, any ability check to
Additionally, you can dismiss the spell at any time (no action operate the tool with the mage hand is unaffected by
required). disadvantage.
Light: Lenscraft. (Tool Infusion) When you cast the Light Mage Hand: Floating Fist. When you cast the Mage Hand
spell, if you are proficient in Glassblower's Tools and you target spell, you can use an action to cause the hand to attack an object
a glass object with the spell, you can cause the light to emit in or creature within 5 feet of it. Make a melee spell attack. On a
certain shapes. First, if you choose a radius as normal, you can hit, the target takes force damage equal to your spellcasting
make each radius as small as 5 feet, or as large as 60 feet. Each ability modifier. The hand then vanishes and the spell ends. The
radius must be the same size. attack deals an additional 1d6 force damage when you reach 5th
level (1d6 + your spellcasting ability modifier), 11th level (2d6
Alternatively, you can cause the object to emit bright light in a + your spellcasting ability modifier), and 17th level (3d6 + your
30-foot cone, and dim light for an additional 5 feet in each spellcasting ability modifier).
direction, or you can cause it to emit bright line a line 60-feet
long and 5-feet wide, and dim light for an additional 5 feet in Mage Hand: Integrated Illusion. When you cast the Mage
each direction. Hand spell, for the duration, you can cause the mage hand to
become part of any illusion spell you control in which part of
When you cast the spell in this way, it doesn't end if you cast it the illusion is a humanoid. The hand becomes one with the
again, but you can only have a number of instances at once humanoid part of the illusion, indistinguishable from it. When
equal to your spellcasting ability modifier. Casting the spell you use your action to move the hand, you can also move the
again ends the oldest instance. humanoid part of the illusion the same distance. The resulting
merger makes it appear as though the illusory humanoid is
Light: Night Light. When you cast the Light spell, while you performing whatever action the mage hand performs. A creature
are outside, the bright and dim light radius of the spell is only perceives the hand if it can see through the illusion.
doubled. Additionally, if you are outside under moonlight, you
concentrate on the spell to empower it: any creatures of your Mage Hand: Long Reach. When you cast the Mage Hand
choice in the bright light radius of this spell have a bonus to spell, the range becomes 60 feet, as the does the maximum
Constitution or Wisdom saving throws (choose when you cast distance away from the hand you can be before it vanishes.
the spell) equal to half your proficiency bonus (round up).
Mage Hand: Marksman's Ally. When you cast the Mage
Light: Overshine. When you cast the Light spell, for the Hand spell, you can concentrate on the spell to cause the hand
duration, the area of bright light created by the spell is lightly to help you fire your loading weapons. For the duration, you
obscured, but the spell requires concentration. Additionally, as ignore the loading property on any weapon you wield, as the
an action on subsequent turns, you overcharge the spell's light. hand automatically reloads your weapon for you between shots.
The area of bright light created by the spell becomes heavily While you concentrate on the spell in this way, the hand
obscured until your next turn starts, at which point the spell remains in your space and can't be used for any other purpose.
ends.

Light: Shadowshine. When you cast the Light spell, the spell
no longer creates light. Instead, for the duration, the target
object sheds a 40-foot radius aura in which you can see as
though you had Darkvision. Only you gain this benefit.
27
Mage Hand: Sticky Fingers. When you cast the Mage Hand Message: Frightful Whispers. When you cast the Message
spell, you can use your spellcasting ability modifier, instead of spell, you can force the target to make a Wisdom saving throw.
Dexterity, for Sleight of Hand checks to use it, and you have On a failed save, the target becomes Shaken until the end of
advantage on such checks when they are made to stow or your next turn, or Frightened if it is already Shaken. Once a
retrieve objects from containers worn or carried by other creature succeeds its saving throw against this effect, it
creatures. becomes immune to it for 24 hours.

Mage Hand: Two's A Team. When you cast the Mage Hand
spell, you can create two hands instead of one. When you do, Shaken
the spell requires concentration. You can use your action to A shaken creature can't willingly move closer to the
control both hands. Using both hands on the same task grants source of its condition, and has disadvantage on saving
advantage on any ability check required for that use of the throws against being frightened. Any feature which
hands. grants advantage against or immunity to being
frightened also affects this condition.
Mending: Artisan's Touch. (Tool Infusion) When you cast
the Mending spell, the casting time is 1 action if you are
Message: Imploding Earworm. When you cast the Message
mending an object or structure that is related to a tool you are
spell, you can concentrate on the spell to embed a corrupted
proficient with. For example, mending wood gains the bonus if
sliver of magic in the target's mind. This earworm lasts up to 1
you are proficient with carpenters tools, while mending pottery
minute. During that time, the target has disadvantage on
gains the bonus if you are proficient with potter's tools.
Wisdom (Perception) checks that rely on hearing. Additionally,
Additionally, you can mend a more complex break, such as a
as an action, you can cause the earworm to burst. The target
splintered piece of wood, shattered glass, or crumbled stone, so
must make a Constitution saving throw. On a failed save, it
long as the full amount of the material is still present.
takes 1d6 thunder damage and is Deafened until the end of your
Mending: Major Mend. When you cast the Mending spell, next turn. This damage increases by 1d6 when you reach 5th
the maximum size of the damage you repair equals your level (2d6), 11th level (3d6), and 17th level (4d6). The earworm
spellcasting ability modifier in feet. is instantly dispelled if the target enters an area of magical
silence or regains hit points.
Message: Bind Minds. When you cast the Message spell,
until the start of your next turn, both you and the recipient of Message: Long Range Link. When you cast the Message
the message are resistant to psychic damage. The effect ends if spell, the range is 500 feet if you have been within 5 feet of the
you are ever more than 30 feet from the recipient, or target in the last 24 hours.
immediately after either of you take psychic damage.
Message: Obscured Outreach. When you cast the Message
Message: Call of the Council. When you cast the Message spell, the target doesn't automatically know who sent it the
spell, the range is tripled (if the target is willing), and you can message. It hears the message in a nondistinct, neutral voice. If
extend the message to any number of willing creatures within the target is familiar with the Message spell or proficient in
15 feet of the target, although only the target can reply. Arcana, it does recognize that the voice comes from a spell.
Otherwise, it gains no special indication as such.
Message: Chain Link. When you cast the Message spell, the
recipient can use its action on its next turn to cast the spell Alternatively, you can make a Charisma (Performance) check
using the same exact message you sent to it, targeting a creature (DC 15). If your check succeeds, the target hears the message in
other than you. This casting also benefits from the mastery. That its own voice.
recipient may also do the same, continuing until a recipient
chooses not to pass on the message again. In either case, target can still respond as normal if it chooses to
do so, but it doesn't know who it is responding to. Some targets
Message: Enchanted Foreword. When you cast the Message
may be able to deduce that you cast the spell, particularly if
spell, you can target a book, rather than targeting a creature.
they saw you performing any of the components.
The message becomes stored in the book until a creature (other
than you) opens the book, at which point the message is Minor Illusion: Crafty Chorus. When you cast the Minor
delivered to it. Only the creature that opens the book hears the Illusion spell and create a sound, you can create a number of
message. It can reply to the message in a whisper which different, simultaneous sounds equal to your spellcasting ability
becomes stored in the book. The next time you open the boo modifier. You can cause these sounds to originate from one or
while a reply is stored in it, you hear the reply. multiple points within range.
Message: Frequency Finder. When you cast the Message Minor Illusion: Create Cover. When you cast the Minor
spell, you can target Constructs up to 300 feet away. Illusion spell and create an image of an object, for the duration,
Additionally, when you cast the spell targeting a construct, you that object can provide you 1/2 cover against attacks that rely
can concentrate on the spell for up to 1 minute. During that on sight, provided you create an appropriate object (such as a
time, you can repeat the initial effect as a bonus action on each table or a barrel). A creature that can see through illusions, such
of your turns, targeting the same construct. as one with truesight, ignores this cover.

28
Minor Illusion: Focused Intent. When you cast the Minor Poison Spray: Necrotic Toxin. When you cast the Poison
Illusion spell, you can change the duration to "Concentration, Spray spell, the spell's damage dice become d8s, but a target
up to 1 minute". When you do, the DC for discerning the nature that fails the saving throw against the spell is also Decaying
of the illusion increases by an amount equal to your proficiency until the end of its next turn.
bonus, and a creature with Trueseeing or a similar feature
doesn't automatically see through it (although it does have
Decaying
advantage on rolls against it).
When a decaying creature would regain hit points, it
Minor Illusion: Mirage Menagerie. When you cast the regains only half as many. If a decaying creature would
Minor Illusion spell and create an image, for the duration, the gain this condition again, it takes 1d6 necrotic damage.
illusion doesn't end if you cast the spell again to create another A creature resistant or immune to necrotic damage is
image. However, you can only have a maximum number of immune to this condition.
illusions from this spell active at a time equal to your
spellcasting ability modifier. Poison Spray: Sickening Spray. When you cast the Poison
Spray spell, if the target fails its saving throw by a margin of 5
Minor Illusion: Momentary Mirage. When you cast the
or more, it also becomes Sickened until the end of its next turn.
Minor Illusion spell, you can change the casting time to 1 bonus
action, but the illusion only lasts until the start of your next
turn. Sickened
A sickened creature can not roll ability checks or
Minor Illusion: Smuggler's Veil. When you cast the Minor
attack rolls with advantage; if it would roll twice due
Illusion spell, rather than creating a new illusion, you can
to advantage, it rolls normally instead. A sickened
weave illusion over an object you touch that fits in the palm of
creature also has disadvantage on saving throws
your hand. The object becomes invisible for the duration of the
against being poisoned. Any feature which grants
spell. The invisibility ends if the object is used, or if it is advantage against or immunity to the poisoned
touched by another creature. condition can also affect this condition.
Minor Illusion: Supplement Spell. When you cast an
Illusion spell of 1st level or higher as an action or bonus action, Poison Spray: Toxic Overload. When you cast the Poison
you can also cast the Minor Illusion spell as part of the same Spray spell, the target has disadvantage on its saving throw
action used to cast that spell. against the spell if it is Afflicted, Diseased, Poisoned, or
Sickened.
Minor Illusion: Targeted Distraction. When you cast the
Minor Illusion spell, you can target the illusion to be a Prestidigitation: Arcane Chemistry. When you cast the
distraction for one creature you can see within range. That Prestidigitation spell, the spell gains the following additional
creature must make a Wisdom saving throw. On a failed save, it use: You end one condition of your choice from Chilled,
has disadvantage on the next saving throw it makes before the Shocked, or Scorched on a creature you can see within range,
illusion ends. A creature that can see through illusions, as with provided the condition was caused by a 2nd level spell or lower.
truesight, is unaffected, as is one that successfully examines the The maximum level of spell that can be affected increases by
illusion as described in the spell. two levels when you reach 5th level (up to 4th level spells),
11th level (up to 6th level spells), and 17th level (up to 8th level
Poison Spray: Artisan Assassin. (Tool Infusion) When you
spells).
cast the Poison Spray spell, if you are proficient with the
Poisoner's Kit and use part of the kit in the spell's casting, Prestidigitation: Disappearing Act. When you cast the
double your proficiency bonus for the purposes of determining Prestidigitation spell, the following option expands the effects
the spell's saving throw DC. you can choose from: You can touch a nonmagical object no
larger than 1 cubic foot to make it invisible until the end of your
Poison Spray: Fangs of Loqh'Shul. When you cast the
next turn.
Poison Spray spell, spectral spider fangs appear and deliver a
spray of enchanted poison. The saving throw is an Intelligence Prestidigitation: Dragonmage's Ethos. When you cast the
save, rather than Constitution. A creature with 10 or more Prestidigitation spell, you can cause any one effect of your
Intelligence that fails the saving throw also takes an extra 1d4 choice from the Thaumaturgy spell instead. If your speak
psychic damage, haunted by whispers of the worst lies it has Draconic and include it as a verbal component in the spell, you
ever told. If the target speaks Elvish, roll a d10 for the psychic can choose effect from each spell as part of this casting
damage, instead of a d4. (although you may have no more than three ongoing effects,
from either list, at once).
Poison Spray: Liquid Venom. When you cast the Poison
Spray spell, the puff of noxious gas becomes a jet of misty toxic Prestidigitation: Magic Act. Once per turn, when you cast
liquid, increasing the range to 30 feet. another spell as an Action or Bonus Action, or when you make
a Dexterity (Sleight of Hand) or Charisma (Performance) check
Poison Spray: Monster's Bane. When you cast the Poison
as an action, you can cast the Prestidigitation spell as part of
Spray spell, it ignores resistance to poison damage.
that action.

29
Prestidigitation: Master Magician. When you cast the Produce Flame: Seige Spell. When you cast the Produce
Prestidigitation spell, you can create a number of the spell's Flame spell and hurl the flame, the range for hurling the flame
effects at once in a single casting equal to your spellcasting is 120 feet, instead of 30 feet, and the flame deals triple damage
ability modifier (minimum of 2). This can also affect how many to structures and objects that aren't being worn or carried.
of the spell's 1-minute effects you can have active at a time.

Prestidigitation: Sprinkle of Chaos. When you cast the Seige Spell Flavor Notes
Prestidigitation spell, roll 1d10 and consult the minor chaos Consider describing the spell as a spectral trebuchet
effects table below. hurling the flame, or a spectral ballista launching it.
1d10 Effect
Produce Flame: Slow Burn. When you cast the Produce
Nothing happens, and this mastery has no effect for 1 Flame spell, if you hurl the flames on a later turn, rather than
1
hour. the turn you cast the spell, each d8 for the spell's damage
A random unlocked door, window, or container within becomes 2d4. If you wait at least 1 minute after casting the
2 spell, the damage becomes 3d4 per d8, instead of 2d4.
30 feet of you flies open or slams shut.
For 1 minute, your eyes swirl with rainbow color, and Produce Flame: Spark Toss. When you cast the Produce
3 your hair shimmers with opalescent hues when Flame spell, you can hurl the flame on a later turn as a bonus
reflecting light. action, instead of an action. Use the same rules, otherwise, for
Illusory butterflies and flower petals flutter in the air the hurling the flame, except the damage dice become d4s.
4
within 10 feet of you for the next minute.
Produce Flame: Wanderer's Hearth. When you cast the
You are surrounded by faint, ethereal music (audible Produce Flame spell, you can concentrate on the spell to gain
5
out to 60 feet) for the next minute. resistance to cold damage while you hold the flame in your
hand.
One object you are wearing or carrying becomes
6
invisible until the start of your next turn. Ray of Frost: Blizzard Barrage. When you cast the Ray of
You grow a long beard made of feathers that remains Frost spell, the spell no longer deals additional damage as you
7 until you sneeze, at which point the feathers explode reach higher levels. Instead, the spell creates more than one ray
out from your face then disappear. when you reach higher levels: two rays at 5th level, three rays
at 11th level, and four rays at 17th level. You can direct the rays
For 1 minute, your skin is slimy and cold to the touch,
at the same target or at different ones. Make a separate attack
8 and salt that touches your skin gives you an
uncomfortable but harmless burning sensation. roll for each ray.

9 You shed dim light in a 10-foot radius for 1d4 rounds.


Blizzard Blast Note
All candles, torches, small campfires, and similar non- Ongoing effects from the same spell don't stack with
10 magical light sources within 20 feet of you are
themselves. Hitting a creature multiple times with the
immediately snuffed out. Blizzard Barrage mastery does not stack the speed
reductions.
Produce Flame: Arcane Purity. When you cast the Produce
Flame spell, the fire created by the spell is made of pure arcane
energy. The fire can't be doused or manipulated like other Ray of Frost: Chilling Cold. When you cast the Ray of Frost
magical flames, and the damage counts as force instead of fire if spell, when a creature fails its saving throw, instead of reducing
you hurl the flame. the target's speed, you can cause the target to become Chilled
until the start of your next turn.
Produce Flame: Great Ball of Fire. When you cast the
Produce Flame spell, the distance you can hurl the flame equals Ray of Frost: Frostfire. When you cast the Ray of Frost spell,
10 times your spellcasting ability modifier (minimum of 10), the damage type is the best of Cold or Fire. If you are using
instead of 30 feet, and the spell's damage increases by +1 for Mythmaker's Advanced Elements rules, the damage is Frostfire
every 10 feet the flame travels towards the target. This increases (Cold, Fire). If the target is Chilled or Scorched, the movement
to +2 for every 10 feet when you reach 17th level. reduction caused by the spell is 15 feet, instead of 10.

Produce Flame: Moonfire. When you cast the Produce


Flame spell, the light from the flame counts as moonlight. Advanced Elements
Additionally, if you hurl the flame, the target is exposed to the You can find the experimental rules for these new
spell's damage. hybrid damage types in Mythmaker's Elemental
Compendium on Patreon and www.mythmakergm.com
Exposed
Ray of Frost: Heavy Hoarfrost. When you cast the Ray of
This condition always specifies one or more damage
Frost spell, until the start of your next turn, every 1 foot of
types. Immunity to an exposed damage type is reduced
swimming or flying movement costs an affected creature 1
to resistance, and any other resistance to the damage
type is nullified. extra foot of movement. A creature resistant or immune to cold
damage ignores these extra effects.
30
Ray of Frost: Ice Arrow When you cast the Ray of Frost Sacred Flame: Dark Spark. When you cast the Sacred Flame
spell, if you are proficient with the Shortbow and/or Longbow, spell, you can create a black flame which creates no light and
you can cast the spell as though you are firing the ray from a deals Necrotic damage, instead of radiant. A creature in total
spectral, frost-formed bow. When you do, you can fire the ray darkness has disadvantage on its saving throw against the spell.
up to two times as far, or three times as far if you're proficient
with the Longbow, but any attack roll beyond the spell's base Sacred Flame: Divine Detection. When you cast the Sacred
range has disadvantage. Additionally, the ray ignores 1/2 cover. Flame spell, if you have dealt damage to the target before, or
successfully affected it with a divination spell, you don't need to
Ray of Frost: Rime Rays. When you cast the Ray of Frost see it to target it with the spell.
spell, you can target two creatures within 5 feet of each other,
instead of one. When you do, the damage dice become d4s. Sacred Flame: Elven Moonfire. When you cast the Sacred
Flame spell, if you speak Elvish and use it as a verbal
Ray of Frost: Subzero. When you cast the Ray of Frost spell component in the spell's casting, a creature that fails its saving
and the attack hits, if the speed reduction would reduce the throw by a margin of 5 or more is affected by Moonblindness
target's speed to 0, or if the target's speed is already 0, any until the end of its next turn. Moonblindness prevents the use of
damage dice for the spell become d10s, and the target also has Darkvision. A creature relying on Darkvision while affected by
disadvantage on the next attack roll it makes before the start of Moonblindness sees only a hazy silver-blue mist everywhere
your next turn. they look.

Resistance: Dragon Turtle's Determination. When you cast Sacred Flame: Light Bite. When you cast the Sacred Flame
the Resistance spell, if you know Draconic and use it as a spell, if the target is within 5 feet of a source of bright light
verbal component in the spell's casting, the target may use the (such as a Torch, an object affected by the Light spell, etc), the
effect a number of times up to your spellcasting ability modifier damage dice for the spell become d12s.
before the spell ends.
Sacred Flame: Lunar Purity. When you cast the Sacred
Resistance: Even The Odds. When you cast the Resistance Flame spell, the spell creates moonlight. The target is exposed
spell, if the target chooses to use the d4 before rolling its saving to the spell's damage, and its saving throw is unaffected by
throw, the saving throw is unaffected by disadvantage, advantage.
advantage, and any other effect that would cause the target to
roll the d20 for the saving throw more than once. Sacred Flame: Radiant Splash When you cast the Sacred
Flame spell, you can choose to target two creatures within 5
Resistance: Inner Resilience. When you cast the Resistance feet of each other, instead of only one creature. When you do,
spell and target yourself, you can use your spellcasting ability the damage dice become d6s, instead of d8s.
modifier instead of rolling a d4.
Sacred Flame: Tongues of Fire. When you cast the Sacred
Resistance: Reactive Aid. When you cast the Resistance spell, Flame spell, if you share at least one language with the target,
when the target rolls the d4 (before or after it is rolled), you can the DC for the spell gains a bonus equal to your Charisma
use your reaction, provided the target is within 30 feet of you modifier (minimum of 1).
and you can see it, to speak a magical word encouragement,
allowing the target to roll an additional d4 and add it to its total. Sacred Flame: Soulfire. When you cast the Sacred Flame
spell, if the target fails its saving throw, you gain temporary hit
Resistance: Restorative Resilience. When you restore hit points equal to half the damage dealt by the spell, which last
points to a creature, you can use your reaction to cast the until the start of your next turn.
Resistance spell targeting that creature, provided it is within 30
feet of you. Shillelagh: Blackthorn Bark. When you cast the Shillelagh
spell, a layer of spectral blackthorn grows around your torso,
Resistance: Sparing Spell. When you cast the Resistance granting you a +2 bonus to your AC until the start of your next
spell, if the target still fails its saving throw, any damage it takes turn, which ends early if the spell ends or if you take fire
immediately as a result of failing that saving throw is reduced damage.
by 3 + your spellcasting ability modifier. The reduction
increases to 6 + your spellcasting ability modifier when you Shillelagh: Elfwood Invocation. When you cast the
reach 5th level, then 9 + your modifier at 11th level, and 12 + Shillelagh spell, if you speak Elvish and use it as a verbal
your modifier at 17th level. component in the spell's casting, the spell can also affect
longswords, shortswords, shortbows, and longbows.
Resistance: Steelforged Resilience. (Tool Infusion) When
you cast the Resistance spell, if you are proficient with Smith's Shillelagh: Handcraft Warcraft. (Tool Infusion) When you
Tools, you use part of a Smith's Tools set in the spell's casting, cast the Shillelagh spell, if you are proficient with Carpenter's
and the target is wearing armor that can be created or improved Tools or Woodcarver's Tools, you gain a bonus to damage rolls
with Smith's tools, the target gains a +2 bonus to its AC until with the affected weapon equal to half your proficiency bonus
the spell ends, as well as a +2 bonus to the d4 roll for this spell. (round up).
The AC bonus from this mastery can't increase a creature's AC
beyond 20.

31
Shillelagh: Natural Armory. When you cast the Shillelagh Shocking Grasp: Grasp of Shocking. When you cast the Sp
spell, you can affect any melee weapon you are proficient with. Shocking Grasp spell, a target that fails its saving throw by a yo
margin of 5 or more, or by any margin if it is already Shocked, He
Shillelagh: Poison Thorns. When you cast the Shillelagh becomes Shocked until the end of your next turn. an
spell, tiny thorned vines covered in toxins sprout along the bu
affected weapon. The next time during the duration that you hit aff
with an affected attack, the target must also make a Constitution Shocked
reg
saving throw. It takes 1d4 poison damage on a failed save. This A shocked creature can't take reactions. If a shocked
damage increases by 1d4 when you reach 5th level (2d4), 11th creature would gain the condition again, it takes 1d6
level (3d4), and 17th level (4d4). Once a weapon has been lightning damage. A creature resistant or immune to
affected by this mastery, it can't affected by it again until you lightning damage is also immune to this condition.
spend 1 minute carefully removing the old vines, which turn to
dust once removed. Shocking Grasp: Lightning Leap. When you cast the
Shillelagh: Stormwood Strikes. When you cast the Shillelagh Shocking Grasp spell and the attack hits, you can also force
spell, for the duration, the first time each turn you hit with an another creature within 5 feet of the target to make a Dexterity
saving throw, doing so with disadvantage if it is wearing armor
attack with the affected weapon, you can forgo adding your
made of metal. On a failed save, that creature takes lightning
spellcasting ability to the damage roll to instead force the target
to make a Strength saving throw. On a failed save, the target is damage equal to half the spell's damage.
pushed up to 5 feet away from you. Shocking Grasp: Propulsion Push. When you cast the
Shocking Grasp spell, if the attack hits, you can immediately
Shillelagh: Sylvan Shine. When you cast the Shillelagh spell,
for the duration, the affected weapon sheds bright light in a 5- move up to half your speed (no action required).
foot radius, and dim light for 5 additional feet. Shocking Grasp: Psychic Shock. When you cast the
Shocking Grasp: Arcane Attraction. When you cast the Shocking Grasp spell, on a hit, the target also becomes
Shocking Grasp spell, you have advantage on attack rolls for Stupefied until the end of your next turn. Additionally, you have
the spell against any target that is concentrating on a spell. If advantage on attack rolls for the spell against Stupefied targets.
the attack hits, the target has disadvantage on its saving throw Shocking Grasp: Spell Static. When you cast the Shocking
to maintain concentration on the spell due to the damage. Grasp spell, until the start of your next turn, if a creature within
5 feet of you casts a spell of 1st level or higher, you can use
Shocking Grasp: Blightning. When you cast the Shocking
your reaction to repeat this spell's attack against the triggering
Grasp, a sickly green electric energy channels forth. You have
advantage on the attack roll if the target is Poisoned, and on a creature. On a hit, the attack deals half as much damage.
hit, the target becomes Sickened until the end of its next turn. Shocking Grasp: Static Aura. When you cast the Shocking
Grasp spell, if the target fails its saving throw, it becomes
Shocking Grasp: Caster's Currents. When you cast the
Shocking Grasp spell, you also have advantage on the attack surrounded by a static aura until the start of your next turn. If it
roll if the target is submerged in water or soaked with water moves at least 5 feet before then, it takes 1d4 lightning damage,
(GM's discretion). Additionally, when you hit a target which the and the effect ends. This damage increases by 1d4 when you
reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
spell grants you advantage against, the damage dice increase to
d10s. Shocking Grasp: Static Tether. When you cast the Shocking
Grasp spell, on a hit, the target's speed is also reduced by 5 feet
Shocking Grasp: Divine Lightning. When you cast the
until the end of its next turn, and it can not Disengage from you.
Shocking Grasp spell, it deals your choice of Lightning or
Radiant damage. Additionally, when you target a Fiend or Shocking Grasp: Stronger Surge. When you cast the
Undead, you can reroll one d20 for the attack roll. Shocking Grasp spell and the attack hits, the target must make a
Constitution saving throw. On a failed save, it is Dazed until the
Shocking Grasp: Electric Connection. When you cast the
Shocking Grasp spell while wielding a weapon, until the end of end of its next turn. The target automatically succeeds this
your next turn, that weapon gains the following benefits: saving throw if it is resistant or immune to lightning damage.

It has a +1 bonus to attack rolls when used for a Thrown


weapon attack
Dazed
Immediately after making a Thrown weapon attack with A dazed creature can't take reactions. Additionally, on
it, you can use your reaction to recall the weapon to your
a dazed creature's turn, it can take only an action or a
hand. The effect then ends."
bonus action -- not both. Lastly, a dazed creature has
disadvantage on saving throws vs being stunned.
Shocking Grasp: Electric Reach. When you cast the
Shocking Grasp spell, the range becomes 30 feet, or twice as far
if you target a creature made of metal or wearing metal armor.

Shocking Grasp: Energy Sense. When you cast the Shocking


Grasp spell, as part of making the attack, you can sense the
target as though using Blindsight. If the attack hits, you can
continue to sense the target this way until the start of your next
turn, out to a range of 15 feet.
32
Spare the Dying: Extend Spirit. When you cast the Spare the True Strike: Deep Focus. When you cast the True Strike
Dying spell, you can cause the spell to be delivered by a willing spell, it doesn't require concentration, and an affected attack
creature you can see within 30 feet of you. The creature must isn't affected by disadvantage.
use its reaction to deliver the spell, or the mastery has no effect.
True Strike: Force of Focus. When you cast the True Strike
Spare The Dying: Preemptive Protection. When you cast spell, if you roll an affected attack with advantage and both
the Spare the Dying spell, you can instead target a living that rolls would hit, the attack deals an additional 1d6 force damage.
creature that has 1 or more hit points. When you do, the spell's This damage increases by 1d4 when you reach 5th level (2d6),
duration becomes 1 minute. The first time during the spell's 11th level (3d6), and 17th level (4d6).
duration that the target would drop to 0 hit points, it
immediately becomes stable. The spell then ends. When you True Strike: Gish Master's Gift. When you cast the True
cast the spell in this way, it ends early if you cast it again. Strike spell, you can choose a number of willing creatures
within 5 feet of you up to your spellcasting ability modifier to
Spare The Dying: Shield the Dying. When you cast the also benefit from the spell's effects. A creature must use its
Spare the Dying spell, the target also gains a bonus to its AC reaction to accept the benefit, or it has no effect for that
equal to your spellcasting ability modifier until the start of your creature.
next turn.
True Strike: Light of Truth. When you cast the True Strike
Thaumaturgy: Aftershock. When you cast the Thaumaturgy spell, for the spell's duration, any weapon you hold sheds bright
spell, a shockwave surges out around you. Each creature within light in a 5-foot radius, and dim light for an additional 5 feet.
a 5-foot radius around you must make a Strength saving throw. Additionally, the weapon's damage becomes magical for the
On a failed save, a creature is pushed 5 feet away from you. spell's duration.
Once you cast the spell using this mastery, you can't do so again
for 1 minute.
True Strike Revised
Thaumaturgy: Agent of Awe. When you cast the Due to significant changes in the spell's structure, these
Thaumaturgy spell, any creature within 30 feet of you who spell masteries are not compatible with Mythmaker's
witnessed the effect and whose Wisdom score is lower than True Strike (Revised).
yours becomes affected by a sense of awe. Until the end of your
next turn, creatures in awe this way have disadvantage on any True Strike: Oracle's Armor. When you cast the True Strike
saving throw you force them to make against being charmed or
spell, for the duration, your AC increases by your spellcasting
frightened.
ability modifier, and you can also choose to gain the same
Thaumaturgy: Divine Spectacle. When you cast a spell as an amount of temporary hit points, which last until the spell ends.
action or bonus action using a Cleric or Paladin spell slot of 1st
level or higher, you can immediately cast the Thaumaturgy spell Oracle Armor Notes
as part of the same action used to cast that spell. While these bonuses seem very significant, remember
Thaumaturgy: Theatrical Flare. You can cast the
that trading an action for defensive benefits is almost
Thaumaturgy spell as a bonus action. Additionally, if you are
always suboptimal at best, and wasteful at worst. It
takes fairly extreme benefits to balance the action and
proficient in the Performance skill, whenever you cast the
concentration cost of vanilla True Strike.
Thaumaturgy spell, you can immediately make one Charisma
(Intimidation), Charisma (Performance), or Charisma
(Persuasion) check as part of the spell's casting. True Strike: Patient Approach. When you cast the True
Strike spell, the duration is Concentration, up to 1 minute. The
Thaumaturgy: Miracle Maker. When you cast the spell benefits the next attack you make on any subsequent turn
Thaumaturgy spell, you can create a number of the spell's before the spell ends. Once you make an affected attack, the
effects at once in a single casting equal to your spellcasting spell ends.
ability modifier (minimum of 1). This can also increase how
many of the spell's 1-minute effects you can have active at a True Strike: Perfectionist's Oath. When you cast the True
time, but it won't decrease it. Strike spell, you can do so as a bonus action if you missed with
a weapon attack on the same turn.
True Strike: Amplified Arcana. When you cast the True
Strike spell, if the affected attack is part of a spell of 1st level or True Strike: Snake Eyes. When you cast the True Strike
higher and the attack total is 20 or higher, the spell is cast as spell, if you make an affected attack with a Finesse melee
though one level higher. weapon, you can reroll any natural 1 on the d20 for the attack,
and the spell can benefit one additional attack before the end of
True Strike: Arcane Accuracy. When you cast the True your turn. The additional attack must also be with a Finesse
Strike spell, if you roll the affected attack with advantage, you melee weapon to benefit.
can also reroll one of the dice once.

True Strike: Critical Edge. When you cast the True Strike
spell, an affected attack roll is a critical hit on a d20 roll of 18,
19, or 20.

33
Vicious Mockery: Dwarven Dulling. When you cast the
Vicious Mockery spell, if you speak Dwarvish and use it as a 1st Level
verbal component in the spell's casting, you can invoke the
Alarm: All Accounted For. When you cast the Alarm spell,
particularly demeaning insults of the dwarves. Dwarves have
you can choose a number of doors and windows or 10-foot
advantage on saving throws against the spell, while non-
cubes equal to your spellcasting ability modifier (minimum of
Dwarves who understand Dwarvish have disadvantage. In any
1) to be affected. Every door and window you select must be
case, a creature that fails its saving throw has disadvantage on
part of the same structure; each 10-foot cube you select must
the next Constitution ability check or saving throw it makes
have at least one side adjacent to another cube.
before the end of its next turn.
Alarm: Arcane Alert. When you cast the Alarm spell, you can
Vicious Mockery: Lingering Insults. When you cast the
add an additional trigger. The spell alerts you if you another
Vicious Mockery spell, if the target fails its save and then
spell is cast from outside the area targeting any part of the area
misses an attack roll that was affected by the spell, it takes
itself or anything (creatures, objects, etc) inside the area. When
psychic damage equal to your spellcasting ability modifier.
you cast the spell, you can designate specific spells or targets
Vicious Mockery: Mental Mockery. When you cast the that won't set off the alarm.
Vicious Mockery spell, the spell doesn't require any
Alarm: Dual Defenses. When you cast the Alarm spell, you
components for you. Additionally, the spell is delivered via a
can make the alarm both mental and audible. Additionally, you
telepathic magic, so that the target does not need to hear you to
can target an area up to twice as large.
be affected. This also doubles the spell's range.
Alarm: Painful Ping. When you cast the Alarm spell, you can
Vicious Mockery: Native Nicknames. When you cast the
set a trap with the spell. For the duration, when a creature
Vicious Mockery spell, if you share a language with the target,
triggers the spell, it must make a Constitution saving throw. On
the damage dice becomes d6s. If the language you share is the
a failed save, it takes 1d10 thunder damage and becomes
target's native language (determined at the GM's discretion), the
Deafened until the end of its next turn. The spell then ends.
damage dice become d8s instead.
When you cast the spell in this way, it ends early if you cast the
Vicious Mockery: Secondhand Embarrassment. When you spell again. When you cast the spell in this way using a spell
cast the Vicious Mockery spell and the target fails its saving slot of 2nd level or higher, this thunder damage increases by
throw, you can choose one additional creature within 10 feet of 1d10 for each slot level above 1st.
the target that can also hear you (though it need not understand
Alarm: Unconventional Alarms. When you cast the Alarm
you). That creature must succeed a Wisdom saving throw or
spell, you can target any object that fits into a 10-foot cube. You
have disadvantage on the next attack roll it makes before the
can choose whether the alarm is set off when the object is
end of its next turn.
touched, or when it is interacted with in a specific way (for
Vicious Mockery: Spit Venom. When you cast the Vicious example, when a book is opened).
Mockery spell, you can incorporate a material component (the
"Alarm: Watch Dog. When you cast the Alarm spell, you can
tongue of a venomous snake from the feywild) to force the
choose to create an Illusory alarm, instead of mental or
target to make a Constitution saving throw. On a failed save, the
audible.When the alarm is triggered, a visual illusion of a large
target becomes Sickened until the end of your next turn.
wolf, hound, or similar creature appears near to the creature that
triggered the alarm in its line of sight. The illusion is animated
and lifelike, and accompanied by convincing smells and sounds
(including growling, barking, and/or howling). The triggering
creature must make a Wisdom saving throw against your spell
save DC or become Frightened of the illusion for up to 1 minute
(repeating the save at the end of each of its turns when the
illusion is out of sight). The illusion doesn't hold up to physical
inspection. Otherwise, discerning that it is an illusion requires a
successful Intelligence (Investigation) check against your spell
save DC."

Animal Friendship: Charismatic Connection. When you


cast the Animal Friendship spell, if you are proficient in the
Persuasion skill, the spell's saving throw DC increases by an
amount equal to your Charisma modifier. Additionally, if your
Persuasion skill bonus is 10 or higher, the spell is automatically
cast as though using a spell slot one level higher.

Animal Friendship: Close Kinship. When you cast the


Animal Friendship spell, if the target fails its save, you can
communicate with the target for the spell's duration as though
you were under the effects of the Speak With Animals spell.

34
Animal Friendship: Envoy of the Planes. When you cast Bane: Inevitable Curse. When you cast the Bane spell, a
the Animal Friendship spell, you can also target elementals (if target that succeeds its initial saving throw against the spell still
you know primordial) and fey (if you know sylvan) in addition suffers the spell's effects until the end of its next turn.
to beasts.
Bane: Tides of Tribulation. When you cast the Bane spell,
Animal Friendship: Natural Bonding. When you cast the when an affected creature subtracts the d4 from one of its rolls
Animal Friendship spell, if you are proficient in the Animal for the first time on a turn, it takes the same amount of psychic
Handling skill, you can make a Wisdom (Animal Handling damage.
check), with a DC equal to 8 + the target Beast's CR + the target
beast's Intelligence. On a successful check, you don't need to Bane: Umbral Undoing. When you cast the Bane spell, for
expend a spell slot for this casting of Animal Friendship. On a the duration, affected creatures subtract a d6 instead of a d4
failed check, you must expend a spell slot as normal, or the while in darkness. Additionally, whenever an affected creature
spell fails. You can only attempt this check if you have a spell rolls a 6 on the d6 for the spell, it also takes that much necrotic
slot you could use for the spell. damage.

Animal Friendship: Ringmaster's Wardrobe. When you Bless: Anointment. When you cast the Bless spell, you can
cast the Animal Friendship spell, if you are proficient with use a casting time of 1 bonus action. However, you only target
Weaver's Tools and use a set in the spell's casting, you can one creature. On subsequent turns for the duration, you can use
enchant the target with an eccentric, fashionable magic. An a bonus action to extend the spell to an additional target. You
outfit of your description is conjured on the creature, such as a can't exceed the maximum targets the spell would normally
suit and top hat, a colorful sweater, or beads and silver chains. allow at the level at which you cast it.
The outfit is illusory and disappears if removed. Additionally, Bless: Augural Aura. When you cast the Bless spell, for the
the target creature can walk Bipedally for the duration, if it
duration, each affected target sheds bright light from itself in a
would normally be quadrupedal.
5-foot radius, and dim light for an additional 5 feet. The light is
Animal Friendship: Swarm of the Small. When you cast the suppressed while the target is affected by a Bane spell or a
Animal Friendship spell, if you choose only beasts that are size curse of any kind.
Small or smaller, you can target five times as many.
Bless: Blessings of the Stonefathers. When you cast the
Bane: Blitz Bane. When you cast the Bane spell, you can cast Bless spell, if you speak Dwarish and use it as a verbal
it as a bonus action. When you do, it only lasts until the end of component in the spell's casting, affected creatures can also add
your next turn, and it doesn't require concentration. the spell's bonus to Constitution ability checks and saving
throws for the duration. You must use a bonus action on each of
Bane: Blight Bane. When you cast the Bane spell, for the your turns to continue chanting in Dwarvish. If you end a
duration, affected creatures subtract a d6 instead of a d4 while subsequent turn without having done so, the spell ends.
Poisoned or Sickened. Additionally, whenever an affected
creature rolls a 6 on the d6 for the spell, it also takes that much Bless: Bonded Fates. When you cast the Bless spell, for the
poison damage. duration, while all three targets are within 5 feet of each other
and none of them are incapacitated, each target adds a d6 for
Bane: Doomsayer's Gloom. When you cast the Bane spell, the duration, instead of a d4.
for the duration, non-magical bright light within 10 feet of each
affected target is reduced to dim light. This effect is suppressed Bless: Bursting Blessedness. When you cast the Bless spell,
while the target is affected by a Bless spell. you can expend a use of your Channel Divinity feature (if you
have one) to cause each affected creature to burst with divine
Bane: Doubled Doubts. When you cast the Bane spell, a energy in a 5-foot radius centered on them. Hostile creatures in
creature that is charmed, frightened, or shaken subtracts the d4 the area must succeed a Dexterity saving throw or take 1d4
from its initial saving throw against the spell. radiant damage. A creature in the radius of multiple affected
creatures only makes the saving throw once.
Bane: Focused Fate. When you cast the Bane spell, you can
choose to target only one creature, but it makes the initial Bless: Critical Aid. When you cast the Bless spell, instead of
saving throw against the spell three times. If it fails at least two adding a d4 to all of its attack rolls and saving throws, each
of the saving throws, it subtracts a d6 for the duration, instead target can add a d8 to one qualifying roll it makes per round,
of a d4. If it fails one saving throw, it is affected normally. If it resetting at the start of each of your turns. The creature can
succeeds all three of its saving throws, it is unaffected. choose to add the d8 before or after rolling its attack or saving
throw, but only before any results take place (no action
Bane: Illforged Retribution. When a creature hits you with required).
an attack, you can use your reaction to cast the Bane spell, but
only targeting that creature. Additionally, for the duration, each Bless: Greater Boon. When you cast the Bless spell, you can
time that creature makes an attack against you and misses, it choose to target only one creature. When you do, the target
takes 1d4 force damage. treats any 1 rolled on the d4 for the spell as a 2.

Bane: Impending Doom. When you cast the Bane spell, any Bless: Lifegiver's Boon. When you restore hit points to one
target within 5 feet of you subtracts the spell's die from its or more creatures, you can use your reaction to cast the Bless
initial saving throw against the spell. spell. You can only target creatures you healed with the
triggering effect, or yourself, with this casting of the spell.
35
Bless: Ordained For Wisdom. When you cast the Bless spell, Burning Hands: Whelp's Belch. When you cast the Burning
for the duration, affected targets take the maximum value of the Hands spell, you can spew fire from your mouth, instead of
spell's bonus die when adding it to Wisdom ability checks and your hands. Add your Constitution modifier to the spell's
saving throws. damage, and roll 1d100. If the result is equal to or lower than
your Constitution score, the spell is cast as though one level
Bless: Soulbound Tether. When you cast the Bless spell, for higher. However, if the result is 80 or higher, you also take fire
the duration, you can target each affected creature with any damage equal to your Constitution modifier.
Touch spell you cast or with your Lay On Hands feature at a
range of up to 30 feet, ignoring the normal ranges. Charm Person: Alms for the Poor. When you cast the Charm
Person spell, you can automatically convince the charmed
Bless: Vital Blessing. When you cast the Bless spell, each target to give you up to half the currency it has on its person (to
target may immediately roll 1d4, gaining temporary hit points a max of 25 gp), as charity, without needing to make an ability
equal to the roll plus the level at which the spell was cast. These check. Convincing it to give you any more gold or wealth it
temporary hit points disappear if the spell ends. As an action on possesses uses the normal rules and may be impossible,
your subsequent turns for the duration, you can allow each considering the creature only regards you as a friendly
affected creature to do so again. acquaintance. Once a creature has been affected by this mastery,
it is permanently immune to this mastery and granted advantage
Bless: Warrior's Blessing. When you cast the Bless spell,
affected creatures don't add the d4 to saving throws, but they do on saving throws against being charmed by you.
add 1d4 radiant damage to any attack roll they make which hits Charm Person: Come Hither. When you cast the Charm
with a total of 20 or higher. Person spell, you can cause the target to immediately move up
Burning Hands: Chef's Blaze. (Tool Infusion) When you to its speed directly towards you, avoiding obvious dangers
such as pits or fire, but potentially provoking opportunity
cast the Burning Hands spell, if you are proficient in cooking
attacks as normal.
tools and use part of a cooking tools set in the spell's casting,
add a bonus equal to your proficiency bonus to the spell's Charm Person: Curse of the Wyrm King's Greed. When
saving throw DC and damage. you cast the Charm Person spell, you can include a consumed
material component: "a pile of shiny coins, gems, jewelry, gold
Burning Hands: Finesse Flames. (Tool Infusion) When
objects, or similar treasure worth at least 50 gp, which the spell
you cast the Burning Hands spell, if you are proficient in
painter's tools and use part of a painter's tools set in the spell's consumes". An illusion only in the target's mind leads them to
believe that you gift this wealth to them. The DC for the spell
casting, add your Dexterity modifier to the spell's damage, and
increases by 5, but a creature that can see through illusions
you can choose a number of creatures in the spell's area up to
ignores this effect. Additionally, when the spell ends, the
your Dexterity modifier to be excluded from the spell's effects.
creature realizes that you used enchantment and illusion to trick
Burning Hands: Hot Hand. When you cast the Burning it and becomes hostile toward you. A creature prone to violence
Hands spell, you can create a hand-like shape of pure flame as might attack you. Another creature might seek retribution in
part of the spell. Choose one affected target that fails its saving other ways (at the DM's discretion), depending on the nature of
throw and that is Large or smaller to pull up to 15 feet closer to your interaction with it. The effects of this mastery cause the
you, or push 15 feet away from you. spell to count as a curse. Thus, a Remove Curse spell ends this
spell early.
Burning Hands: Icy Hot. When you cast the Burning Hands
spell, you can change the spell's damage to cold instead of fire. Charm Person: Luminary. When you cast the Charm Person
When you do, any creature fails its saving throw by a margin of spell, you can concentrate on the spell to target twice as many
5 or more is also Chilled until the end of your next turn. creatures.

Burning Hands: Reaching Inferno. When you cast the Charm Person: Peacemaker. When you cast the Charm
Burning Hands spell, you can create a 30-foot cone, instead of Person spell, the target doesn't gain advantage on its saving
15-foot, but creatures more than 10 feet away from the origin throw due to you or your companions fighting it.
have advantage on their saving throw against the spell, and take
no damage if they succeed. Charm Person: Subtle Seduction. When you cast the Charm
Person spell, when the spell ends, the target must make another
Burning Hands: Rolling Flames. When you cast the Wisdom saving throw. On a failed save, it does not know it was
Burning Hands spell, creatures don't benefit from 1/2 or 3/4 charmed by you. The target does not make this saving throw if
cover for their saving throws against it. Additionally, the flames the spell ended because you or your companions did something
can roll through a gap as small as 1 inch wide, such that harmful to it.
obstacles with at least one gap of at least that size don't impede
Charm Person: Xenophile. When you cast the Charm Person
the spell's area. For example, the flames could roll through a
spell, you can target creatures that aren't humanoid. However, a
gap under a closed door or an arrowslit in a castle. without the
area being reduced. non-humanoid target with a level or challenge rating higher
than the level at which the spell was cast is unaffected. A non-
Burning Hands: Scalding Splash. When you cast the humanoid creature which you or your companions are fighting
Burning Hands spell, you spew a burning-hot liquid. The spell is also unaffected.
deals Boilblaze (Acid, Fire) damage. Additionally, a creature
that fails its saving throw is Corroding until the end of its next
turn.
36
Color Spray: Kaleidoscope. (Tool Infusion) If you are Command: Edicts of Elvenkind. When you cast the
proficient with Glassblowers tools, you can craft a special piece Command spell, if you speak Elvish and use it as a verbal
of glass to use as a material component in casting the spell. The component in the spell's casting, you can issue one of the
process requires 5 gp of common glassblowing materials and a special commands below. The target needn't understand your
set of Glassblower's Tools. When you cast the Color Spray spell langauge to be affected by these special commands. Elves are
using the special glass, the spell's range becomes 30 feet. unaffected by these commands.
Rather than targeting an area, you can choose a number of
creatures that you can see within range up to your spellcasting Awe-Struck Approach. The target becomes Charmed
ability modifier to be affected. by you for the duration. It ends any spell it is
concentrating on and moves towards you by the shortest
Color Spray: Lingering Light. When you cast the Color and most direct route, ending its turn if it moves within
Spray spell, each creature in the spell's area must make a 5 feet of you.
Dexterity saving throw. On a failed save, a creature is Branded
until the end of its next turn. Drop In Disgrace. The target drops what it is holding,
falls prone, and ends its turn. Until the start of its
following turn, the target closes its eyes (blinding itself)
Branded and does not speak.
A branded creature sheds bright light in a 5 foot radius
and dim light for an additional 5 feet and can't benefit Fearful Flight. The target drops what it is holding and
from being invisible. If a branded creature would gain spends its turn moving away from you by the fastest
this condition again, it takes 1d6 radiant damage. A available means. The target is Frightened of you until
creature resistant or immune to radiant damage is the start of its following turn.
immune to this effect.
Command: Overwhelming Ethos. When you cast the
Command spell, you can change the saving throw from Wisdom
Color Spray: Polychromatic Chaos. When you cast the to Charisma. A target ignores this effect if its Wisdom ability
Color Spray spell, you can unleash pure chaos from the weave. score is 20 or higher.
Instead of rolling d10s, roll 1d100. If the result is equal to or
higher than your own hit point maximum, you also become Command: Willbreaker. When you cast the Command spell,
affected (although you don't subtract your own hit points from if a target has succeeded a saving throw against your casting of
the spell's total before affecting the next target). If you roll a 1 Command within the last 1 minute, it has disadvantage on its
or 100, you are Stunned until the end of your next turn (in saving throw.
addition to the spell's normal effects)
Comprehend Languages: Focused Fluency. When you cast
Color Spray: Prismatic Power. When you cast the Color the Comprehend Languages, you gain an alternative use for the
Spray spell, you can use your spellcasting ability modifier in spell. Instead of the spell's normal effects, you gain the
place of any d10 roll for the spell that would be lower. following benefits: "Choose one language. For the duration, you
can understand, read, speak, and write that language as though
Color Spray: Rainbow Burst. When you cast the Color Spray completely fluent with it."
spell, you can roll one less d10 to change the shape to a 30-foot
cone, or to a 10-foot radius centered on yourself. Comprehend Languages: Insightful Intel. When you cast
the Comprehend Languages spell, for the duration, you have
Command: Authority. When you cast the Command spell, any advantage on Wisdom (Insight) checks related to any spoken
target that is prone and within 5 feet of you has disadvantage on language you hear.
its saving throw.
Comprehend Languages: Speed Read. When you cast the
Command: Compound Command. When you cast the Comprehend Languages spell, the spell accelerates your ability
Command spell, if the target fails its saving throw by a margin to read text. When you read a text using this spell that you
of 5 or more, you can choose two of the effects presented in the couldn't otherwise read, it takes about 6 seconds per page,
spell's description, instead of one. The effects occur in the order instead of 1 minute. If you already knew the language you are
of your choosing. If the first effect causes the target to end its reading, you can read one page per second instead.
turn, it doesn't end its turn until it completes the second
command. When you use this mastery, you can't use any Comprehend Languages: Wordpiercer. When you cast the
command that isn't included in the spell's description. Comprehend Languages spell, for the duration, you have
advantage on saving throws against any spell or magical effect
Command: Discipline the Disobedient. When you cast the that requires verbal components and imposes the charmed or
Command spell, a target that succeeds its saving throw takes frightened condition.
2d8 psychic damage. A creature can choose to willingly fail its
save, but only before damage is rolled. Create or Destroy Water: Acidic Rain. When you cast the
Create or Destroy water spell and choose to create water in the
form of rain, you can create highly acidic rain. Each creature in
the rain as it falls that doesn't have at least 1/2 cover from it
takes 1d4 acid damage. If you cast the spell using a spell slot of
2nd level or higher, the damage increases by 1d4 for each level
above 1st.
37
Create or Destroy Water: Rituals of Rain and Ruin. When Detect Evil and Good: Divined Defenses. When you cast the
you cast the Create or Destroy Water spell, it has the Ritual tag Detect Evil and Good spell, for the duration, when you make a
for you. saving throw against an effect caused by an aberration,
celestial, elemental, fey, fiend, or undead within the spell's
Create or Destroy Water: Season Shaper. When you cast the range that can be sensed by the spell, you can use your reaction
Create or Destory Water spell, you can concentrate on the spell to gain advantage on that saving throw. You must choose to do
for up to 1 minute. When you do, you can use an action on so before rolling. This spell then ends.
subsequent turns for the spell's duration to repeat its effect.
Once you've caused one of the spell's effects a number of times Detect Evil and Good: Guided Strikes. When you cast the
equal to your spellcasting ability modifier, the spell ends. Detect Evil and Good spell, for the duration, you don't have
disadvantage on attack rolls against targets you can't see if you
Create or Destroy Water: Temperature Spike. When you are able to detect the targets location with the spell.
cast the Create or Destroy water spell and choose to create
water, you can create it at an extreme cold or hot temperature. Detect Evil and Good: Hunter's Ritual. The Detect Evil and
Any creature inside the area of the water you created when it Good spell is a Ritual spell for you. When you cast it as a ritual,
appears must make a Constitution saving throw. On a failed it doesn't require concentration.
save, until the end of your next turn, a creature becomes chilled
(if you chose cold) or scorched (if you chose hot) until the end Detect Evil and Good: Wide Sweep. When you cast the
of its next turn. If it was already chilled or scorched and takes Detect Evil and Good spell, you can detect targets out to 90
damage from gaining the condition again, it takes twice as feet, instead of 30.
much damage.
Detect Magic: Aware & Alert. When you cast the Detect
Cure Wounds: Cause Harm. When you cast the Cure Magic spell, for the duration, when you make a saving throw
Wounds spell, you can corrupt the spell to be damaging rather against a spell that originates in the spell's area and can be
than healing. Instead of regaining hit points, the target takes sensed by the spell during the spell's duration, you can use your
necrotic damage equal to the healing it would receive. reaction to gain advantage on that saving throw. You must
choose to do so before rolling. This spell then ends.
Cure Wounds: Cleanse. When you cast the Cure Wounds
spell, the healing from the spell ignores effects that prevent the Detect Magic: Deeper Divination. When you cast the Detect
target from regaining hit points, such as the Chill Touch spell or Magic spell, you can use your action to focus on a magic effect
the Decaying condition. Additionally, if the target is Decaying, you have sensed. If that effect is caused by an ongoing spell,
the condition ends for it. you also learn that spell's level, unless it is of a level higher
than you can cast, in which case you learn that it is a level too
Cure Wounds: Create Tonic. (Tool Infusion) When you cast high for you to cast.
the Cure Wounds spell, if you are proficient with Alchemist's
Supplies or the Herbalism Kit and use part of a set in the spell's Detect Magic: Rapid Radar. When you cast the Detect Magic
casting, instead of targeting a creature, you can touch a glass spell, you can do as a bonus action.
vial or similar container with at least 6 ounces of water in it.
Detect Magic: Second-Nature Senses. When you cast the
The spell becomes stored in the water in the vial for up to 1
Detect Magic spell, it does not require concentration for you.
hour. A creature can drink the water from the vial as an action to
gain the spell's effects. You can only have a number of tonics Detect Poison and Disease: Keen Senses. When you cast the
created this way equal to your spellcasting ability modifier. Detect Poison and Disease spell, for the duration, if you did not
Creating another causes the oldest tonic to lose its magic. cast the spell as a ritual, you have advantage on all Wisdom
(Perception) checks, and you can't be surprised.
Cure Wounds: Healing Hand. When you cast the Cure
Wounds spell, you can cause the spell to be delivered by a Detect Poison and Disease: Secondary Spell. When you
willing creature you can see within 30 feet of you. The creature cast any spell with Detect in its name, you can also cast Detect
must use its reaction to deliver the spell, or the mastery has no Poison and Disease as part of the same casting time used to cast
effect. that spell. If you cast the other spell as a ritual or you expended
a spell slot to cast the other spell, you don't need to expend a
Cure Wounds: Lay On Cures. When you cast the Cure
spell slot to cast Detect Poison and Disease along with it.
Wounds spell, you can also use your Lay On Hands feature on
the same target as part of the same action used to cast the spell. Detect Poison and Disease: Toxin Ward. When you cast the
Detect Poison and Disease spell, for the duration, you have
Cure Wounds: Patient Procedure. (Tool Infusion) When
advantage on saving throws against being poisoned, and
you cast the Cure Wounds spell, you can use a casting time of 1
resistance to poison damage.
minute to restore one additional d8 of hit points. If you are
proficient with a Healer's Kit and use part of a set in the spell's
casting when you use this mastery, you can also add your
proficiency bonus to the healing.

Cure Wounds: Shared Healing. When you cast the Cure


Wounds spell, you can divide the amount of hit points restored
by the spell among up to 2 creatures each within range of the
spell. If your proficiency bonus is 5 or higher, you can divide
the healing among up to 3 creatures each within range instead. 38
Detect Poison and Disease: Ultimate Awareness. When you Disguise Self: Voice Acting. When you cast the Disguise Self
cast the Detect Poison and Disease spell, choose a number of spell and change your appearance to reflect another creature
the following benefits to affect the spell equal to your Wisdom you have seen and heard, you can also change your voice to
modifier (minimum of 1) for its duration: sound exactly like that creature. A creature doesn't detect the
difference in voice unless it uses an action to investigate and
The spell doesn't require concentration succeeds, as described in the spell. If you are proficient with the
Performance skill, the DC to discern the difference increases by
The spell lasts up to 1 hour
a bonus equal to your Charisma modifier.
The reach of the senses granted by the spell increases by
Divine Favor: Battle Zeal. When you cast the Divine Favor
30 feet (can be selected multiple times)
spell, for the duration, you also gain 10 extra feet of movement
You can cast the spell as a bonus action each turn. This movement can only be used to move towards an
enemy you can see.
The spell can penetrate all barriers
Divine Favor: Bestow Favor. When you cast the Divine
Disguise Self: Deep Cover. When you cast the Disguise Self Favor spell, you can change the range to touch, granting the
spell, for the duration, you are immune to the Detect Thoughts spell's benefits to a willing creature you touch. The spell ends
spell and any other spell or effect that would read your mind or for that creature if it ends its turn more than 60 feet from you.
discern your true intentions or alignment. Wisdom (Insight)
checks to discern your intentions have disadvantage. Divine Favor: Burning Zeal. When you cast the Divine
Favor spell, the spell adds Fire damage instead of Radiant.
Disguise Self: Diplomat's Disguise. When you cast the Additionally, on a critical hit with an affected attack, the target
Disguise Self spell, for the duration, you are proficient in the ignites for up to 1 minute. At the start of each of its turns while
Persuasion and Deception skill. If you concentrate on the spell ignited, the target must make a Constitution saving throw. On a
(starting when you cast it) and you are already proficient in one failed save, it takes 1d4 fire damage. On a successful save, it is
or both skills, add twice your proficiency bonus for that skill no longer ignited. If the target or a creature within 5 feet of it
instead. uses an action to put out the flames, or if some other effect
douses the flames (such as the target being submerged in water),
Disguise Self: Immersive Role. When you cast the Disguise
the effect ends.
Self spell, you can change the duration to 8 hours. However,
when you do, you can't dismiss the spell early. Divine Favor: Call to Courage. When you cast the Divine
Favor spell, for the duration, you have advantage on saving
Disguise Self: Lingual Learning. When you cast the
throws against being frightened, and affected attacks ignore any
Disguise Self spell, if you disguise yourself as a humanoid of
disadvantage imposed by the Frightened condition.
another race, for the spell's duration, you can also speak the
primary language of that race fluently. You have advantage on Divine Favor: Chains of the Crusade. When you cast the
any ability checks made to use or understand that language. Divine Favor spell, you may also add 1d4 to any ability check
you make to initiate or maintain a grapple against an Evil
Disguise Self: Mask of the Facechanger. When you cast the
aligned creature.
Disguise Self spell, you can cast the spell with a casting time of
1 minute while touching a mask to imbue the spell into the Divine Favor: Dark Divinity. When you cast the Divine
mask, instead of casting the spell on yourself. For the duration, Favor spell, the spell adds necrotic damage to your attacks,
any creature wearing the mask comes under the effects of the instead of radiant. Additionally, against a target that is
disguise. The details of the disguise remain the same, except the Humanoid or Celestial, add +4 to the damage, instead of rolling
height adjusts proportionally with whoever wears the mask. the d4.
Disguise Self: Quality Creation. (Tool Infusion) When you Divine Favor: Divination Favor. When you cast the Divine
cast the Disguise Self spell, if you are proficient with a Disguise Favor spell, you also gain a special d4 divination die. Once
Kit and have one on your person, the changes wrought by the during the spell's duration, you can add the die to one affected
spell do hold up to physical inspection. A creature that attack roll. You can choose to do so before or after rolling.
physically inspects the spell must make an investigation check
as normal. Additionally, the DC for investigation checks made Divine Favor: Elegant Evangelism. When you cast the
to discern the nature of your disguise increases by an amount Divine Favor spell, when an affected attack using a Finesse
equal to your proficiency bonus. weapon hits with an attack total of 20 or higher, one other
creature of your choice within 5 feet of the target also takes 1d4
Disguise Self: Subtle Shift. When you cast the Disguise Self radiant damage.
spell, you can do so as a bonus action and without requiring any
verbal or somatic components.

Disguise Self: Undercover Arcana. When you cast the


Disguise Self spell, for the duration, the spell's effects are
invisible to Detect Magic and similar spells. Additionally,
creatures that can see through illusions (with truesight, for
example) don't automatically see through your disguise,
although they do have advantage on ability checks to do so.
39
Divine Favor: Enduring Faith. When you cast the Divine Divine Favor: Smiter's Shield. When you cast the Divine
Favor spell, the duration becomes "Concentration, up to 8 Favor spell, as long as you wield a Shield, taking damage
hours", and you may use Wisdom instead of Constitution for doesn't force you to make Constitution saving throws to
saving throws to maintain concentration on the spell. However, concentrate on the spell.
if the spell ends in any way except by you using an action to
end it via penitant prayer, you immediately become Stunned Divine Favor: Smite the Shadows. When you cast the Divine
until the end of your next turn. In any case, if the spell ends Favor spell, when you deal radiant damage through the spell to
early, you can't cast the spell it again until you finish a 1 hour a creature that is vulnerable to radiant damage, the target takes
ritual. This ritual can be performed as part of the downtime of a three times as much radiant damage, instead of twice as much.
short or long rest. Divine Favor: Soul Harvest. When you cast the Divine Favor
Divine Favor: Final Judgement. When you cast the Divine spell, when an affected attack with a weapon that deals slashing
Favor spell, for the duration, when a creature within your reach damage reduces the target to 0 hit points, you gain 1d4
hits you with an attack, you can use your reaction to temporary hit points. If the weapon is a Sickle, the spell adds
immediately make a melee weapon attack against that creature. 1d6 radiant damage, and the temporary hit points increase to
However, immediately after you do, the spell ends, and you 1d6 as well.
can't cast the spell again until you finish a short or long rest.
Divine Favor: Tempest God's Fury. When you cast the
Divine Favor: Frost God's Fury. When you cast the Divine Divine Favor spell, the spell adds Lightning damage instead of
Favor spell, the spell adds Cold damage instead of Radiant. Radiant. Additionally, on a critical hit, the target becomes
Additionally, on a critical hit, the target becomes Chilled until Shocked until the end of your next turn.
the end of your next turn, and its speed is reduced by 10 feet for Divine Favor: Warrior's Light. When you cast the Divine
the same duration.
Favor spell, for the duration, any weapon you wield sheds
Divine Favor: Giant Slayer's Glory. When you cast the bright light in a 10-foot radius, and dim light for an additional
Divine Favor spell, the damage added is 1d6 instead if the 10-feet. If any of this light's area overlaps with an area of
target is two or more sizes larger than you. darkness created by a spell of a level equal to or lower than you
spellcasting ability modifier, the spell that created the darkness
Divine Favor: God's Gavel. When you cast the Divine Favor is dispelled.
spell, attacks with Light weapons that deal bludgeoning damage
add 1d6 damage, instead of 1d4, and the damage is Thunder, Entangle: Elder Growth. When you cast the Entangle spell, if
instead of Radiant. Additionally, on a critical hit, roll the d6 you speak Elvish and use it as a verbal component in the spell's
three times rather than twice. casting, for the duration, you can move through the spell's area
at twice your normal speed (ignores its difficult terrain), and
Divine Favor: Guardian's Glow. When you cast the Divine you have advantage on Dexterity (Stealth) checks to hide in the
Favor spell, add the 1d4 to the attack roll as well for any spell's area.
affected opportunity attacks.
Entangle: Fields of Green. When you cast the Entangle spell,
Divine Favor: Holy Heavy Hitter. When you cast the Divine you can double the size of the spell's area. When you do, a
Favor spell, the first affected attack you make each turn using a creature restrained by the spell can automatically repeat the
weapon with the Heavy property adds 2d4 radiant damage, saving throw at the start of each of its turns.
instead of 1d4.
Entangle: Living Vines. When you cast the Entangle spell,
Divine Favor: Paladin's Punishment. When you cast the you can use an action on subsequent turns for the duration to
Divine Favor spell, affected attacks which hit creatures force one creature in the spell's area to make a Strength saving
Frightened by you deal 1d6 additional damage instead of 1d4, throw, being restrained by the plants as described in the spell's
and the damage type becomes Psychic instead of Radiant. initial effect on a failure.

Divine Favor: Primitive Priesthood. When you cast the Entangle: Seasonal Growth. When you cast the Entangle
Divine Favor spell, affected attacks with a Club add radiant spell, you can change the duration to 1 round, not requiring
damage equal to your Constitution modifier, instead of adding concentration. The plants last until the end of your next turn.
1d4.

Divine Favor: Rend the Unredeemed. When you cast the


Divine Favor spell, affected attacks with a Handaxe, Battleaxe,
or Greataxe give the target -1 AC until the start of your next
turn. This penalty can stack, not reducing AC below 10. This
mastery has no effect on attacks against Good aligned creatures.

Divine Favor: Shining Spear. When you cast the Divine


Favor spell, affected melee attacks using a Spear add 1d6
radiant damage instead of 1d4, and affected thrown weapon
attacks using a Spear have their short and long ranges doubled,
respectively.

40
Entangle: Thicc Thicket. When you cast the Entangle spell,
for the duration, the difficult terrain created by the spell requires Bonus Action Spells Reminder
3 feet of movement for every 1 foot. A spell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,
Entangle: Verdant Alliance. When you cast the Entangle provided that you haven't already taken a bonus action
spell, for the duration, you ignore the spell's effects. You can this turn. You can't cast another spell during the same
also choose a number of creatures up to your spellcasting ability turn, except for a cantrip with a casting time of 1
modifier to share this immunity. action.
Since Expeditious Retreat is a bonus action, you
Entangle: Vile Vines. When you cast the Entangle spell, the
normally could not cast any other spell (including
vines are drawn to the scent of toxins. For the duration, a reaction spells) on the same turn, except a cantrip with
Poisoned creature that starts its turn in the area must succeed a a casting time of 1 action. This mastery completely
Strength saving throw or be restrained by the plants as overrides that rule, allowing you to cast any additional
described in the spell's initial effect. spells you have the action economy and resources to
cast that turn.
Expeditious Retreat: Aerial Escape. When you cast the
Many GMs use house rule variants to this rule, in
Expeditious Retreat spell, and whenever you Dash using the
which case this mastery may not actually serve any
spell for the duration, you gain the following benefits until the
benefit and can be ignored.
end of that turn: your jump distance is doubled, you have
advantage on Dexterity (Acrobatics) checks, and you take half
damage from falling. Expeditious Retreat: Leaping Escape. When you cast the
Expeditious Retreat spell, your jump distance is doubled until
Expeditious Retreat: Booming Boost. When you cast the the end of the turn, and jumping costs you half as much
Expeditious Retreat spell, you can force one creature within 5 movement. The effect occurs again anytime you use the spell to
feet of you to make a Strength saving throw. On a failed save, Dash.
the target takes 2d6 thunder damage and is pushed up to 10 feet
away from you. On a successful save, the target takes half as Expeditious Retreat: Quick Respite. When you cast the
much damage and isn't pushed. When you cast the spell this Expeditious Retreat spell, you can change the duration to 1
way using a spell slot of 2nd level or higher, the damage round, not requiring concentration. The spell lasts until the end
increases by 1d6 for each slot level above 1st. of your next turn.

Expeditious Retreat: Shared Speed. When you cast the


Design Note: Booming Boost Expeditious Retreat spell, you can change the range to Touch,
One of the main benefits of adding a forced movement allowing you target a willing creature you touch. If you cast the
effect to the Expeditious Retreat spell is preventing the spell in this way using a spell slot of 2nd level or higher, you
target from being able to make an opportunity attack can choose one additional target for each slot level above 1st.
against you. It's also an effective way to escape a
grapple! Expeditious Retreat: Slippery Steps. When you cast the
Expeditious Retreat spell, your movement doesn't trigger
Unlike the Slippery Steps mastery, however, it's only opportunity attacks until the end of that turn. Additionally, as a
effective against a single enemy, and only on the turn bonus action on each of your turns until the spell ends, you can
you cast the spell. take the Disengage action.

Expeditious Retreat: Zip & Zap. When you cast the


Expeditious Retreat: Combination Casting. When you cast Expeditious Retreat spell, anytime you Dash as part of the spell,
the Expeditious Retreat spell, you can do so even if you cast you gain resistance to Lightning damage until the start of your
another spell on your turn, ignoring any normal restrictions. next turn. For the same time, if a creature hits you with an
opportunity attack while within 5 feet of you, that creature takes
lightning damage equal to your spellcasting ability modifier. If
at any point during the spell's duration your speed becomes 0,
or you end your turn without having moved at least 40 feet, the
spell immediately ends.

Faerie Fire: Blazing Brilliance. When you cast the Faerie


Fire spell, any target that fails its saving throw also takes 1d4
fire damage. A target that fails by a margin of 5 or more takes
twice as much damage. When you cast the spell this way using
a spell slot of 2nd level or higher, the damage increases by 1d4
for each slot level above 1st.

Faerie Fire: Brief Burst. When you cast the Faerie Fire spell,
you can change the duration to 1 round, not requiring
concentration. The effects last until the end of your next turn.

41
Faerie Fire: Fiendish Faeries. When you cast the Faerie
Fire spell, a frightened or blinded creature has disadvantage on Desperate Dealings Note
its saving throw against the spell. The hit point loss only triggers after the full duration
has passed. Even if you lose the hit points before then,
Faerie Fire: Focused Flame. When you cast the Faerie Fire or the spell is somehow dispelled, the penalty does not
spell, you can choose to target a single Large or smaller immediately trigger. Only after 1 hour (or whatever
creature or object, instead of a 20-foot cube. If the target fails duration is used) passes do you lose the hit points.
its save, it is Dazed until the end of its next turn.
Be careful! If your hit point maximum reaches 0, you
Faerie Fire: Pretty Lights. When you cast the Faerie Fire
won't be able to regain hit points and you will die
spell, a charmed or dazed creature has disadvantage on its
before you can finish your long rest, unless a spell such
saving throw. as Greater Restoration is available to save you.
Faerie Fire: Primordial Glitter. When you cast the Faerie
Fire spell, each target that fails its saving throw must also roll False Life: Gift from the Grave. When you cast the False
1d8, consulting the table below. The target gains the rolled Life spell, you can change the range to touch, but can only
condition until the end of your next turn. target another creature if that creature is Undead.

d8 Condition False Life: Gravewalker Ward. When you cast the False Life
spell, while you have the temporary hit points granted by the
1 Branded
spell, you also have resistance to necrotic and poison damage,
2 Chilled and advantage on saving throws against the poisoned condition,
3 Corroding but you can not regain hit points.

4 Decaying False Life: Ichorous Infusion. When you cast the False Life
spell, if a creature within 5 feet of you hits you with a melee
5 Resonant
attack that depletes the last of the temporary hit points granted
6 Scorched by the spell, that creature immediately takes necrotic damage
equal your spellcasting ability modifier + the level of the spell.
7 Shocked
8 Stupefied False Life: Lich's Boon. When you cast the False Life spell,
you can change the casting time to 1 minute, and the duration to
instantaneous. When you do, the temporary hit points last until
Custom Conditions depleted or until you finish a long rest.
These conditions are found in the reference section at False Life: Lifestealer. When you cast the False Life spell, if
the end of this document. you reduce a creature to 0 hit points while you still have at least
1 temporary hit point from this remaining, roll the spell's
Faerie Fire: Shimmer Step. When you cast the Faerie Fire temporary hit points again. gaining that many for the duration.
spell, you can choose to instantly teleport to an unoccupied
False Life: Risky Rites. When you cast the False Life spell,
space within the spell's area. However, if you do, you must also
you can change the amount of temporary hit points granted to
make the saving throw against the spell, becoming effected on a
2d6, instead of the spell's normal amount. When you cast this
failed save.
spell using a spell slot of 2nd level or higher, you gain 2d6
Faerie Fire: Sparkling Spray. When you cast the Faerie Fire additional temporary hit points for each slot level above 1st,
spell, you can change the spell's shape to a 30-foot cone. When instead of 5.
you do, any creature in the area no more than 15 feet from
False Life: Vital Veracity. When you cast the False Life spell,
spell's origin has disadvantage on its saving throw.
the temporary hit points granted by the spell can stack with one
False Life: Desperate Dealings. When you cast the False other source of temporary hit points.
Life spell, if you are below 50% of your hit point maximum,
you can double the amount of temporary hit points gained.
Stacking Spells Reminder
However, after the spell's duration has passed, you lose that
same amount of hit points, and your hit point maximum is
No named feature can stack with itself unless it
reduced by the same amount until you finish a long rest.
explicitly says so. While Vital Veracity allows the
temporary hit points from False Life to stack with
temporary hit points from another feature, a creature
still couldn't benefit from two instances of the False
Life spell at once.

Feather Fall: Aura of Safety. When you cast the Feather Fall
spell, you can affect any number of creatures within 5 feet of
you without counting those creatures towards the maximum
number of affected targets.

42
Feather Fall: Graceful Glide. When you cast the Feather
Fall spell and target only yourself, until the spell ends, you can Unorthodox Familiar Visuals
glide up to 30 feet horizontally as you descend. When you use a mastery that changes or enhances your
familiars creature type, the changes should be reflected
Feather Fall: Insurance. When you cast the Feather Fall visibly in the familiar's appearance. For example, an
spell, the spell is warded against interruption. It can't be aberrant familiar owl might have three eyes and green
affected by Counterspell, Dispel Magic, Antimagic Field, or or purple feathers. A draconic snake familiar might
any similar spell that would prevent its magic from taking have a more draconic shaped head, and an enhanced
place. fiend spider familiar might have eyes that burn with
the glowing flames of the hells and strange markings
Feather Fall: The Parachute Plan. (Tool Infusion). When
on its back.
you cast the Feather Fall spell, if you are proficient with
Tinker's Tools and use part of a set in the spell's casting, you However the player decides to describe their familiar,
can use a casting time of 1 action to store the spell inside one other characters who see the familiar can instantly
Small object you created using the tools which you hold during detect that it is not a natural creature.
the spell's casting. The spell remains stored this way for up to 1
hour, or until you use this mastery again. Any creature holding
the object can cast the stored spell using its normal casting time. Find Familiar: Draconic Ally. When you cast the Find
Doing so expends the magic from the object, making it Familiar spell, you can choose for the summoned creature to be
mundane again. a Dragon, instead of its normal creature type. Choose one
damage type from acid, cold, fire, lightning, or poison. The
Find Familiar: Aberrant Ally. When you cast the Find familiar is resistant to the chosen damage type. If you know
Familiar spell, you can choose for the summoned familiar to be Draconic when you cast the spell, your familiar gains a breath
an Aberration, instead of its normal creature type. When you weapon feature: As an action, you can expend a spell slot of 1st
do, the familiar is immune to psychic damage and has level or higher while within 100 feet of your familiar to cause
darkvision out to a range of 60 feet. If you know Deep Speech your familiar to make a breath attack in a 15-foot cone.
when you cast the spell, the familiar also gains an otherworldy Creatures in that area must make a Dexterity saving throw
aura in a 5-foot radius around it. Any creatures of your choice against your spell save DC. A creature takes 2d6 damage of the
inside that aura are exposed to Psychic damage and don't chosen type on a failed save, or half as much on a success. If
benefit from advantage on saving throws against being you expend a spell slot of 2nd level or higher, the damage
Frightened. increases by 1d6 for each slot level above 1st.

Find Familiar: Celestial Blessing. When you cast the Find Find Familiar: Elemental Ally. When you cast the Find
Familiar spell and choose to make your familiar a Celestial, it Familiar spell, you can choose for the summoned familiar to be
gains resistance to radiant and necrotic damage. Additionally, as an Elemental, instead of its normal creature type. When you do,
a bonus action while the familiar is within 60 feet of you, you choose one damage type from acid, cold, fire, lightning, or
can cause it to start shedding bright light in a 5-foot radius, and thunder. Additionally, if the familiar doesn't already have a
dim light for an additional 5-feet, or to stop shedding light. If flying speed, it gains a flying speed of 10 feet, although it can't
you know the Celestial language when you cast the spell, the use this speed to fly more than 10 feet off the ground. The
sizes of these radiuses is doubled, and creatures of your choice familiar is immune to the chosen damage type. If you know
in the bright light have advantage on saving throws against Primordial when you cast the spell, whenever the familiar
being frightened. delivers a spell for you that deals the chosen damage type
above, add your proficiency bonus to one damage roll for the
Find Familiar: Conjure Construct. (Tool Infusion) When spell.
you cast the Find Familiar spell, you can choose for the
summoned familiar to be a Construct, instead of its normal Find Familiar: Fey Friend. When you cast the Fiend
creature type. When you do, the creature's AC is 16, if it would Familiar spell and choose to make your familiar a Fey, it has
be less, and you can communicate with it or share its senses out advantage on saving throws against spells and magical effects.
to 300 feet, instead of 100. If you are proficient in Tinker's If you know Sylvan when you cast the spell, your familiar bond
Tools and use part of a set in the spell's casting, the AC gains the following feature: While your familiar is within 100
minimum for the familiar increases to 18, and the sense sharing feet of you, you can use an action and expend a spell slot of 1st
extension becomes 1000 feet. level or higher to turn your familiar Invisible for up to 10
minutes, provided you concentrate as though on a spell for that
duration. The invisibility ends if you cast a spell through the
familiar. If you expend a spell slot of 2nd level or higher, the
duration increases by 10 minutes for each slot level above 1st.

Find Familiar: Fiendish Features. When you cast the Find


Familiar spell and choose to make your familiar a Fiend, the
familiar gains resistance to cold and poison damage, and has
advantage on saving throws against being poisoned. If you
know Abyssal or Infernal when you cast the spell, the familiar
can also see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.
43
Find Familiar: Nature's Gift. (Tool Infusion) When you Floating Disk: Close Control. When you cast the Floating
cast the Find Familiar spell, you can choose for the summoned Disk spell, for the duration, while the disk is within 20 feet of
familiar to be a Plant, instead of its normal creature type. When you, you can use a bonus action closely control the disk,
you do, the familiar has advantage on Dexterity (Stealth) checks moving it up to 20 feet.
to hide amongst vegetation, and resistance to poison damage.
Additionally, if you are proficient with the Herbalism Kit and Floating Disk: Launch Pad. When you cast the Floating
use part of a set in the spell's casting, you can cause vines to Disk spell, any creature standing on the disk that makes a long
grow from your familiar's body, granting it a 10 foot reach and jump or vertical jump can jump three times as far.
a climbing speed equal to its walking speed. It can use this
climbing speed to climb difficult surfaces, including upside Stacking Boosts
down on ceilings, without needing to make an ability check or The Floating Disk: Launch Pad jump bonus does stack
occupy its hands. with the bonus from the Jump spell as follows: triple
the base jump distance for each effect, then add the
Find Familiar: Ooze Form. (Tool Infusion) When you cast
two distances together.
the Find Familiar spell, you can choose for the summoned
familiar to be an Ooze, instead of its normal creature type.
When you do, the familiar is immune to acid damage and has Fog Cloud: Breath of Morning Breeze. When you cast the
resistance to non-magical bludgeoning, piercing, and slashing Fog Cloud spell, if the spell's area is within 5 feet of you, you
damage. If you are proficient with Alchemist's Supplies and use can create a 15-foot cone originating from you directed into the
part of a set in the spell's casting, the familiar also becomes spell's area. Any part of the cone that reaches outside the spell's
partially amorphous, allowing it to move through a space as area has no effect. Each creature in the cone must make a
narrow as 1 inch wide without squeezing. Constitution saving throw. A creature takes 2d4 cold damage on
a failed save, or half as much on a successful one. When you
Find Familiar: Spawn of Loqh'Shul. When you cast the cast the spell using a spell slot of 2nd level or higher, the
Find Familiar spell, you can choose to summon a special Spider damage increases by 2d4 for each slot level above 1st.
which is an Aberration, instead of its normal creature type. The
spider can see through magical darkness which you create out Fog Cloud: Brief Bellows. When you cast the Fog Cloud
to the same range as its Darkvision. Additionally, you can use spell, you can change the duration to Instantaneous, not
the spider to deliver the Web and Darkness spells, in addition to requiring concentration. At the end of your next turn, the fog
touch range spells as normal. begins to clear, turning to a lightly obscured area instead of a
heavily obscured area. At the end of your subsequent turn, the
Find Familiar: Undead Ally. When you cast the Find fog clears completely.
Familiar spell, you can choose for the summoned familiar to be
an Undead, instead of its normal creature type. When you do, Fog Cloud: Expanded Cloud. When you cast the Fog Cloud
the familiar is immune to poison damage and the poisoned spell, it always counts as though cast using a spell slot of one
condition, and resistant to necrotic damage. It also can't regain level higher (to a maximum of 9th level). If you are outside in
hit points. If you have the ability to cast at least 1 necromancy naturally moist conditions (such as under rainclouds or in a
spell when you cast this spell, the familiar also gains the humid swamp), the spell casts one additional level higher.
following benefit: The first time after being summoned that the
familiar would drop to 0 hit points, it instead drops to 1 hit Fog Cloud: Freezing Fog. When you cast the Fog Cloud
point. spell, any creature that starts its turn in the cloud's area must
make a Constitution saving throw. On a failed save, a creature
Floating Disk: Autopilot. (Tool Infusion) When you cast becomes Chilled until the end of its next turn.
the Floating Disk spell, if you are proficient with Navigator's
Tools and use part of a set in the spell's casting, for the duration, Fog Cloud: Mistwalker. When you cast the Fog Cloud spell,
you can use an action to describe a set path for the disk to you ignore the spell's heavily obscured property. Additionally,
travel. This path can be a general direction, or towards a you have advantage on Wisdom (Perception) and Dexterity
specific location you are familiar with no more than 1000 feet (Stealth) checks within the cloud's area.
from you. The disk then autonomously travels at a speed of 30
Fog Cloud: Poisonous Puff. When you cast the Fog Cloud
feet per round towards the location / along the path you
spell, you can infuse it with a short-lived toxicity. Any creature
describe until it reaches the destination, at which point it stays
in the spell's area when you cast it must make a Constitution
at the destination until you are within 20 feet of it again. Once
saving throw. On a failed save, a creature is Poisoned until the
you are within 20 feet of it again, the disk functions as normal
start of your next turn. A creature that doesn't need to breathe
until the spell ends. This action allows the disk to be up to 1000
ignores this effect.
feet away from you without disappearing.
Fog Cloud: Steam Surge. When you cast the Fog Cloud
Floating Disk: Body Bearer. When you cast the Floating
spell, any creature that starts its turn in the cloud's area must
Disk spell, for the duration, any dead body placed on the disk is
make a Constitution saving throw. On a failed save, a creature
suspended in time and protected from decay. This effectively
becomes Scorched until the end of its next turn.
extends the time limit to revive or raise the target from the dead
with spells like Revivify or Raise Dead. A body can't be
preserved for more than 1 hour in this way.

44
Fog Cloud: Wall of Fog. When you cast the Fog Cloud spell, Grease: Corrosive Pool. When you cast the Grease spell, you
you can shape the spell into 10 panels that are 5 feet wide and can choose to concentrate on the spell to turn the grease into a
deep, and 10 feet tall. Each panel must be touching another corrosive liquid. Any creature that starts its turn prone inside
panel on at least one side. A panel must either be touching the the spell's area takes acid damage equal to the level of the spell
ground or stacked on another panel. You can stack no more than + your spellcasting ability modifier.
2 panels together. When you cast the spell using this mastery
with a spell slot of 2nd level or higher, you can create 2 Grease: Oil Flow. When you cast the Grease spell, you can
additional panels for each slot level above 1st. choose to concentrate on the spell to gain closer control over it.
When you do, as an action on subsequent turns for the spell's
Fog Cloud: Waxing Winds. When you cast the Fog Cloud duration, you can force each creature standing in the spell's area
spell, the initial cloud is only 5-foot in radius. At the start of to repeat the saving throw against the spell.
each of your turns for the duration, the radius increases by 5
feet. Grease: Shape Splash. (Tool Infusion) When you cast the
Grease spell, you can choose to spew grease in a 20-foot cone,
Goodberry: Food Poisoning (Tool Infusion). When you or in a line 30-feet long and 5-feet wide, ignoring the normal
cast the Goodberry spell, if you are proficient with a Poisoner's range and shape of the spell. If you are proficient with Chef's
Kit and use a set in the spell's casting, you can create a Tools and use part of a set in the spell's casting, you can instead
corrupted version sometimes known as a Vileberry. A vileberry choose a number of 5-foot squares within range to be affected
is undistinguishable from a goodberry, except through magical equal to 3 plus your spellcasting ability modifier. Each square
means, such as any spell that can detect poison or curses (since must be touching at least one other square on one side.
the berries are cursed). A creature that eats a vileberry must
make a Constitution saving throw against your spell save DC. If Grease: Slick Surface. When you cast the Grease spell, for
it eats more than 1 at once, the DC for the save increases by 1 the duration, when a creature prone inside the spell's area
for each additional berry eaten. On a failed save, the creature attempts to stand up, it must succeed a Dexterity ability check
takes 1 poison damage and contracts the Vileberry Virus against your spell saving throw DC. On a failed check, it loses
disease. the movement it would spend to stand up and remains prone.

Guiding Bolt: Accurate Assistance. When you cast the


Vileberry Virus: A creature with this disease must eat twice as
Guiding Bolt spell, if the next attack against the target would be
it normally would. Each day that it doesn't eat this much food, it
affected but already has advantage, the attacker can add 1d4 to
starves, gaining a level of exhaustion.
their attack instead. Additionally, if the affected attack hits, the
Goodberry: Herbal Blend. (Tool Infusion) When you cast target also takes radiant damage equal to the amount by which
the Goodberry spell, if you are proficient with the Herbalism the attack total exceeded the target's AC (minimum of 1), to a
Kit and use part of a set in the spell's casting, you can combine maximum of +5.
the 10 berries into a smooth mixture, which becomes Guiding Bolt: Critical Mark. When you cast the Guiding
encapsulated in a magical seed about 3 inches in diameter. A
Bolt spell, an attack that gains the benefit of the spell is also a
creature can use an action to break the seed and drink the
critical hit on a roll of 18, 19, or 20.
mixture, regaining 10 hit points and receiving enough
nourishment to be sustained for 1 day. The mixture loses its Guiding Bolt: Divine Trident. When you cast the Guiding
potency if it hasn't been consumed in 24 hours. Additionally, if Bolt spell, the bolt takes on the form of a radiant trident
you cast the spell using this mastery and a spell slot of 2nd level surrounded by surges of lightning. On a hit that exceeds the
or higher, the amount of hit points the mixture restores target's AC by a margin of 5 or more, the target takes an
increases by 5 for each slot level above 1st. additional 1d6 lightning damage, and the lightning jumps to one
other creature of your choice within 5 feet of the target, dealing
Goodberry: Motes of Memory. When you csat the Goodberry
1d6 lightning damage to it as well.
spell, you can draw on ancient fey magics to infuse the berries
with memories of the oldest forests. For 1 hour after eating a Guiding Bolt: Lightning Rod. When you cast the Guiding
berry, a creature knows Sylvan and can also communicate in a Bolt spell, the spell deals lightning damage, instead of radiant.
limited manner with plants. Plants can understand the meaning Additionally, if the next attack roll made against this target
of the creature's words, though the creature has no special before the end of your next turn would deal lightning damage,
ability to understand plants in return. The creature also has the attacker can roll three times for its advantage, instead of
advantage on all Charisma checks you make to influence them. twice, and the attack deals an extra 1d4 lighting damage if it
hits.
Goodberry: Mystic's Feast. When you cast the Goodberry
spell, for the duration, if a creature eats a berry for 10 Guiding Bolt: Light Seeker. When you cast the Guiding Bolt
consecutive turns, when it eats the 10th berry, it also benefits spell, you have advantage on the attack roll for the spell if the
from one effect from the Lesser Restoration spell. target is in bright light.

Goodberry: Preservation. When you cast the Goodberry Healing Word: Arcane Addendum. When you cast the
spell, the berries last for a number of days (24 hour periods) Healing Word spell, you can do so even if you cast another spell
equal to your spellcasting ability modifier. on your turn, ignoring any normal restrictions.

Grease: Blood Puddles. When you cast the Grease spell, a


creature in the spell's area that is touching the ground and that
isn't an Undead or Construct can't regain hit points.
45
Healing Word: Bestow Blessing. When you cast the Healing Hellish Rebuke: Hellfire Storm. When you cast the Hellish
Word spell, you can concentrate on the spell to also grants the Rebuke spell using a spell slot of 2nd level or higher, creatures
effects of the Bless spell to the target until the start of your next of your choice within 5 feet of the target must also make the
turn. You can also do so if you also know the Bless spell or saving throw against the spell, suffering the spell's damage as
have it prepared. Alternatively, if the target is already under the d4s if they fail, or half as much on a success.
effects of the Bless spell, it regains an additional 1d4 hit points.
Hellish Rebuke: Hellfrost. When you cast the Hellish
Healing Word: Corrupted Tongue. When you cast the Rebuke spell, you can change the damage to cold. When you
Healing Word spell, you can choose to cast a corrupted version do, if the target fails its saving throw by a margin of 5 or more,
of the spell. When you do, if you target a Decaying creature, the its speed is also reduced to 0 until the end of its next turn. The
spell automatically deals necrotic damage to the target equal to target ignores this effect if it is resistant or immune to cold
the hit points it would normally restore. If you know abyssal, damage.
deep speech, or infernal, you can impose this effect even
against a creature that isn't decaying, but the creature can make Hellish Rebuke: Infernal Authority. When you cast the
a Constitution saving throw to resist the effect, taking no Hellish Rebuke spell, if you speak Infernal, the spell's DC
damage if it succeeds. increases by a bonus equal to your proficiency bonus.
Additionally, if you target a fiend with the spell and it fails its
Healing Word: Intervention. When you cast the Healing saving throw, the damage type is Pscychic instead of fire, and
Word spell, you can do so as a reaction with the following the target has disadvantage on its next attack roll against you
trigger: "which you take when a creature you can see within before the end of its next turn.
range drops to 0 hit points." The spell must target the triggering
creature, and you must roll an ability check using your Hellish Rebuke: Psychic Snapback. When you cast the
spellcasting ability modifier. The DC equals the target's distance Hellish Rebuke spell, if you are concentrating, you don't need
from you (in feet). On a failed check, the spell has no effect to make a saving throw to maintain concentration due to the
(any slot or resource used to cast it is wasted). triggering damage. Additionally, if this spell's damage ends the
target's concentration, it takes psychic damage equal to your
Healing Word: Mind Message. When you cast the Healing spellcasting ability modifier.
Word spell, you can cast the spell without any verbal
component out to a range of 30 feet, provided the target has 1 Heroism: Battle Blessing. When you cast the Heroism spell,
hit point and can see you. If you are able to communicate with the target can immediately use its reaction to gain temporary hit
the target telepathically, you can cast the spell to the range of points equal to your spellcasting ability modifier and then make
your telepathy (maximum 120 feet) without any verbal one weapon attack.
component.
Heroism: Dragon Slayer's Mantle. When you cast the
Healing Word: Titan's Recovery. When you cast the Healing Heroism spell, for the duration, the target has advantage on
Word spell, the target can choose to expend and roll one of its saving throws against breath weapons (from dragons or other
hit die. It regains hit points equal to the roll plus its Constitution creatures) while it has temporary hit points from this spell.
modifier, instead of the hit points the spell would normally Additionally, when the target makes a saving throw against
restore. Additionally, if you know the Giant language, the being frightened of a Dragon, the advantage granted by this
spell's range is tripled when you use this mastery, although spell also extend to any creature within 15 feet of the target
casting it this way is also three times as loud. making the same saving throw.

Hellish Rebuke: Booming Berating. When you cast the Heroism: Fragile Confidence. When you cast the Heroism
Hellish Rebuke spell, the vehemence of your verbal rebuke spell, it doesn't require concentration for you, but if the target
sparks a surge of thunder in a 5-foot radius around you. ever loses the last of its temporary hit points granted by the
Creatures in that area must succeed a Strength saving throw or spell, you must make a Constitution saving throw (DC 15). On
be pushed 5 feet away from you. a failed save, the spell immediately ends.

Hellish Rebuke: Devilish Interference. When you cast the Heroism: Heroic Leader. When you cast the Heroism spell,
Hellish Rebuke spell and the target fails its saving throw, it also for the duration, whenever the target sees another creature
suffers disadvantage on attack rolls and ability checks until the within 30 feet of it make a saving throw against being
end of your next turn. frightened, it can use its reaction to give that creature advantage
on its saving throw.
Hellish Rebuke: Fell-tongued Forbiddance. When you cast
the Hellish Rebuke spell, the target must also make a Wisdom Heroism: Icon of Courage. When you cast the Heroism spell,
saving throw. On a failed save, the target is unable to target you if you target yourself, you can use a casting time of 1 bonus
with any attack or harmful spell until the start of its next turn. A action. Additionally, when you take damage while you have at
feature that resists, empowers, or ends the Charmed condition least 1 temporary hit point from the spell, that damage doesn't
does the same for this effect. This effect also ends if you use an force you to make a Constitution saving throw to maintain
attack or harmful effect against the target. concentration on the spell.

46
Heroism: Inspiring Epic. When you cast the Heroism spell, Hunter's Mark: Expert Efficiency. You can cast the Hunter's
for the duration, whenever the target succeeds a saving throw Mark spell as part of any other bonus action you take, apart
against being frightened, it gains a d4 inspiration die, which it from casting another spell as a bonus action. Additionally, for
can add to one of its attack rolls, ability checks, or saving the spell's duration, you can move the mark when your target is
throws (no action required, before or after rolling). The die lasts reduced to 0 hit points immediately, without having to spend
until the spell ends, or until used. any action.

Hunter's Mark: Lethal Aptitude. When you cast the Hunter's


Immunity and Saving Throws Mark spell, the damage added by the spell depends on your
Although a creature affected by Heroism is immune to proficiency bonus, as shown in the table below.
the Frightened condition, it can still make saving
throws against effects that impose the condition. In Prof Bonus Damage
most cases this roll would be pointless, as it would still 2 d6
not be frightened if it fails. In some cases, the saving
throw is relevant due to additional effects, such as a 3 d8
fear effect that deals damage, or in this case, a benefit 4 d10
provided by the Inspiring Epic mastery.
5 d12
Heroism: Ode of the Brave. (Tool Infusion) When you cast 6 2d8
the Heroism spell, if you are proficient with a Musical
Instrument and use one in the spell's casting, or with the Hunter's Mark: Ominous Warning. When you cast the
Performance skill, you can extend the spell to up to three Hunter's Mark spell, while you are within 90 feet of the target,
targets, instead of one. However, you must use an action on you can speak to the target telepathically. You don't have to
each your subsequent turns to maintain the spell. If you end share a language with the target for it to understand you, but it
your turn without having done so, the spell ends. must speak at least one language. This feature doesn't grant the
target any special way to reply to you.
Hideous Laughter: Accompaniment. (Tool Infusion) When
you cast the Hideous Laughter spell, if you are proficient with a Hunter's Mark: Paranoia of the Prey. When you cast the
musical instrument, you can play that instrument as part of Hunter's Mark spell, the target must make a Wisdom saving
casting the spell. When you do, if the target can hear you, it has throw. On a failed save, for the spell's duration, it subtracts -2
disadvantage on its saving throw against the spell. from ability checks and attack rolls. The target can repeat the
saving throw as an action, ending the effect (but not the spell)
Hideous Laughter: Brain Buster. When you cast the on a success. Any feature that resists, ends, or empowers the
Hideous Laughter spell, the target takes 1d4 psychic damage at Frightened conditions does the same for this effect.
the start of each of its turns for the duration. This damage Additionally, on a successful save, a creature becomes immune
doesn't trigger a saving throw to end the spell. When you cast to this effect for 24 hours.
the spell using a spell slot of 2nd level or higher, the damage
increases by 1d4 for each slot level above 1st. Hunter's Mark: Predator & Prey. When you cast the
Hunter's Mark spell targeting a Beast or your favored enemy
Hideous Laughter: One Liner. When you cast the Hideous type (if you have one), the spell doesn't require concentration
Laughter spell, you can change the duration to 1 round, not for you. Additionally, when you cast the spell, you can choose
requiring concentration. The spell lasts until the start of your to add your Wisdom modifier to qualifying damage rolls,
next turn. instead of rolling 1d6 for the duration.
Hideous Laughter: Witty Opener. When you cast the Identify: Applied Insights. When you cast the Identify spell,
Hideous Laughter spell, if you are proficient in the Performance for the next 24 hours, you have advantage on any ability check
skill, when you cast the spell you can make a Charisma made to successful operate the item. For example, if you cast
(Performance) check. The total for this check becomes the DC identify on a magical door, you would gain advantage on ability
for the target's initial saving throw against the spell. If you don't checks to unlock that door or solve its puzzle.
share a language with the target, it ignores this effect.

Hunter's Mark: Burned Brand. When you cast the Hunter's Identifying Non-Traditional Items
Mark spell, you can inflict a visible brand onto the target's skin The language of the identify spell offers some room for
out of searing hot magic. The target must make a Dexterity interpretation and could allow the caster to target non-
saving throw. On a failed save, the target takes fire damage traditional objects such as magically sealed doors,
equal to 1d6 + your spellcasting ability modifier. Whenever you magical traps, etc. Remember, however, that the spell
move the mark to a new target, it must also make the saving doesn't necessarily provide a complete solution to
throw. every problem.
Hunter's Mark: Death at Distance. When you cast the For example, casting Identify on a magic door sealed
Hunter's Mark spell, the range is 300 feet. Additionally, affected by a riddle, you might learn that the way to open the
attacks against the target ignore any penalty imposed due to door is to speak the answer to the riddle, rather than
being made beyond the weapon's normal range. If you hit the simply being given the riddle's whole answer.
target with an attack from 120 feet or more away, use the
maximum value of the spell's damage die, instead of rolling it. 47
Identify: Combat Analysis. When you cast the Identify spell, Inflict Wounds: Soured Scar. (Tool Infusion) When you
you can use a 1 action casting time, and you needn't touch the cast the Inflict Wounds spell, if you are proficient with the
target, provided it is within 30 feet of you. If you target a Poisoner's Kit and use part of a set in the spell's casting, on a
creature or an object that is being worn or carried, the target hit, the target must make a Constitution saving throw. On a
creature or creature wearing/carrying the object can make a failed save, it is sickened for 1 minute, ending early if it regains
Charisma saving throw. If it succeeds, the spell fails. at least 1 hit point. The target can repeat the saving throw at the
end of each of its turns, ending the effect on a success.
Identify: Expertise. When you cast the Identify spell and
target an object related to a tool you are proficient with, at the Inflict Wounds: Warrior's Craft. When you cast the Inflict
GM's discretion, the casting time becomes 1 action, and you Wounds spell and hit, if you are wielding a weapon which you
can cast the spell without expending a spell slot. are proficient with and the target is within the weapon's reach,
you can add the ability modifier you would use for the weapon's
Illusory Script: Ageless Enchantment. (Tool Infusion) damage rolls to the spell's damage.
When you cast the Illusory Script spell, if you are proficient
with Calligrapher's Supplies and use part of a set in the spell's Jump: Gravity Pulse. When you cast the Jump spell, for the
casting, the spell lasts until dispelled. duration, the target rolls 1d6-1 at the start of each of its turns.
Its jump distance is multiplied by the result of the roll (instead
Illusory Script: Illusory Illustrations. When you cast the of being tripled) until the start of its next turn (ending early if
Illusory Script spell, you can also store an illusion within the the spell ends). If the result is 0, the target is unable to jump that
text that appears when creatures you designate during the spell's turn and its speed is also halved. If the result is 5, jumping costs
casting read the text. The illusion can be any made possible by half as much movement.
the Minor Illusion spell. If you know the Silent Image or Major
Image spell, you can store one of those spells in the text instead, Jump: Psionic Propulsion. When you cast the Jump spell, for
provided you expend the appropriate spell slot in addition to the duration, the target can use its Intelligence score to
any used to cast Illusory Script. determine its jump distances, instead of Strength. Additionally,
if you target only yourself, the spell requires no components
Illusory Script: Word Web. When you cast the Illusory Script and can be cast as a bonus action.
spell, you can assign up to 8 different messages in the same
written script. You can designate various triggers for each Jump: Quick Leap. When you cast the Jump spell, the target
message. For example, you might have one message that can immediately use its reaction to move up to half its speed
appears to any Elf reading the message, but a different message and then jump. If you target yourself, this doesn't require your
for any Dwarf, and a different message for any Dragonborns. reaction.
You could include an addendum to the message for any Good
aligned creature, and a 5th alternate message for all other Jump: Rabbit's Grace. When you cast the Jump spell, the
creatures that don't meet the criteria. Other triggers you could target also gains advantage on Dexterity (Acrobatics) ability
specify include the time the message is read, the reader's checks and Dexterity saving throws for the duration. It doesn't
creature type, or even it's idenity if you specify certain have these benefits while its speed is 0.
individuals to be affected.
Jump: Swift & Soft. When you cast the Jump Spell, for the
Inflict Wounds: Cheap Shot. When you cast the Inflict duration, the target's speed also increases by 5 feet.
Wounds spell, if you had advantage on the spell attack roll and Additionally, the target takes no fall damage from falling 60
both rolls would hit, the spell deals an additional 1d10 necrotic feet or less, and half damage from falling from any further
damage. height. Lastly, standing from prone costs the target only 5 feet
of movement.
Inflict Wounds: Crippling Injury. When you cast the Inflict
Wounds spell, you can halve the spell's damage to inflict a Jump: Thunderous Leaps. When you cast the Jump Spell, the
crippling injury which halves the target's speed. The injury lasts target is propelled by thunderous energy with each leap. For the
for 1 minute, ending early if the target regains at least 1 hit duration, once per turn when the target jumps at least 10 feet,
point. A lesser or greater restoration spell also ends the injury. creatures within 5 feet of the space it left must succeed a
Constitution saving throw or take thunder damage equal to the
Inflict Wounds: Exposed Opening. When you cast the Inflict level at which the spell was cast + your spellcasting ability
Wounds spell and hit, the target must make a Constitution modifier. A creature that fails the save also can't make an
saving throw. On a failed save, the wound is left open for opportunity attack against the target as it leaps away.
additional damage. Until the end of your next turn, if an attack
hits the target and its attack total is 20 or higher, the target takes Longstrider: Boosted Boots. (Tool Infusion) When you cast
1d10 necrotic damage. The effect then ends. the Longstrider spell, if you are proficient in Cobbler's Tools
and use part of a set in the spell's casting while targeting a
Inflict Wounds: Lingering Wound. When you cast the Inflict creature that is wearing shoes, the spell lasts until dispelled,
Wounds spell, any damage dealt by the spell reduces the target's until the target is no longer wearing the same shoes, or until you
hit point maximum by the same amount until it completes a cast it again.
long rest.

48
Longstrider: Charge of the Courageous. When you cast the Mage Armor: Minor Warmage Memories. When you cast
Longstrider spell, for the duration, the target also has advantage the Mage Armor spell, for the duration, wielding weapons
on saving throws against being frightened. Additionally, at the and/or a shield doesn't hinder you from performing somatic
start of each of the creatures turns while it can see a hostile components for spells. When you cast the spell in this way, the
creature, it gains 5 feet of movement. However, if at any point duration becomes 1 hour.
the target retreats from its enemies, the spell immediately ends
for it. Magic Missile: Angelic Arrows. When you cast the Magic
Missile spell, you can change the damage to Radiant. When you
do, the spell isn't blocked by a Shield spell, and the damage
Note: Defining Retreat dice become d6s against any Fiend or Undead affected by the
In retreating from its enemies, a creature moves away spell.
from hostile threats in a direction where there are no
other hostile threats. For example, running away from Magic Missile: Chaos Quiver. When you cast the Magic
an Owlbear towards your allies would count as Missile spell, the spell creates 1d4+1 darts, instead of 3 darts.
retreating, but running away from an Owlbear towards
the nearby Troll that just appeared would not. Chaos Quiver At Higher Levels
The "At Higher Levels" portion of the spell is
Longstrider: Long Leaps. When you cast the Longstrider unchanged and functions as normal.
spell, the target's horizontal jump distance is also doubled for
the duration. Additionally, for the duration, the target can use an
Magic Missile: Concussive Force. When you cast the Magic
action to jump horizontally without expending movement.
Missile spell, any target hit by three or more darts must make a
Longstrider: Paragon Pace. When you cast the Longstrider Constitution saving throw. On a failed save, it becomes Dazed
spell, instead of the normal bonus granted by the spell, increase until the end of its next turn. On a save that fails by a margin of
the target's speed to 50, unless it would otherwise be higher. 10 or more, it becomes Stunned until the end of its next turn. If
the save succeeds by a margin of 5 or more, it takes half as
Longstrider: Wild Stride. When you cast the Longstrider much damage from the spell.
spell, the target ignores nonmagical difficult terrain for the
duration. Additionally, the target ignores the speed halving Magic Missile: Dart Swarm. When you cast the Magic
penalty of the second level of exhaustion. Missile spell, you can choose to create two more darts, plus an
additional bonus dart for every two slot levels above 1st, but
Mage Armor: Arcane Adamantine. When you cast the Mage when you do, you don't add the +1 to the damage of any of the
Armor spell, the first time the target suffers a critical hit during darts.
the duration, it automatically becomes a normal hit instead.
Until the spell ends, the target can use its reaction to repeat this "Magic Missile: Dazzling Darts. When you cast the Magic
effect anytime it would suffer a critical hit, but there is a 25% Missile spell, upon reaching its target, each dart erupts like a
chance that doing so ends the spell immediately after. small firework in a dazzling display of colorful lights. The darts
deal Thunder damage, instead of Force. You can choose the
Mage Armor: Familiar Protection. When you cast the Mage color of each eruption, and the shape, although the explosion is
Armor spell, for the duration, the spell also effects any familiar contained within a 5 foot cube and can't achieve any advanced
you have from the Find Familiar spell, or any creature you have level of detail. Example shapes might include a flower-like
summoned. Additionally, for the duration, when you cast the shape, a palm-tree-like shape, a swirling spiral, or a cluster of
Shield spell, it also affects your familiar or summon, provided small spheres. Any creature hit by 1 or more of these missiles
the familiar or summon are within 5 feet of you. has disadvantage on Wisdom (Perception) checks until the end
of its next turn. A creature hit by 3 or more of the missiles is
Mage Armor: Field of Force. When you cast the Mage
also Deafened for that same duration."
Armor spell, for the duration, the target gains a +2 bonus to its
AC increase against spell attacks. Magic Missile: Forceful Blasts. When you cast the Magic
Missile spell, any creature hit by one or more darts must make a
Mage Armor: Light Armor. When you cast the Mage Armor
Strength saving throw. On a successful save, a creature takes
spell, for the duration, the target's speed increases by 5 feet, or
half damage from the spell. On a failed save, a creature is
by 10 feet if the target has a Dexterity modifier of 5 or higher.
pushed 5 feet away from you. A creature hit by three or more
Mage Armor: Living Armor. When you cast the Mage Armor darts has disadvantage on this save and is pushed 10 feet on a
spell, for the duration, while the target isn't missing any hit failed save, instead of 5.
points, it can use its Constitution modifier, instead of Dexterity,
Magic Missile: Missiles of Mechanus. (Tool Infusion)
to determine the base AC granted by the spell. When you cast
When you cast the Magic Missile spell, if you are proficient
the spell in this way, the duration changes to 1 hour.
with Tinker's Tools and use a set in the spell's casting, you can
Mage Armor: Mind Magic. When you cast the Mage Armor draw on the magic of the plane of Mechanus to infuse your
spell targeting yourself, you can use your Intelligence modifier, spell with a magic mechanical order. When you do, you must
instead of Dexterity, to determine the base AC granted by the resolve each of the individual missiles dispatched by the spell
spell. When you cast the spell in this way, the duration changes one at a time, and you don't roll for damage. Instead, the first
to 1 hour. missile deals 2 damage. The second missile deals 3 damage, the
third 4 damage, and so on for each additional missile.
49
Magic Missile: Volley. When you cast the Magic Missile spell Protection From Evil and Good: Monster Hunter's Mark.
and target a different creature with each dart, the damage dice When you cast the Protection From Evil and Good spell, the
become d6s. spell also protects the target from creatures with the
Monstrosity type. Additionally, the protection grants the
Protection From Evil and Good: Acid Aegis. When you cast creature advantage on saving throws against being cursed by a
the Protection From Evil and Good spell, the spell also protects Monstrosity.
the target from creatures with the Ooze type. Additionally, for
the duration, the target is resistant to Acid damage, and any gear Protection from Evil and Good: Sacred Stone. (Tool
that it wears or wields can't be damaged or destroyed by Ooze Infusion) When you cast the Protection From Evil and Good
type creatures or Rust Monsters. spell, if you are proficient with a Jeweler's Kit and use part of a
set in the spell's casting, as well as a gem worth at least 25 gp
Protection from Evil and Good: Bulwark. When you cast (which counts as a material component for the spell), you can
the Protection From Evil and Good spell, you don't have to cast the spell without requiring concentration. For the duration,
make saving throws to maintain concentration on the spell as a to gain the spell's effects, a creature must be holding the gem
result of taking 10 damage or less. This threshold is tripled used the spell's casting at the start of its turn, and the effects last
against damage dealt by aberrations, celestials, elementals, fey, only until the start of its next turn, or until it is no longer
fiends, and undead. holding the gem. When the spell ends, the gem is consumed by
Protection From Evil And Good: Divine Reflex You can the spell and vanishes.
cast the Protection From Evil And Good spell as a reaction, Protection from Evil and Good: Shared Spell. When you
which you take when you detect a celestial, fiend, or undead cast the Protection From Evil and Good spell, for the duration,
with your Divine Sense feature, or when you take damage from the target can touch another willing creature within 5 feet of it
a celestial, fiend, or undead. as a bonus action to extend the spell's effects to that creature
until the start of the target's next turn.
Protection From Evil and Good: Dragonward. When you
cast the Protection From Evil and Good spell, you can also Protection From Evil and Good: Squire's Safeguard.
extend the spell's effects to certain kinds of Dragons. If you are When you cast the Protection From Evil and Good spell, if you
a Good aligned creature, the spell only protects from Chromatic target yourself, you can also target one additional creature
dragons. If you are an evil or neutral aligned creature, the spell within 10 feet of you, provided that creature has a Challenge
only protects from Metallic dragons. Additionally, the spell's Rating or Level that is lower than your level. A creature with no
protection also grants the target advantage on saving throws challenge rating or level can also be affected, provided it
against dragon breath weapons. doesn't have a proficiency bonus higher than yours.

Purify Food and Drink: Chef's Standard. (Tool Infusion)


Non-Alignment Alternative If you are proficient with Cook's Utensils and use part of a set
If you don't use alignment typically, you can work in the spell's casting, you can cast the Purify Food and Drink
together (GM and player) to determine which kind of spell without expending a spell slot.
dragon would be most thematically appropriate for the
spell to protect from. Purify Food and Drink: Feast Without Fear. When you
cast the Purify Food and Drink spell, it affects all food and
drink, magical or otherwise, within a 60-foot radius.
Protection From Evil and Good: Giant Slayer's
Sanctuary. When you cast the Protection From Evil and Good Sanctuary: Dread Edict. When you cast the Sanctuary spell, a
spell, the spell also protects the target from Giants. creature frightened of you or of the spell's target has
Additionally, whenever a Giant attempts to target the protected disadvantage on saving throws against the spell.
creature with an attack or harmful spell, provided you can see
the Giant and it is within 30 feet of you, you can use your Sanctuary: Extraplanar Ward. When you cast the Sanctuary
reaction to force the Giant to make a Wisdom saving throw. On spell, choose one creature type from aberrations, celestials, fey,
a failed save, the Giant must choose a new target or lose the and fiends. For the duration, creatures of the chosen type has
attack or spell. This effect doesn't protect the warded creature disadvantage on saving throws against the spell.
from area effects, such as the explosion of a fireball. If the
Giant succeeds its Wisdom saving throw, you must make a Sanctuary: Mason's Mark. (Tool Infusion) When you cast
Constitution saving throw. The DC equals the total of the the Sanctuary spell, if you are proficient with Mason's Tools
Giant's Wisdom saving throw. If you fail this save, you lose and use part of a set in the spell's casting, you can target a 5-
concentration on this spell. foot square on the ground made of worked stone, instead of
targeting a creature. For the duration, a creature that ends its
Protection From Evil and Good: Holy Ward. When you turn on the ground in that space gains the spell's effects until the
cast the Protection From Evil and Good spell, if you provide 50 end of its next turn, or until it is no longer in that space.
gp of Holy Water, which the spell consumes, as a material
component, the spell doesn't require concentration. However, Sanctuary: Radiant Refuge. When you cast the Sanctuary
the spell fails if you are already concentrating on it, or if you spell, for the duration, the target sheds bright light in a 20-foot
cast it again. radius, and dim light for an additional 20 feet. If any of this
spell's area overlaps with an area of darkness created by a spell
of 1st level or lower, the spell that created the darkness is
dispelled.
50
Sanctuary: Refuge for Rest. When you cast the Sanctuary Shield of Faith: Active Protection. When you cast the Shield
spell, for the duration, the target regains hit points equal to the of Faith spell, you can increase the AC bonus to +3, but you
level of the spell at the start of each of its turns, provided it has must use a bonus action on each of your turns for the duration
at least 1 hit point. to maintain the spell. If you fail to do so, or the target isn't
within 60 feet of you when you do so, the spell ends.
Sanctuary: Sacred Shielding. When you cast the Sanctuary
spell, you can concentrate on the spell to grant the target Shield of Faith: Blessed Buckler When you cast the Shield
resistance to Necrotic damage for the duration. Additionally, of Faith spell, the AC bonus increases to +5 against opportunity
Undead creatures have disadvantage on any saving throw attacks.
against the spell.
Shield of Faith: Bulwark of Belief When you cast the Shield
Sanctuary: Slayer's Safeguard. When you cast the Sanctuary of Faith spell, the target also adds the spell's AC bonus to its
spell, for the duration, Monstrosity type creatures have Wisdom saving throws, and its saving throws to concentrate on
disadvantage on saving throws against the spell. Additionally, spells.
whenever the target attacks or harms a Monstrosity, you can use
your reaction to make a Constitution saving throw (DC 15). On Shield of Faith: Channeled Protection When you cast the
a successful save, the spell doesn't end for the target. Shield of Faith spell, whenever the target uses a Channel
Divinity ability, the AC bonus from this spell increases to +4
Sanctuary: Stonehewn Sanctuary. When you cast the until the start of the target's next turn.
Sanctuary spell, if you speak Dwarvish and use it as a verbal
component in the spell's casting, the target is protected by stone Shield of Faith: Deep Devotion. When you cast the Shield of
magic as well as the spell's ward. The first time during the Faith spell, you can choose to change the duration to
duration that an attack or harmful spell bypasses the ward, the "Concentration, up to 1 hour". When you do, after 10 minutes,
target has resistance to any damage dealt by that effect. You the AC bonus decreases to +1.
must then make a DC 15 Constitution saving throw as though to Shield of Faith: Guardian Angel. When you cast the Shield
maintain concentration on the spell. On a failed save, the spell
of Faith spell, the target gains 10 temporary hit points, which
ends.
last for the spell's duration. While the target has these
Shield: Bash. When you cast the Shield spell, the AC bonus temporary hit points, the AC bonus from the spell increases to
decreases to +2, but if the attack or spell that triggered your +3. Once these temporary hit points are depleted, the AC bonus
reaction came from a creature, that creature must make a is reduced to +1.
Constitution saving throw. On a failed save, it takes force
Shield of Faith: Spell-Wrought Tower Shield When you
damage equal to your spellcasting ability modifier and is
cast the Shield of Faith spell, the AC bonus increases to +4, but
knocked prone. the spell ends if the target moves 5 or more feet. Additionally,
Shield: Duck For Cover. When you cast the Shield spell, the the bonus is only +2 while the target is being Flanked.
spell grants you 1/2 cover, instead of the normal AC bonus. You Shield of Faith: Strengthen Soul. When you cast the Shield
can also cast the spell this way as a reaction when you are
of Faith spell and target yourself, you can also add the spell's
forced to make a Dexterity saving throw.
bonus to your Wisdom and Constitution saving throws, but the
Shield: Glass Guardian. When you cast the Shield spell, the spell only lasts up to 1 minute.
first time an attack hits you during the spell's duration, the spell
Shield of Faith: Temple of War. When you cast the Shield of
ends, and each creature within 5 feet of you must make a
Faith spell, for the duration, it grants the target 1/2 cover
Dexterity saving throw. A creature takes 2d4 force damage on a
instead of its normal AC bonus.
failed save, or half as much on a success.
Shield of Faith: Winged Shield. When you cast the Shield of
Shield: Phalanx. When you cast the Shield spell, the AC
Faith spell, you can cause the shield to sprout a pair of wings. If
bonus decreases to +3, but creatures within 5 feet of you of
you wish, it can take on the shape of a small flying animal, a
your choice also benefit from the bonus for the duration while faerie, a tiny angelic being, or a similar creature. For the
they remain within 5 feet of you.
duration, you can use a bonus action to move the effect from
Shield: Proactive Protection. When you cast the Shield spell, the current target to another willing creature within 30 feet of
you can do so as a bonus action, instead of a reaction. the target and within 60 feet of you. Also, as a reaction when
the affected creature is targeted by an attack, you can roll 1d4.
Shield of Faith: Abjuration Expertise. When you cast the Add the d4 to the target's AC, in addition to the normal bonus
Shield of Faith spell, you can concentrate on the spell from the spell. When you do, the spell has no effect until the
simultaneously with one other Abjuration spell. The combined start of your next turn.
levels of the two abjuration spells can't exceed your spellcasting
ability modifier, or else the oldest spell ends. Make separate Silent Image: Easy Animation. When you cast the Silent
saving throws for each spell to maintain concentration, as Image spell, you can move the image as a bonus action, instead
needed. of an action. Additionally, the spell doesn't require
concentration for you, but it ends if you cast it again.

51
Silent Image: The Big Fib. When you cast the Silent Image Thunderwave: In Rolls The Rumbling Night. When you
spell, the maximum size of the illusion increases to a 30-foot cast the Thunderwave spell, the force of the spell also
cube, but creatures have advantage on Intelligence extinguishes all non-magical flames in the area, and dispels any
(Investigation) checks against the spell if you make the illusion magical sources of light within the area created by spells of a
larger than a 15-foot cube. level equal to or lower than this spell's level.

Sleep: Diurnal Doom. When you cast the Sleep spell, if the Thunderwave: Lift Off. When you cast the Thunderwave
entire radius of the spell is total darkness, roll d12s, instead of spell, you can immediately use a bonus action after casting the
d8s. However, any nocturnal creatures in the area (or creatures spell to jump up to 30 feet horizontally, or 15 feet vertically.
that don't naturally need to sleep) count as having twice as This jump doesn't expend movement, but fails if your speed is
many hit points. 0.

Sleep: Lullaby. When you cast the Sleep spell, any creature
within the spell's area that is charmed by you or one of your Lift Off and Jump Distance
allies counts as having half as many hit points for the sake of An effect that multiplies jump distances can affect the
being affected. Lift Off mastery, such as the Jump spell, although the
mastery doesn't otherwise rely on normal jump
Sleep: Nightmarish Nap. When you cast the Sleep spell, distances.
when an affected creature wakes up, it must succeed a Wisdom
saving throw or become frightened of you until the end of its
Thunderwave: Resonant Rift. When you cast the
next turn.
Thunderwave spell, each creature that fails its saving throw is
Sleep: Overpowering Aura. When you cast the Sleep spell, also Resonant for 1 minute. The condition ends for a creature if
you can choose to target a single creature you can see within it enters an area of a Silence spell or similar sound-suppressing
range, instead of targeting an area. When you do, roll one magic.
additional d8 for the spell.
Thunderwave: Sonic Sheathe. When you cast the
Sleep: Trance Chant. When you cast the Sleep spell, if you Thunderwave spell, you can concentrate on the spell to become
speak Elvish and use it as a verbal component in the spell's sheathed in sonic vibrations until the start of your next turn.
casting, creatures that can't be put to sleep by magic can be During that time, you have a +2 bonus to your AC and
made unconcious by the spell, but only for 1 round -- such resistance to thunder damage. If you are hit with an attack by a
creatures automatically wake up at the end of their next turn. creature within 5 feet of you, that creature takes thunder
Additionally, treat any Elf in the spell's area as having 10 fewer damage equal to your spellcasting ability modifier. When the
hit points. effect ends, you must make a Constitution saving throw (DC
15). On a failed save, you become Dazed until the start of your
Thunderwave: Antisound. When you cast the Thunderwave next turn.
spell, the verbal components and the spell itself are completely
silent. Additionally, objects and creatures affected by the spell Thunderwave: Wider Wave. When you cast the Thunderwave
make no sound as a result of being hit by or moved by the spell. spell, you can expand the spell's area to a 25-foot cube. When
you do, the spell's damage is halved for creatures more than 5
Thunderwave: Booming Blast. When you cast the feet from you.
Thunderwave spell, any creature that fails its saving throw is
also Deafened until the start of your next turn. If a creature fails Unseen Servant: Service Squad. When you cast the Unseen
its saving throw by a margin of 5 or more, it is also disoriented Servant spell, you create a number of servants equal to your
until the start of its next turn, reducing its speed by 10 feet. spellcasting ability modifier. When you use a bonus action to
command a servant, you can issue commands to each of your
Thunderwave: Focused Burst. When you cast the servants as part of the bonus action.
Thunderwave spell, you can condense the spell's energy in a
smaller area. Creatures within 5 feet of you have disadvantage Unseen Servant: Spectral Song. When you cast the Unseen
on their saving throw and take one more die of damage on a Servant spell, for the duration, the servant gains the ability to
failed save, while creatures more than 5 feet from you have play any instrument that you are proficient with. By playing
advantage on their saving throw and take no damage on a such an instrument, the servant can perform the Help action to
successful save. aid you or one of your allies on Charisma (Performance)
checks.
Thunderwave: Forceful Push. When you cast the
Thunderwave spell, a creature that fails its save is pushed 5 feet
farther (15 feet). If the creature failed its save by a margin of 5
or more, it is instead pushed 10 feet farther (20 feet), or if it
failed by a margin of 10 or more, 20 feet farther (30 feet). If this
push slams the creature into a structure, object, or creature that
blocks its path, the creature and the thing it slammed into both
take 1d6 bludgeoning damage.

52
Unseen Servant: Soulbound Servant. When you cast the
Unseen Servant spell, you can perform a special ritual created
by fiends who use the souls of mortals to create servants for
themselves. Casting the spell this way requires a 10 minute
casting time and the sacrifice of a living humanoid with a soul.
The soul of the sacrificed humanoid becomes bound in service
to you, acting as the Unseen Servant for the spell. The soul can't
be returned to the humanoid unless you release it from your
service. When you cast the spell this way, the duration becomes
Until Dispelled. The servant exists until you dismiss it or cast
the spell again. If the servant would be more than 60 feet from
you, it immediately teleports to the closest space to you. If the
servant is dispelled (such as by Dispel Magic), the soul is freed
into the Ethereal Plane, where it typically wanders attempting to
return to its body.

53
Aid: Leader's Reach. When you cast the Aid spell, you can
2nd Level choose a number of targets equal to your Charisma modifier
(minimum of 1), instead of the normal number. The amount of
Acid Arrow: Archer's Acid. When you cast the Acid Arrow
hit points granted also increases by your Charisma modifier.
spell, if you are proficient with a Longbow or Shortbow and use
the weapon in the spell's casting (doing so doesn't prevent you Aid: Nature's Bounty. When you cast the Aid spell, any Beast
from providing other components of the spell), the spell's range or Elemental affected by the spell gains additional maximum
becomes equal to the long range of the weapon you use, and and current hit points equal to your spellcasting ability modifier.
you can add the weapon's damage die to the spell's initial
damage as acid damage Aid: Optimistic Advantage. When you cast the Aid spell,
while an affected creature isn't missing any hit points, it adds a
Acid Arrow: Calculated Shot. When you cast the Acid Arrow +2 bonus to all its saving throws.
spell, the spell's attack ignores 1/2 and 3/4 cover. Additionally,
you can expend your bonus action as part of casting the spell to Aid: The Chosen One. When you cast the Aid spell, if you
line up your shot, adding an extra bonus to the attack roll equal target only one creature, the spell is cast as though using a spell
to your Intelligence modifier. slot one level higher.

Acid Arrow: Consistent Coating. When you cast the Acid Alter Self: Aquatic Evolution. When you cast the Alter Self
Arrow spell, a creature that succeeds its saving throw by a spell and choose the Aquatic Adaptation effect, the spell lasts
margin of 5 or less still takes the damage at the end of its next up to 8 hours, but you can't change the benefit for the duration.
turn as though it failed the save. A creature that succeeds by a Additionally, for the duration, you don't need to make
margin of 6 or more takes half as much damage at the end of its Constitution saving throws to maintain concentration on the
next turn. spell due to taking 10 damage or less.

Acid Arrow: Impact Splash. When you cast the Acid Arrow Alter Self: Instinctive Attacks. When you cast the Alter Self
spell, whether the arrow hits or misses, you can choose one spell and choose the Natural Weapons effect, you can make an
other creature to make a Dexterity saving throw. On a failed unarmed strike with the natural weapon you grew as a bonus
save, that creature takes half the spell's initial damage, and action on each of your turns for the duration. This benefit ends
becomes covered in acid, taking half as much damage at the end if you change which of the spell's effects you benefit from.
of its next turn as well.
Alter Self: Swift Shift. When you cast the Alter Self spell,
Acid Arrow: Skirmish Shot. When you cast the Acid Arrow you can change which option you benefit from as a bonus
spell, the attack has advantage against targets within 15 feet of action or action, instead of only as an action.
you.
Animal Messenger: Mass Messenger. When you cast the
Aid: Active Assistance. When you cast the Aid spell, you can Animal Messenger Spell, you can designate a number of
choose to concentrate on the spell when you cast it. When you recipients equal to your spellcasting ability modifier. You can
do, each target's hit points increase by an additional 5. When also designate multiple locations, and an order for the beast to
you cast the spell using a spell slot of 3rd level or higher, this visit those locations in. The beast travels to each location,
amount increases by 5 more for every two slot levels above seeking the recipients, until it has found all the recipients, or
2nd. visited all the locations.

Aid: Aura of the Unstained. When you cast the Aid spell, Animal Messenger: Swift Delivery. When you cast the
each target sheds bright light in a 10-foot radius, and dim light Animal Messenger spell, the beast travels an additional 25
for additional 10 feet. Additionally, while an affected isn't miles per day for a flying messenger, or an additional 15 miles
missing any hit points, it has advantage on saving throws per day for other animals.
against curses.
Arcane Lock: Alert. When you cast the Arcane Lock spell, the
Aid: Epic Inspiration. When you cast the Aid spell, you can first time during the duration that a creature attempt but fails to
do so as a reaction immediately after scoring a critical hit with a break the lock, force it open, or pick the lock, you are alerted
weapon attack against a hostile creature. with a ping in your mind if you are within 1 mile of the arcane
lock. This ping awakens you if you are sleeping. You are also
Aid: Extended Aura. When you cast the Aid spell, for the alerted if the spell is dispelled, but not if it is suppressed or
duration, affected creatures can benefit from your Paladin class unlocked with the password.
feature Auras even while outside the range of the aura, as long
as they are within 30 feet of where the aura would end.

Aid: Invigoration. When you cast the Aid spell, for the
duration, whenever you restore 5 or more hit points to an
affected creature using the Lay On Hands feature, the target
regains an additional 1d4 hit points. When you cast the spell
this way, the duration is reduced to 1 hour.

54
Arcane Lock: Built-In Defenses. When you cast the Arcane Barkskin: Bolstered Bark. When you cast the Barkskin spell,
Lock spell, you can set a trap with the spell. The first time for the duration, whenever the target would take bludgeoning,
during the duration that a creature attempts to break the lock, piercing, or slashing damage that doesn't exceed its Constitution
force it open, or pick it, it must first make a Constitution saving score, it can choose to gain 3 temporary hit points. If the
throw. On a failed save, it takes 2d12 lightning damage. When damage was from an attack that was a critical hit, it gains 10
you cast the spell in this way, it ends early if you cast the spell temporary hit points instead. Any remaining temporary hit
again. When you cast the spell in this way using a spell slot of points gained this way expire when the spell ends.
3rd level or higher, the lightning damage increases by 1d12 for
each slot level above 2nd. Barkskin: Briefly Barked. When you cast the Barkskin spell,
you can use a casting time of 1 bonus action and a duration of 1
minute (not requiring concentration), but the spell immediately
Arcane Lock Updates ends if you cast it again or if the target takes fire damage.
The following addition is recommended for the Arcane
Lock spell: "At Higher Levels. When you cast this spell Barkskin: Grovekeeper's Resilience. When you cast the
using a spell slot of 3rd level or higher, only a Knock Barkskin spell targeting yourself, you don't need to make saving
spell cast at the same level or higher can suppress the throws to maintain concentration due to taking 30 damage or
spell's effect. When cast using a spell slot of 4th level less, unless that damage is fire damage or from a critical hit.
or higher, the spell can only be dispelled by a Dispel
Barkskin: Ironwood. When you cast the Barkskin spell, for
Magic spell cast at 4th level or higher. "
the duration, the target is resistant to Poison damage and
immune to disease, but vulnerable to Acid and Lightning
Arcanist's Magic Aura: Expedited Enchantment. When damage.
you cast the Arcanist's Magic Aura spell, it takes only 5 days of
consecutive casting to make the illusion last until it is dispelled, Barkskin: Rooted. When you cast the Barkskin spell, for the
instead of 30. duration, the target has advantage on saving throws against
being pushed, pulled, or knocked prone, so long as the target is
Augury: Divine Direction. (Tool Infusion) When you cast on solid ground. If the target hasn't moved since the start of its
the Augury spell, if you are proficient in Navigator's Tools and last turn, it is instead immune to being pushed, pulled, or
use part of a set in the spell's casting, you can ask the spell knocked prone.
whether traveling a certain direction would take you towards a
certain goal. Regardless of the result, you gain advantage on Barkskin: Thick Skin. When you cast the Barkskin spell, for
any navigator’s tools checks related to traveling towards that the duration, non-magical bludgeoning and piercing damage the
goal for 24 hours. target would take is reduced by 1.

Augury: Fateful Foresight. When you cast the Augury spell, Barkskin: Verdant Vitality. When you cast the Barkskin spell,
yeah gain a certain effect based on the reading. The effect lasts the target also gains temporary hit points equal to your
until the event inquired about comes to pass, or for 30 minutes spellcasting ability modifier, which last for the duration. The
(whichever comes first). If the result is weal, you have target can use its action at any point during the spell's duration
advantage on your next ability check for the duration. If the to gain these temporary hit points again.
result is woe, you gain temporary hit points equal to 5 times the
Blindness/Deafness: Dual Hindrance. When you cast the
level of the spell.
Blindness/Deafness spell, if the target fails its saving throw by a
Augury: Inquisitive. When you cast the Augury spell, the margin of 5 or more, the target is affected by both conditions,
chance of a random reading decreases to 5%, rather than 25%. instead of just the one you chose for the spell.

Barkskin: Petrified Plating. When you cast the Barkskin Blindness/Deafness: Maddening Silence. When you cast the
spell, you invoke the essence of magical petrified trees from Blindness/Deafness spell and choose the deafened condition,
either the elemental plane of fire, or from the underworld planes the target also has disadvantage on Wisdom and Intelligence
(such as hell, the abyss, etc). For the spell's duration, you are saving throws while it is deafened by the spell. When you cast
resistant to fire damage. the spell in this way, it requires concentration.

Barkskin: Arborial Augment. (Tool Infusion) When you Blindness/Deafness: Mortality Shroud. When you cast the
cast the Barkskin spell, if you are proficient with Smith's Tools Blindness/Deafness spell, a creature that isn't an undead or
or Woodworker's Tools and use part of a set in the spell's construct is also Decaying while blinded or deafened by the
casting, the spell can augment bark to armor, granting increased spell.
benefits for creatures wearing armor. If the target is wearing
Blindness/Deafness: Voice of Doom. When you cast the
Medium Armor with which it is proficient, the minimum AC
Blindness/Deafness spell and choose the deafened condition,
granted by the spell increases to 17. This increases to 18 with
for duration, your own voice can pierce through the target's
Heavy Armor. If the target is wielding a Shield with which it is
deafness, allowing the target to hear you normally. Additionally,
proficient, the protective bark extends to the shield as well,
until the spell ends, as a reaction whenever the target rolls an
increasing the minimum by +1. These benefits end if the target
ability check, attack roll, or saving throw, you can speak a
is no longer wearing the armor or wielding the shield.
phrase of discouragement to magically hinder their attempt.
Roll 1d4 and subtract it from the triggering roll.

55
Blur: Burst of Blur. When you cast the Blur spell, affected Continual Flame: Annointed Aura. When you cast the
attacks roll three times for the spell's disadvantage, instead of Continual Flame spell, if you provide a 25 gp flask of Holy
twice, until the start of your next turn. Water as a material component which is consumed in the spell's
casting, the flame also grants the following benefit: Fiends and
Blur: Dizzying Distractions. When you cast the Blur spell, Undead inside the bright light of the flame have disadvantage
for the duration, a creature that attacks you and misses by a on saving throws against Channel Divinity effects. This benefit
margin of 5 or more becomes Dazed until the end of your next lasts for 8 hours after you create the flame. You can also cast the
turn. Additionally, a Dazed or Stupefied creature doesn't add its spell and target an existing continual flame to grant it this
ability modifier to attack rolls against you. benefit for 8 hours. When you do, you don't need to provide the
Blur: Focused Illusion. When you cast the Blur spell, you ruby dust material component for that casting of the spell,
although you must still provide the holy water.
don't need to make Constitution saving throws to maintain
concentration on the spell due to taking 15 damage or less. Continual Flame: Call Flame. When you cast the Continual
Flame spell, instead of creating a new flame, you can choose
Blur: Shifting Shadows. When you cast the Blur spell, while
one ongoing Continual Flame you have created. That flame
you are in Dim Light or Darkness, any attack against you that
moves from its current location to a point you touch. Casting
can't see through the spell's illusion is unaffected by advantage.
the spell this way doesn’t require any material component.
Blur: Slip Away. When you cast the Blur spell, you can
Continual Flame: Creator's Control. When you cast the
Disengage as a bonus action for the spell's duration. A creature
Continual Flame spell, until the spell ends, while you are within
that can see through the spell's illusion is unaffected.
10 feet of the flame, you can use a bonus action to cause up to 3
Branding Smite: Beacon. When you cast the Branding Smite of the following effects:
spell, the light around an affected target extends for 15 feet,
Increase or decrease the radius of bright and dim light
instead of 5, and any creature inside this light that would
otherwise be Invisible is temporarily visible. created by the flame, in increments of 5 feet, to a
maximum of 30 feet each, or to a minimum of 5 feet
Branding Smite: Lingering Brand. When you cast the each. The radii must be equal in measure.
Branding Smite spell, once a creature is hit by the affected
attack, that creature is Branded for 1 minute, regardless of the Change the color of the light (until it is changed again).
spell's remaining duration. It can make a Constitution saving Cause any creature in the light to a strange but harmless
throw at the end of each of its turns, ending the Branded sensation, such as shivers down the spine, a rush of
condition on a success. warmth or coolness, or a tiny jolt of adrenaline. The
sensation lasts 1 round.
Branding Smite: Violent Illumination. When you cast the
Branding Smite spell and hit with an affected attack, if the Cause the light of the flame to dance with swirling or
target was Invisible or in an area of Darkness, it must make a shimmering patterns.
Constitution saving throw. On a failed save, it becomes Dazed
until the start of your next turn. Cause the flame to be hidden until the start of your next
turn.
Calm Emotions: Compromise. When you cast the Calm
Emotions spell, you can choose both the spell's effects, but the Continual Flame: Moonfire. When you cast the Continual
radius of its area is halved. Flame spell, you can imbue the fire you create with the power
of the moon. Bright light emitted by the flame counts as
Calm Emotions: Heartweaver. (Tool Infusion) When you moonlight. This version of a Continual Flame spell ends early if
cast the Calm Emotions spell, if you are proficient with it is exposed for at least 1 minute to sunlight.
Weaver's Tools and use a set in the spell's casting, you gain
close control over the spell's magic. Instead of targeting an area, Continual Flame: Purging Presence. When you cast the
you can target a number of creatures not exceeding your Continual Flame spell, magical darkness can't extend into the
proficiency bonus that are within 60 feet of you. bright light of the continual flame, and any source of magical
darkness created by a spell of 2nd level or lower within the
Calm Emotions: Icon of Peace. When you cast the Calm bright lime of the continual flame is dispelled. This benefit lasts
Emotions spell and choose the indifference effect, you can for 8 hours after you create the flame. You can also cast the
center the spell on yourself. When you do, the radius of its area spell and target an existing continual flame to grant it this
is doubled. benefit for 8 hours. When you do, you don't need to provide a
Calm Emotions: Quell The Tides. When you cast the Calm material component for that casting of the spell.
Emotions spell and choose the suppress effect, it also Continual Flame: Sunfire. When you cast the Continual
suppresses short and long term madness effects, as well as any Flame spell, you can imbue the fire you create with the power
Enchantment spell of 1st level or lower. When you cast the spell of the sun. Bright light emitted by the flame counts as sunlight.
using a spell slot of 3rd level or higher, it can suppress This version of a Continual Flame spell ends early if it is
Enchantment spells of 1 level higher for each slot level above exposed for at least 1 minute to moonlight.
2nd.

56
Continual Flame: Will O Wisp. When you cast the Continual Darkvision: Evolution of the Night. When you cast the
Flame spell, you can create a 6-inch spherical orb of flame at a Darkvision spell, if the target already has darkvision, the range
point within 5 feet of you, rather than causing the flame to of their darkvision increases by 60 feet for the duration.
spring forth from an object. This sphere hovers in the air (no
more than 5 feet off the ground). It follows you automatically, Darkvision: Shared Sight. When you cast the Darkvision
sharing your space. As a bonus action, you can move the sphere spell, for the duration, creatures of the target's choice share its
up to 30 feet. The sphere then remains in place until you darkvision while they are within 5 feet of it.
command it to follow you again (no action required) while you
Darkvision: The Unclosing Eye. When you cast the
are within 60 feet of it.
Darkvision spell, you can change the duration to
Darkness: Born in the Dark. When you cast the Darkness "Concentration, up to 1 hour" to grant the following effects for
spell and target a point that isn't an object, you can use any the duration:
normal darkvision you possess to see through the magical The target can't be Surprised.
darkness created by the spell for the duration.
Magic can't put the target to sleep.
Darkness: Dancing Darkness. When you cast the Darkness
spell and target a point that isn't an object, as a bonus action on The target is unaffected by the Blindness/Deafness spell.
subsequent turns for the spell's duration, you can move the area
of darkness up to 20 feet to a new point of your choosing that Being Blinded doesn't grant advantage to attacks against
isn't an object. the target.

Darkness: Expanded Shadow. When you cast the Darkness Detect Thoughts: Aggressive Interrogation. When you cast
spell, the area's radius becomes 30 feet, instead of 15, but a the Detect Thoughts spell, you can immediately probe deeper
creature with darkvision can see through the spell's darkness into the target's mind on the turn you cast the spell (no action
normally, and nonmagical light can illuminate it. required). When you do, the target has disadvantage on its
saving throw and any subsequent ability checks to expel you
Darkness: Grimwidow's Nest. When you cast the Darkness from its mind if it fails the initial save.
spell, creatures in the area are enchanted with the false
sensation of thousands of tiny spiders crawling over them. Detect Thoughts: Dreamseer. When you cast the Detect
Creatures in the area have disadvantage on saving throws to Thoughts spell, if you target a sleeping creature, it has
maintain concentration, and on saving throws against being disadvantage on saving throws against you probing deeper into
frightened. Any creature in the area that is frightened by you its mind. Additionally, if it fails the saving throw, it doesn't
must make a Constitution saving throw at the end of each of its automatically know you probed into its mind.
turns. On a failed save, if the creature is concentrating, its
Detect Thoughts: Far Reach. When you cast the Detect
concentration ends.
Thoughts spell, for the duration, you can Detect Thoughts up to
Darkness: Shadow Shield. When you cast the Darkness spell, 90 feet away, and you can detect the presence of thinking
for the duration, creatures in the spell's area are resistant to creatures as described in the spell out to the same range.
radiant damage or necrotic damage (your choice), unless that
Detect Thoughts: Infiltrate Intellect. When you cast the
damage was created by a spell that was cast using a higher level
Detect Thoughts spell and successfully detect the deeper
spell slot than the one used to cast your Darkness spell.
thoughts of a creature, for the next hour, that creature has
Darkness: Shadow Sickness. When you cast the Darkness disadvantage on any Intelligence saving throw you force it to
spell, for the duration, a creature that starts its turn inside the make, or on any saving throw you force it to make against an
spell's area must make a Constitution saving throw. On a failed effect that deals psychic damage. If the spell ends, you must
save, that creature is Sickened until the start of its next turn. continue concentrating on this effect, or else this effect ends.

Darkness: Waning Gloom. When you cast the Darkness spell Detect Thoughts: Inscrutible Investigator. When you cast
and target a point that isn't an object, the spell doesn't require the Detect Thoughts spell, for the duration, you are immune to
concentration. At the end of each round after the spell was cast, any effect that would sense your emotions or read your
roll a d20. On a result higher than the level at which the spell thoughts, and Wisdom (Insight) checks made to ascertain your
was cast, the radius of the area decreases by 5 feet. If the radius intentions or sincerity have disadvantage.
decreases to 0 feet, the spell ends.
Detect Thoughts: Probe Pulse. When you cast the Detect
Darkvision: Alert Instincts. When you cast the Darkvision Thoughts spell, the spell doesn't require concentration. Instead,
spell, for the duration, while the target is in dim light or you immediately attempt to probe deeper into the thoughts of
darkness and isn't blinded, it has advantage on initiative rolls. your initial target. The spell then ends.
Additionally, if the target would be surprised, it can roll
Detect Thoughts: Subtle Search. When you cast the Detect
initiative, and if its total is 20 or higher, it isn't surprised.
Thoughts spell and probe deeper into a target's mind, if the
Darkvision: Devil's Gift. When you cast the Darkvision spell, target fails its saving throw by a margin of 5 or more, it doesn't
for the duration, the target can also see through magical know that you are probing into its mind.
darkness that would normally impede darkvision, though only
out to a range of 30 feet, but the target is also vulnerable to
radiant damage.
57
Detect Thoughts: Unwitting Invitation. When you cast the Enhance Ability: Wild Wit. When you cast the Enhance
Detect Thoughts spell, a creature Charmed by you has Ability spell, if the target has at least 13 Intelligence, the Fox's
disadvantage on saving throws against the spell. Additionally, if Cunning effect allows the target to add 1d6 to its initiative rolls.
it succeeds a saving throw against the spell, it doesn't know that If the target has at least 13 Wisdom, the Owl's Wisdom effect
you probed into its mind. allows the target to use an action on each of its turns to gain
Darkvision out to a range of 60 feet until the start of its next
Detect Thoughts: Violent Intrusion. When you cast the turn.
Detect Thoughts spell, whenever a target fails its saving throw
against you probing deeper into its mind, it also becomes Dazed Enlarge/Reduce: Duergar's Gift. When you cast the Enlarge
for 1d4 rounds, ending at the end of its turn on the last round of spell, if you speak Dwarvish or Undercommon and use either
that duration. language as a verbal component in the spell's casting, you can
imbue the spell into a willing creature you touch without it
Enhance Ability: Bond Boon. When you cast the Enhance taking immediate effect. The spell remains imbued this way for
Ability spell on yourself, you can also extend the spell's effects up to 1 hour. At any time while the spell is imbued, the target
to one creature you have summoned, that follows you, or that is can use a bonus action to activate the spell's effects, at which
charmed by you. For example, you could extend the effect to a point it gains the Enlarge effect. The target must concentrate on
familiar created by Find Familiar or to a companion granted by the spell (it uses Constitution as its spellcasting ability). Once
your subclass. activated, the spell is no longer imbued.
Enhance Ability: Chosen One. When you cast the Enhance Enlarge/Reduce: Gift of Giants. When you cast the
Ability spell, when you do so using a spell slot of 3rd level or Enlarge/Reduce spell and use the Enlarge effect, the target also
higher, instead of choosing additional creatures to target, you gains 2d4 temporary hit points which last for the spell's
can choose additional effect from the spell's options to grant to duration, and the target can speak and understand Giant until
the target. the spell ends. When you cast the spell using a spell slot of 3rd
level or higher, the temporary hit points increase by 2d4 for
Enhance Ability: Evolution: Owlbear. When you cast the
each level above 2nd.
Enhance Ability spell, you can grant a special version of the
spell. The target gains both the Bear's Endurance and the Owl's Enlarge/Reduce: Overgrowth. When you cast the
Wisdom effect. Additionally, for the duration, the target is size Enlarge/Reduce spell against an unwilling creature using the
Large, if it would be smaller. However, the target also can not Enlarge effect, for the duration, that creature no longer gains
speak intelligbly for the duration of the spell (which prevents advantage to Strength checks and saving throws, instead
casting spells that require verbal components), and it has suffering disadvantage on Dexterity checks and saving throws.
disdavantage on Intelligence and Charisma ability checks and Additionally, the target's speed is reduced by 10 feet. The
saving throws. target's weapons still grow to match its new size, but don't deal
Enhance Ability: Pack Boon. When you cast the Enhance any extra damage due to being enlarged.
Ability spell, you can target 2 additional creatures. However, Enlarge/Reduce: Rapturous Growth. When you cast the
the spell's duration becomes "Concentration, up to 1 minute", Enlarge/Reduce spell and choose the Enlarge effect, a
and a creature gains no benefits from the spell while there are thunderous shockwave booms out from the target as it grows.
no other affected creatures within 15 feet of it. Creatures within 10 feet of the target must make a Strength
saving throw. On a failed save, a creature takes 1d8 thunder
Enhance Ability: Reinforced Resilience. When you cast the
damage and is pushed 10 feet away from the target and knocked
Enhance Ability spell, when the target makes a saving throw
using the ability score affected by the spell, it can use its prone. On a successful save, a creature is pushed 5 feet away
and suffers no other effect. When you cast the spell using a
reaction to gain advantage on the saving throw. Doing so ends
spell slot of 3rd level or higher, the damage increases by 1d8 for
the spell for that target.
each level above 2nd.
Enhance Ability: Wild Might. When you cast the Enhance
Enlarge/Reduce: Speed of the Small. When you cast the
Ability spell, if the target has at least 13 Constitution, the Bear's
Reduce spell, you can choose to grant the target certain benefits
Endurance effect also grants the target advantage on
thanks to its smaller size. For the duration, the target's speed
Constitution saving throws to maintain concentration or resist
increases by 10 feet, and it gains advantage on Dexterity ability
exhaustion. If the target has at least 13 Strength, Bull's Strength
effect also grants the target advantage on Strength saving checks and saving throws.
throws to resist being knocked prone, pushed, or pulled. Enthrall: Command Attention. When you cast the Enthrall
Enhance Ability: Wild Majesty. When you cast the Enhance spell, you can choose up to three targets. If a chosen target fails
its save, for the duration, it has disadvantage on attack rolls
Ability spell, if the target has at least 13 Dexterity, the Cat's
against any creature other than you.
Grace effect allows the target to reroll any 1 on a d20 for
Dexterity ability checks. If the target has at least 13 Charisma, Enthrall: Enchanting Aura. When you cast the Enthrall
the Eagle's Splendor effect grants the target advantage on spell, any creature already charmed by you has disadvantage on
saving throws against being charmed or frightened. its saving throw against the spell.

58
Enthrall: Maestro's Performance. (Tool Infusion) When Find Steed: Nightmare. When you cast the Find Steed spell,
you cast the Enthrall spell, if you are proficient with a music you can use an action while riding the steed to force one
instrument and use it in the spell's casting, you can use an creature within 30 feet of you that you can see to make a
action on subsequent turns to choose a number of creatures up Wisdom saving throw. On a failed save, the creature is
to your proficiency bonus within range that you can see and that frightened of you and the steed for up to 10 minutes. It can
can hear you. You can't choose a creature that has succeeded a repeat the saving at the end of each of its turns, with advantage
save against the spell already during the duration. Chosen while you aren't mounted on the steed or while it can't sense
creatures must make the saving throw against the spell. you, ending the effect on a success. On a successful save, the
creature is immune to this effect for 24 hours. Additionally,
Enthrall: Powerful Pull. When you cast the Enthrall spell, after using this feature for a steed, you can't use it again for 24
for the duration, an affected creature must spend 2 feet of hours with that same steed.
movement for every 1 foot it moves away from you.
Find Steed: Thunderhooves. When you cast the Find Steed
Enthrall: Tunnel Vision. When you cast the Enthrall spell, if spell, when you take the Dash action while riding the steed, it's
you target only one creature, while it is affected, all creatures hooves burst with thunderous energy. Each creature in a 5-foot
other than you are Invisible to it. radius centered on you/the steed must make a Strength saving
throw. On a failed save, a creature takes 1d6 + your proficiency
Find Steed: Evolution Advantages. When you cast the Find
Steed spell, the creature gains an additional feature based on its bonus thunder damage and is pushed 5 feet away from you. On
a successful save, a creature takes half as much damage and
type, as shown below. If you choose a mount that isn't listed in
isn't pushed. Additionally, after using this feature for a steed,
the spell, the GM chooses the closest of the effects below to use
you can't use it again for 24 hours with that same steed.
for it.
Find Traps: Ambush Alert. When you cast the Find Traps
Camel: Epic Endurance. The camel's hit point
spell, you learn of traps that aren't within line of sight but are
maximum is 25, instead of the normal amount, and it has
within 30 feet of you. You are also made aware of any hidden
advantage on Constitution saving throws. This
creatures within a 30 foot range.
advantage extends to you also while you ride it. It also
ignores difficult terrain caused by sand or similar terrain. Find Traps: Precision Sense. When you cast the Find Traps
spell, locating a trap with the spell also tells you its general
Elk. Supernatural Bond. You can communicate
telepathically with your Elk out to 120 feet. location.
Additionally, When the Elk uses its charge trait while Find Traps: Trapfinder 2000. (Tool Infusion) When you
you ride it, the magic of your bond ignites the elks cast the Find Traps spell, if you are proficient with Tinker's
antlers, adding 1d6 radiant damage to the damage of its Tools and use a set in the spell's casting, you can imbue the
charge. spell into a contraption. The contraption must be created prior
to the spell's casting, using at least 5 gp of raw materials. It
Mastiff: Master's Best Friend. While you are within
must fit into your hand and takes 10 minutes to create using the
5 feet of the Mastiff, both you and the Mastiff have
tools. Imbuing the spell into the contraption gives the
advantage on Wisdom and Charisma saving throws. If
you are size Small, you add an additional 1d4 to affected contraption 1d4 charges, in addition to the spell's normal initial
effects. For 1 hour after imbuing the spell, any creature can use
saves.
an action while holding the contraption to expend a charge and
Pony: Wild and Free. The Pony has advantage on repeat the spell's effect. Once the hour has passed or the last
initiative rolls, as do you while you ride the pony. charge is expended, the contraption loses its magic.
Additionally, it can Dash or Disengage as a bonus
Flame Blade: Dawnbrand. When you cast the Flame Blade
action.
spell, for the duration, the flames are infused with light of the
Warhorse: The Warhorse is conjured with spectral sun. The bright and dim light radius of the blade is doubled, and
Chain Mail barding, granting it 16 AC. counts as sunlight. Additionally, the blade deals Sunfire
(radiant/fire) damage.
Find Steed: Flash Find. When you cast the Find Steed spell,
you can use a casting time of 1 action. When you do, the steed Flame Blade: Death Knight's Darkfire. When you cast the
disappears after 1 hour. Flame Blade spell, for the duration, the flames are corrupted
with a necrotic energy. The flames shed no bright light, and dim
Find Steed: Fund Steed. When you cast the Find Steed spell, light only out to 10 feet. The spell deals Necrofire
you can cast the spell as a ritual if you expend 20 gp or (Necrotic/Fire) damage. Additionally, when you reduce a
equivalent coinage, which is consumed, in the spell's casting. creature to 0 hit points with the spell, the next attack with the
spell has advantage and deals an extra 1d6 damage on a hit.

Flame Blade: Ferocious Flames. When you cast the Flame


Blade spell, for the duration, when you miss with an attack
using the blade, but only by a margin of 5 or less, the target still
takes fire damage equal to your spellcasting ability modifier.

59
Flame Blade: Fiery Focus. When you cast the Flame Blade Flaming Sphere: Explosive Impact. When you cast the
spell, for the duration, you don't need to make Constitution Flaming Sphere spell, when you ram the sphere into a creature,
saving throws to maintain concentration on the spell due to roll 1d4. On a 3 or 4, the sphere explodes, ending the spell. You
taking damage that is equal to or lower than your Constitution can use your reaction, instead of rolling a d4, to automatically
score. cause the sphere to explode. When the sphere explodes, each
creature within 10 feet of it must make a Dexterity saving
Flame Blade: Icebrand. When you cast the Flame Blade throw. A creature takes 3d6 fire damage on a failed save, or half
spell, you can create a weapon of frost instead. For the duration, as much on a successful one. When you cast the spell using a
the spell deals cold damage rather than fire. Additionally, when spell slot of 3rd level or higher, this damage increases by 1d6
you make an attack with the blade and the attack total is 20 or for each slot level above 2nd.
higher, the target is also Chilled until the end of your next turn.
Flaming Sphere: Pinball. When you cast the Flaming Sphere
Flame Blade: Moonbrand. When you cast the Flame Blade spell, the sphere becomes autonomous. You choose the
spell, for the duration, the flames are infused with light of the direction the sphere rolls when you create it as normal.
moon. The light shed by the blade counts as moonlight. However, on subsequent turns, you can't use a bonus action to
Additionally, the blade deals Moonfire (radiant/fire) damage, control it. Instead, at the start of each of your turns, the sphere
and attacks with it have advantage and deal 1d6 extra damage continues rolling the maximum distance it can in the direction it
against shapechangers and undead. last moved. The sphere can't jump over pits or obstacles while
moving this way. If the sphere hits a creature or obstacle that it
Flame Blade: Scorching Sword. When you cast the Flame
doesn't destroy, the sphere bounces off of it, reversing the
Blade spell, for the duration, when you make an attack with the
direction it rolls, or changing the direction to another angle at
blade and the attack total is 20 or higher, the target also
the GMs discretion. However, after hitting a creature or
becomes Scorched until the end of your next turn.
obstacle, the sphere doesn't continue moving until the start of
Flame Blade: Stormbrand. When you cast the Flame Blade your next turn.
spell, you can create a weapon of lightning instead. For the
Flaming Sphere: Rapid Roll. When you cast the Flaming
duration, the spell deals lightning damage rather than fire.
Additionally, when you make an attack with the blade and the Sphere spell, the distance you can move the sphere increases to
45 feet when use a bonus action to move it.
attack total is 20 or higher, the target is also Shocked until the
end of your next turn. Gentle Repose: Boon from Beyond. When you cast the
Gentle Repose spell on the corpse or remains of a creature that
Flame Blade: Swift Scimitar. When you cast the Flame
was Good aligned, you gain a d4 blessing which lasts until
Blade spell, for the spell's duration you can also use a bonus
used, ending early if unused after 24 hours. You can add this d4
action to make a melee spell attack with the fiery blade. On a
to any attack roll, ability check, or saving throw you make. You
hit, the target takes 1d6 fire damage. This damage increases by
1d6 for every three slot levels above 2nd. must choose to do so before you roll. You can only benefit from
this mastery once per day.
Flaming Sphere: Avalanche Orb. When you cast the
Gentle Repose: Crypt Keeper's Command. When you cast
Flaming Sphere spell, you can instead create a rolling ball of
frost. The spell deals cold damage rather than fire. The sphere the Gentle Repose spell, you ignore the effects of the spell,
allowing you to turn the affected corpse or remains into an
can only move half as far each turn, but the first time each turn
undead. Any such undead creature you raise is immune to being
the sphere rams into a Small or smaller creature, the sphere
charmed, frightened, or turned.
doesn't stop.
Gentle Respose: Early Action. When you cast the Gentle
Flaming Sphere: Blazing Bodies. When you cast the
Repose spell and the target has been dead for 1 minute or less,
Flaming Sphere spell, you can cast a corrupted necromantic
the spell lasts up to three times as long.
version of it, creating a ball of blazing undead corpses and
smokey spirits. The spell counts as a Necromancy spell, instead Gentle Repose: Edict of Natural Expiry. When you cast the
of Conjuration, and deals your choice of Fire or Necrotic Gentle Repose spell, you can target a creature instead of a
damage. Additionally, as a reaction when the spell rams into a corpse. If the creature isn't willing, it can make a Constitution
Medium or smaller creature, you can force that creature to saving throw to resist the spell, becoming affected on a failed
make a Strength or Dexterity saving throw (target's choice). On save. An affected creature can't regain hit points for 1 minute
a failed save, it is Grappled (escape DC equal to your spell save after becoming affected, or for 1 hour if the creature is already
DC) by undead hands reaching out from the sphere until the an Undead.
start of your next turn, ending early if the spell ends.
Gentle Repose: Garden of Grace. When you cast the Gentle
Flaming Sphere: Build-up Blaze. When you cast the Repose spell as a ritual, instead of touching a corpse, you can
Flaming Sphere spell, for the duration, you can use an action to instead cover a 30x30 square foot area by the spell. Any corpse
move the sphere, instead of a bonus action. When you do, you or remains in the area or up to 30 feet above/below it is affected
can move the sphere up to 60 feet, and the damage for ramming by the spell while it remains in the area. If a corpse is removed
into a creature increases by half the spell's normal damage. from the area, the spell's effects immediately end on it.

60
Gentle Repose: Ghostly Refuge. When you cast the Gentle Heat Metal: Searing Scales. When you cast the Heat Metal
Repose spell, for the duration, the target becomes semi-spectral, spell, you can infuse Draconic magic into the casting to gain
covered by a ghostly sheen. In this state, it is immune to fire two new uses. The first use is to target a creature using hard
damage and all non-magical damage, can't be sensed by natural armor (such as scales or carapace, up to the GM's
divination magic from creatures other than you, and its soul is discretion), instead of targeting a metalic object. When you do,
protected (provided it is still free and willing) from any effect the creature takes half as much damage from the spell, and
that would prevent it from being free and willing to return to the when it makes the Constitution saving throw against the spell, it
body in the event of a Raise Dead spell or similar magic. doesn't suffer the negative effects of wearing the armor on a
successful save.
Gentle Repose: Whiteflower Ward. When you cast the
Gentle Repose spell, you can expend 10 gp worth of silver dust The second special use is to target the hard natural armor
to target a willing creature instead of a corpse. A feintly (scales or carapace) of yourself or a willing creature you touch.
glowing mark resembling a white flower appears on the When you do, the target takes no damage and suffers none of
creature's chest. For the duration, if the target is reduced to 0 hit the spell's negative effects. Instead, any creature that grapples
points, it immediately becomes Stable and is under the normal or is grappled by the target takes half the spell's damage at the
effects of this spell until its duration expires. start of each of its turns while the grapple with the affected
creature continues.
Gust of Wind: Concentrated Winds. When you cast the Gust
of Wind spell, you can choose to halve the length of the line Heat Metal: Spellbreaker Burns. When you cast the Heat
created by the spell to empower the wind. While the wind is Metal spell, if the spell's damage forces a creature to make a
empowered, a Large or smaller creature that fails its Strength Constitution saving throw to maintain concentration, the DC of
saving throw against the spell is also knocked prone. Once you that saving throw is increased by your spellcasting ability
change the direction of the line, the wind is no longer modifier.
empowered.
Hold Person: Close Capture. When you cast the Hold Person
Gust of Wind: Growing Gust. When you cast the Gust of spell, you can change the range to 5 feet. When you do, the
Wind spell, for the duration, you can use a bonus action to target has disadvantage on its initial saving throw against the
increase the length of the line by 60 feet, instead of changing spell. However, the target has advantage on any repeat saving
the direction of the line. The length of line returns to its base throw it makes to end the spell while you are more than 5 feet
size if you change the direction of the line or if you move at from it.
least 5 feet.
Hold Person: Natural Bindings. When you cast the Hold
Heat Metal: Fires of the Forge. (Tool Infusion) When you Person spell, you can also target Beasts, Elementals, Giants,
cast the Heat Metal spell, if you are proficient with Smith's and Plants. When you target one of these creature types, the
Tools and use part of a set in the spell's casting, you can use an target can choose whether it makes a Wisdom saving throw or
action on subsequent turns for the duration to partially Constitution saving throw.
deconstruct the target object, provided the object isn't magical.
A deconstructed weapon deals half damage until repaired. Hold Person: Paralyzing Fear. When you cast the Hold
Deconstructed armor has its AC reduced by your proficiency Person spell, a creature Frightened of you has disadvantage on
bonus (this penalty does not stack). Other deconstructed objects saving throws against the spell.
have their AC halved and are vulnerable to all damage. If you
concentrate on the spell for its full duration, a deconstructed Invisibility: Assassin's Opportunity. When you cast the
target is destroyed, disintegrating into a pile of dust. Invisibility spell targeting yourself, for the duration, if you
attack or cast a spell, doing so doesn't end the invisibility until
Heat Metal: Forgemaster's Focus. When you cast the Heat the start of your next turn, unless the spell you cast requires
Metal spell, if you speak Dwarvish and use it as a verbal concentration.
component in the spell's casting, for the duration, you have
advantage on saving throws to maintain concentration on the Invisibility: Careful Casting. When you cast the Invisibility
spell. Additionally, if you would fail a saving throw maintain spell and target yourself, for the duration, casting a cantrip that
concentration on the spell, you can use your reaction to reroll deals no damage doesn't end the spell for you automatically.
that saving throw. Instead, you can make a Constitution saving throw to mantain
concentration on the spell (DC 10). On a failed save, you lose
Heat Metal: Rot & Rust. When you cast the Heat Metal spell, concentration on the spell.
you can cause a toxic acid to ooze from the target, rather than
creating heat. The spell deals acid damage, instead of fire Invisibility: Disappearing Act. When you cast the Invisibility
damage. Additionally, a creature that fails the Constitution spell, the range becomes 30 feet, but the spell ends if the target
saving throw against the spell becomes Poisoned until the end ends its turn more than 60 feet from you.
of your next turn, even if it drops the object.

Heat Metal: Scalding Touch. When you cast the Heat Metal
spell, you can change the range to touch. When you do, the
damage dice become d12s. To repeat the spell's effect as a
bonus action, you must be within touch range of the target.

61
Invisibility: Duplicate Distraction. When you cast the Lesser Restoration: Compound Cure. When you cast the
Invisibility spell, you can simultaneously leave behind an Lesser Restoration spell, if the target is under multiple effects
illusory double of you, which appears where you are standing. which could be cured by the spell, choose one effect to be
The double lasts until the start of your next turn. You can use automatically cured as per the spell. Then, for each additional
your bonus action to move your illusory double up to twice relevant effect, roll a spellcasting ability check. On a 10 or
your speed and make it gesture, speak, or behave in whatever higher, you may cure a second effect. For a third effect, you
way you choose. As an intangible illusion, physical interaction must score a 15 or higher. For a 4th effect and beyond, you
with the double reveals its nature. Otherwise, a suspicious must score a 20 or higher.
creature must succeed an Intelligence (Investigation) check
against your spell save DC to determine it's an illusion. Lesser Restoration: Freedom. When you cast the Lesser
Restoration spell to end a disease or condition on the target, the
Invisibility: Shadow Synergy. When you cast the Invisibility target also has advantage on saving throws against all diseases
spell, you can concentrate on the spell simultaneously with up or against the chosen condition, respectively, for 1 hour.
to one other Illusion spell. When you cast the spell in this way,
it lasts up to 1 minute only, instead of 1 hour. Make separate Lesser Restoration: Healing Supplement. When you cast a
saving throws to maintain concentration for each spell. Your spell that restores hit points to one or more creatures, you can
concentration saves for either spell have disadvantage. also cast the Lesser Restoration spell using this mastery as part
of the same action used to cast the healing spell. You must
Invisibility: Slip Into Shadow. When you cast the Invisibility expend a spell slot for this spell as normal. The effects of the
spell, if the target is in total darkness, you can cast the spell as a Lesser Restoration spell extend to one creature affected by the
bonus action, and it requires no components for you. healing of your choice.

Knock: Arcane Infiltration. When you cast the Knock spell, Lesser Restoration: Helping Hand. When you cast the
you can target an area of a Wall spell, Tiny Hut spell, or Lesser Restoration spell, the target also gains advantage on the
Forcecage spell that fits into a 5-foot cube. If you cast your next ability check or attack roll it makes before the end of its
Knock spell at a level equal to or higher than the level of the next turn. This advantage counts as though coming from the
target spell, the 5-foot cube you targeted is suppressed for up to Help action.
1 minute. You can end the suppression effect early as an action.
Lesser Restoration: Herald of Healing. When you cast the
Knock: Secret Password. When you cast the Knock spell, you Lesser Restoration spell, the range becomes 30 feet. You
can use a casting time of 1 minute. When you do, the spell needn't see the target, as long as you are aware of it and know
counts as though cast using a spell slot three levels higher (to a its general location. The target sees a gentle angelic spirit
maximum of 9th level). Additionally, if you target an object descending upon it, but this is not visible to anyone else.
which you have opened at least once before, the spell doesn't
consume a spell slot. Lesser Restoration: Life Giver. When you cast the Lesser
Restoration spell, the target's body also restores itself in part. If
Knock: Thief's Touch. (Tool Infusion) When you cast the the target has at least 1 hit point, it can roll one of its hit die,
Knock spell, if you are proficient with Thieves' Tools and use a regaining hit points equal to the roll.
set in the spell's casting, the spell doesn't emanate a loud knock.
Additionally, you can roll an ability check with the Thieves' Lesser Restoration: Preemptive Purge. When you cast the
Tools (using Dexterity). If the result is 20 or higher, cast the Lesser Restoration spell, the duration becomes 8 hours. The
Knock spell as if using a spell slot one level higher. spell has no instantaneous effect. Instead, the first time during
the duration the target would become diseased, blinded,
deafened, paralyzed, or poisoned, it doesn't. The spell then
Knock & Arcane Lock Updates ends.
The Knock masteries are intended to be used alongside
the following added clause for the Arcane Lock spell: Lesser Restoration: Restoring Touch. When you cast the
"At Higher Levels. When you cast this spell using a Lesser Restoration spell, you can also use your Lay On Hands
spell slot of 3rd level or higher, only a Knock spell cast feature on the same target as part of the same action used to cast
at the same level or higher can suppress the spell's the spell.
effect."
Lesser Restoration: Revitalize. When you cast the Lesser
Restoration spell, if the target has 10 or fewer hit points, it
Knock: Thunderous Seige. When you cast the Knock spell, regains hit points equal to your spellcasting ability modifier.
you can create a violent, thunderous knock. If the target object
has 20 hit points or less and it isn't magical, it is destroyed by Lesser Restoration: Ritual Restoration. You can cast the
the spell, shattering into many pieces. The sound created by the Lesser Restoration spell as a Ritual. You must include 10 gp of
effect is audible as far as 1000 feet away. Any creature within incense as a material component in the spell's casting, which the
20 feet of the target is Deafened for 1 round. spell consumes.

Lesser Restoration: Soothing Spirit. When you cast the


Lesser Restoration spell, for 1 minute, the target has advantage
on saving throws against the condition which the spell ended, or
against diseases if the spell cured a disease.

62
Levitate: Drift. When you cast the Levitate spell on a creature, Magic Weapon: Crusade Blade. When you cast the Magic
for the duration, that creature can use a bonus action to move up Weapon spell, the spell's bonuses increase by 1 against Fiends
to half its speed as though flying. and Undead. Also, attacks with the weapon bypass the Undead
Fortitude feature of certain undead, such as Zombies.
Levitate: Levitation Lasso. When you cast the Levitate spell
and don't target yourself, you can pull the target up to 5 feet Magic Weapon: Enhanced Armament. (Tool Infusion)
towards you while the target levitates in the air. You can repeat When you cast the Magic Weapon spell, if you are proficient
this effect as a bonus action on each of your turns, or as an with Smith's Tools and use a set in the spell's casting, for the
action to pull the target up to 10 feet towards you. duration, if the weapon doesn't have the Heavy property, it
gains the Light property. If it does have the Heavy property, the
Levitate: Power Lift. When you cast the Levitate spell, the bonus to its damage rolls granted by the spell increases by 1.
spell's weight limit increases by 500 pounds at 2nd level, plus
an additional 500 pounds for each slot level above 2nd when Magic Weapon: Monster Slayer. When you cast the Magic
you upcast the spell. Weapon spell, the spell's bonuses increase by 1 against
Monstrosities and Shapechangers that aren't in their original
Locate Animals or Plants: Attuned With Nature. When you form.
cast the Locate Animals or Plants spell, the spell lasts for up to
1 hour, requiring concentration. During this time, you can Magic Weapon: Spellblade. When you cast the Magic
repeat the initial effect as an action, targeting the same kind of Weapon spell, you have a unique magical bond to the affected
animal or plant, or a different one of your choice. weapon for the duration, allowing you to use your spellcasting
ability modifier, instead of Strength, for attack and damage rolls
Locate Animals or Plants: Scout's Census. When you cast with the affected weapon while you wield it.
the Locate Animals or Plants spell, you learn the location of all
plants or animals of that kind within 1000 feet, in addition to Magic Weapon: Spellfused Strikes. When you cast the
the spell's normal effects. Magic Weapon spell, you can concentrate on the spell while
also concentrating on the Divine Favor spell, or any Smite spell.
Locate Object: Lite Magic. When you cast the Locate Object Further, the affected weapon deals one additional die of damage
spell, it doesn't require concentration for you. whenever it hits with an attack affected by any of the following
Locate Object: Long Range Radar. When you cast the spells: True Strike, Divine Favor, any Smite spell.
Locate Object spell, the range increases depending on which Mirror Image: Armored Entourage. When you cast the
level the spell was cast at, as shown in the table below. Mirror Image spell, your duplicates also gain the AC benefits of
any Mage Armor or Shield spell affecting you.
Slot Level Range
2nd 1 mile Mirror Image: Glass Echoes. (Tool Infusion) When you
cast the Mirror Image spell, if you are proficient with the
3rd 5 miles Glassblower's Tools and use a set in the spell's casting, you can
4th 10 miles create a number of illusory duplicates equal to 1 + your
proficiency bonus, instead of the normal amount. However,
5th 25 miles whenever one of the duplicates is destroyed, you must roll a
6th 50 miles Constitution saving throw to maintain concentration. The DC
equals 15 minus the number of duplicates remaining. On a
7th 100 miles
failed save, the spell immediately ends.
8th Same Plane of Existence
Mirror Image: Illusory Army. When you cast the Mirror
9th Unlimited Image spell, you can create two additional duplicates. However,
any attack that would target a duplicate automatically hits it
Magic Mouth: BOO! When you cast the Magic Mouth spell, (regardless of the attack roll or the duplicate's AC). While you
when a creature that isn't aware of the mouth hears the message have more than three duplicates, you must roll a 4 or higher to
spoken by the mouth for the first time, it must make a Wisdom change an attack's target to a duplicate.
saving throw. On a failed saving throw, it is frightened of the
mouth until the end of its next turn. Mirror Image: Mirrored Attackers. When you cast the
Mirror Image spell, for the duration, once per turn when you
Magic Mouth: Mocking Mouth. When you cast the Magic make an attack (before rolling the attack) against a creature
Mouth spell, if you know the Viscious Mockery spell, you can within 5 feet of you, you can expend one of your Mirror Image
imbue that cantrip into the Magic Mouth. When the Magic duplicates to gain advantage on the attack.
Mouth is triggered, it can cast the Viscious Mockery spell
targeting one creature within 30 feet that triggered it. If the Mirror Image: Protective Forms. When you cast the Mirror
trigger isn't caused by a creature, the effect fails. Once this Image spell, for the duration, you have advantage on d20 rolls
effect occurs, it can't occur again for 1 round. to determine whether an attack targets one of your duplicates
instead of you.
Magic Weapon: Deep Enchantment. When you cast the
Magic Weapon spell, you can change the duration to 1 minute.
When you do, it does not require concentration, but the spell
ends if you cast it again.
63
Misty Step: Arcane Afterboost. When you cast the Misty Misty Step: Sneaky Step. When you cast the Misty Step spell,
Step spell, you ignore all restrictions regarding casting spells as you also gain advantage on Dexterity (Stealth) checks until the
a bonus action on the same turn as other spells. Additionally, if end of your next turn. Also, if casting the spell would end the
you cast another spell of 1st level or higher on the same turn Invisible condition on you, you can roll a DC 10 ability check
before casting Misty Step, you can teleport twice as far. with your spellcasting ability. On a success, casting the spell
doesn't end the condition.
Misty Step: Elemental Chemistry. (Tool Infusion) When
you cast the Misty Step spell, if you are proficient with Misty Step: Symphonic Step. (Tool Infusion) When you
Alchemist's Supplies and use part of a set in the spell's casting, cast the Misty Step spell, if you are proficient with a musical
you can use a casting time of "1 reaction, which you take instrument and use it in the spell's casting, you can cast the spell
immediately after you take acid, cold, fire, or lightning (no more than once per turn) without requiring any action. You
damage". can't do so if you cast another spell that turn.

Misty Step: Elusive Escape. When you cast the Misty Step Moonbeam: Bane Beam. When you cast the Moonbeam
spell, the casting of the spell doesn't trigger reactions (such as a spell, a creature that fails its saving throw against the spell is
Counterspell spell or a Mage Slayer's attack), and your also Sickened until the start of its next turn. A Monstrosity,
movement doesn't trigger opportunity attacks for the rest of the Undead, or shapechanger is instead Poisoned for the same
turn. duration.

Misty Step: Extended Step. When you cast the Misty Step Moonbeam: Blood Moon. When you cast the Moonbeam
spell, you can change the casting time to 1 action. When you spell, you can create a pillar of crimson moonlight instead,
do, you can teleport twice as far. Alternatively, you can change channeling the dark energy of the blood moon. The spell deals
the casting time to 1 minute to teleport three times as far. necrotic damage instead of radiant. Additionally, whenever a
creature takes damage from the spell, it is Decaying until the
Misty Step: Gift of Going. When you cast the Misty Step start of its next turn.
spell, you can change the range to Touch, allowing you to
teleport a willing target you touch, instead of yourself. At the end of each of your turns for the duration, if you haven't
dealt damage to any creature with the spell since the start of
Misty Step: Gloomwalker. When you cast the Misty Step
your last turn, you must make a DC 13 Constitution saving
spell while in total darkness, the spell doesn't require any
components, and you don't need to see the point you wish to throw to maintain concentration on the spell. The DC increases
by 5 each consecutive round you are forced to make the save,
teleport to. Instead, you can provide a direction and distance to
but resets once you deal damage with the spell.
determine your destination.

Misty Step: Jailbird's Jailbreak. When you cast the Misty Moonbeam: Cold Light of Night. When you cast the
Moonbeam spell, for the duration, the damage counts as
Step spell, you don't need to provide any components, nor do
Radiant or Cold for each target (whichever is better). A target
you need to see your destination: you can simply describe the
that fails its saving throw by a margin of 5 or more also has its
distance and direction you wish to teleport.
speed halved until the end of its next turn.
Misty Step: Misty Shimmer. When you cast the Misty Step
Moonbeam: Full Moon. When you cast the Moonbeam spell,
spell, after you reach your destination and until the start of your
you can change the radius of the cylinder to 20 feet, but you
next turn, a cloak of mist surrounds you, lightly obscuring your
space and granting you a +2 bonus to your AC. These benefits can't move the beam on subsequent turns.
end if you move at least 5 feet. Moonbeam: Lunar Cycle. When you cast the Moonbeam
Misty Step: Pixie's Portal. When you cast the Faerie Fire spell, for the duration, you can move the spell's area as as an
action as normal, or as a bonus action, but only half as far. You
spell, a misty cloud of pixie dust is left behind in a 5-foot radius
can't move the area twice on the same turn.
in your wake. Each creature in that area must make a Dexterity
saving throw. On a failed save, a creature becomes outlined in Moonbeam: Purging Essence. When you cast the Moonbeam
light and sheds dim light in a 10 foot radius until the start of spell, for the duration, Monstrosities and Undead that fail their
your next turn. Attack rolls against a creature alit this way have saving throw against the spell take additional damage equal to
advantage, and the creature can't benefit from being invisible. your spellcasting ability modifier.
Misty Step: Sylvester's Spatial Yo-Yo. When you cast the Moonbeam: Silver Knight's Shroud. When you cast the
Misty Step spell, at the start of your next turn, you teleport back Moonbeam spell, for the duration, you are immune to the spell's
to the point at which you cast this spell. If that point is effects. Further, if you enter the area for the first time on a turn
occupied, you appear in the nearest unoccupied space of your or start your turn in the area, you gain the spell's damage as
choice within 5 feet of it. If all such spaces are occupied, you temporary hit points, which last until the start of your next turn.
don't teleport, instead taking 1d6 force damage and falling
prone.

64
Moonbeam: Sylvan Starlight. When you cast the Moonbeam Protection From Poison: Necrotic Ward. When you cast the
spell, if you speak Sylvan and use it as a verbal component in Protection From Poison spell, the target also has resistance to
the spell's casting, you can infuse the beam with sylvan necrotic damage for the duration.
starlight. Any Humanoid (Elf) or Fey that fails a saving throw
against the spell loses any of the following traits it possesses Protection From Poison: Promote Health. When you cast
until the start of its next turn: Magic Resistance, Darkvision, the Protection From Poison spell, the target also gains
and any feature that grants it advantage on any kind of ability temporary hit points equal to the level at which the spell was
check. cast + your spellcasting ability modifier, which last for the
spell's duration.
Moonbeam: Sylvan Tears. When you cast the Moonbeam
spell, if you speak Elvish or Sylvan and use either language as a Protection From Poison: Purifying Tonic. (Tool
verbal component in the spell's casting, you can designate any Infusion). When you cast the Protection From Poison spell, if
number of creatures to be unaffected by the spell. Additionally, you are proficient with Alchemist's Supplies and use a set in the
if you cast the spell outside in moonlight in a forest or similar spell's casting, you can touch a tiny vial of water, instead of a
environment, the damage dice become d12s. creature, to store the spell's effects inside that vial. A creature
can drink the contents of the vial as an action to gain the spell's
Pass Without Trace: Compounding Enchantments. When effects for 1 minute. This version of the spell doesn't require
you cast the Pass Without Trace spell, for the duration, any concentration, but the vial instantly becomes nonmagical once
affected creature that is also Invisible can't be detected by it is used, after 24 hours, or if you cast the spell in this way
magical means (including a See Invisibility spell or similar again.
spells), or by Truesight.
Ray of Enfeeblement: Burst of Curse. When you cast the
Pass Without Trace: Cloak & Dagger. When you cast the Ray of Enfeeblement spell, you can choose to target a point
Pass Without Trace spell, you can focus the magic on yourself within range, instead of a creature. All creatures within 10 feet
so that the spell doesn't affect other creatures around you. When of that point must make a Constitution saving throw or be
you do, at any point during the spell's duration when you make affected by the spell. When you cast the spell in this way, the
an attack with a melee weapon that has the light and finesse duration becomes 1 round, not requiring concentration. The
properties while hidden from the target, you can add +5 to the spell ends at the start of your next turn.
attack roll, transferring the spell's magic into the strike. If the
attack hits, it also deals +5 damage. The spell then ends. Ray of Enfeeblement: Chemical Weakness. When you cast
the Ray of Enfeeblement spell, if you are proficient with
Pass Without Trace: Moment of Magic. When you cast the Alchemist's Supplies and use a set in the spell's casting along
Pass Without Trace spell, you can change the duration to 1 with 25 gp worth of alchemical ingredients mixed with silver
minute, not requiring concentration. dust, the spell doesn't require concentration. Additionally, if you
use a vial of concentrated blood from a creature of the same
Pass Without Trace: Shadow Cloak, Shadow Shoes. (Tool type as the target (Humanoid, Beast, Monstrosity, etc) as a
Infusion) When you cast the Pass Without Trace spell, if you material component, the saving throw is made with
are proficient with Weaver's Tools or Cobbler's Tools and use disadvantage.
part of a set in the spell's casting, you can change the spell's
range to Touch and target a garment of clothing (Weaver's Ray of Enfeeblement: Infection. (Tool Infusion) When you
Tools) or a pair of shoes (Cobbler's Tools). For the spell's cast the Ray of Enfeeblement spell, if you are proficient with
duration, a creature wearing the clothing/shoes is under the the Poisoner's Kit and use part of a set in the spell's casting, the
spell's effects. However, the spell affects only that creature, not spell doesn't require concentration. However, the spell's effects
any others around it. If you cast the spell this way using a spell can be resisted or cured by any effect that resists or cures the
slot of 3rd level or higher, you can target one additional Poisoned condition. Additionally, the spell ends if you cast it
garment or pair of shoes within 5 feet of you for each slot level again.
above 2nd.
Ray of Enfeeblement: Necromancer's Ray. When you cast
Prayer of Healing: Enduring Boon. When you cast the the Ray of Enfeeblement spell, Humanoids have disadvantage
Prayer of Healing spell, you can forgo adding your spellcasting on the saving throw against the spell, and take 1d12 Necrotic
ability modifier to the healing. Instead, each creature gains damage on failing the initial saving throw. When you cast the
temporary hit points equal to your spellcasting ability modifier. spell using a spell slot of 3rd level or higher, this damage
increases by 1d12 for each slot level above 2nd. Additionally, a
Prayer of Healing: Miraculous Intercession. When you Humanoid killed by this damage rises at the start of your next
cast the Prayer of Healing spell, you can attempt to empower turn as a zombie that is under your command until the spell
your spell with divine miracle magic. Roll percentile dice. If ends, following your verbal orders to the best of its ability.
you roll a number equal to or lower than your cleric level +
your Wisdom score, you can cast the spell as an action. Ray of Enfeeblement: Rupturing Ray. When you cast the
Otherwise, the spell has no effect and is wasted. Ray of Enfeeblement spell and miss with the attack, but only by
a margin of 5 or less, the target still suffers the spell's effect.
Protection From Poison: Failsafe. When you cast the However, the spell ends immediately after the target makes an
Protection From Poison spell, for the duration, the next time the attack that is affected.
target would become Poisoned or take poison damage, they
instead do not gain the condition and/or take none of the poison
damage. The spell then ends.
65
Ray of Enfeeblement: Total Weakness. When you cast the Scorching Ray: Seige Blasts. When you cast the Scorching
Ray of Enfeeblement spell, the spell also affects attacks that use Ray spell, you can use a slower version of the spell for a more
Dexterity. If the target fails its saving throw by a margin of 5 or powerful effect designed for seige warfare. The spell takes 2
more, it also has disadvantage on Strength and Dexterity ability actions to cast. After taking the first action, you must
checks until the spell ends. concentrate on the spell until you take the second action. When
you cast the spell this way, the range becomes 1000 feet, the
Ray of Enfeeblement: Undermine Undead. When you cast spell deals triple damage to objects and structures, and a
the Ray of Enfeeblement spell, Undead targets with a CR equal flammable structure or object hit by this spell ignites if it isn't
to or lower than your spellcasting ability modifier automatically being worn or carried.
fail the saving throw against the spell. Features that resist or
grant immunity to turn undead also resist this mastery. Scorching Ray: Sunburn. When you cast the Scorching Ray
Additionally, if you have a Channel Divinity feature, you can spell, any target hit by at least two rays must make a
expend a use of it to cast this spell at its lowest level using this Constitution saving throw. On a failed save, the target is
mastery without expending a spell slot. Scorched and Sickened until the end of its next turn.

Rope Trick: Instant Escape. When you cast the Rope Trick See Invisibility: Linked Senses. When you cast the See
spell, you immediately teleport into the extradimensional space Invisibility spell, choose one willing creature you can see
as part of casting the spell. within 5 feet of you. For the duration, that creature shares the
benefits of the spell while it is within 5 feet of you.
Rope Trick: Shadow Spies. When you cast the Rope Trick
spell, any creature inside the area looking outside of it through See Invisibility: Ocular Assault. When you cast the See
the window-like portal the spell creates does though as though Invisibility spell, as an action on a subsequent turn, you can
they have Darkvision out to a range of 60 feet. cause a swarm of spectral eyeballs to assail one invisible
creature you can see within 30 feet, which must make a
Scorching Ray: Abundant Attacks. When you cast the Wisdom saving throw. On a failed save, the target takes 2d6
Scorching Ray spell and direct all the rays towards separate psychic damage and loses concentration, if it was concentrating.
targets, you can create one additional ray to hurl at a different Regardless of the save result, the spell then ends.
target.
See Invisibility: Sharper Sight. When you cast the See
Scorching Ray: Acidic Orbs. When you cast the Scorching Invisibility spell, for the duration, you also gain advantage on
Ray spell, you can change the spell's damage type to acid. Wisdom (Perception) checks and ignore any Light or Heavily
Additionally, reroll 1s on the damage dice against a target Obscured property caused by magic.
within 15 feet of you. However, the spell's range is halved.
See Invisibility: Tinker's Lens. (Tool Infusion) When you
Scorching Ray: Diminishing Heat. When you cast the cast the See Invisibility spell, if you are proficient with Tinker's
Scorching Ray spell, the damage of each ray is modified based Tools and use a set in the spell's casting, you can touch a pair of
on the target's distance from you, as shown below. glasses, spectacles, or some other seeing aparatus used by only
Modifications do not stack; use the greatest applicable one creature at a time. The object is augmented with the spell's
modification for each ray. effects for 8 hours, instead of the spell's normal duration, so that
any creature wearing the glasses or using the device is under the
Range Damage Mod
spell's effects while doing so.
Within 5 feet +3
Shatter: Booming Blast. When you cast the Shatter spell, any
Within 10 feet +2 creature that fails its saving throw is also Deafened until the end
Within 20 feet +1 of your next turn. If a creature fails its saving throw by 5 or
more, it is also Dazed and has disadvantage on the next
Farther than 20 feet -1
Intelligence or Wisdom saving throw it makes before the end of
Farther than 40 feet -2 your next turn.
Farther than 60 feet -3 Shatter: Conductor's Cacophony. (Tool Infusion) When
you cast the Shatter spell, if you are proficient with a musical
instrument and use one in the spell's casting, you can change
Reminder: Ranged Attacks In Melee the spell's range and shape to "Self (X-foot cone)", where X
When you make a ranged attack with a weapon, a equals 10 + 10 times your proficiency bonus. A creature within
spell, or by some other means, you have disadvantage 10 feet of you has disadvantage on its saving throw.
on the attack roll if you are within 5 feet of a hostile
creature who can see you and who isn't incapacitated. Shatter: Demolition Magic. When you cast the Shatter spell,
it deals two extra dice of damage to nonmagical objects that
aren't being worn or carried and to creatures made of inorganic
Scorching Ray: Lightning Rays. When you cast the
material.
Scorching Ray spell, you can change the spell's damage type to
lightning, instead of fire. Additionally, attack rolls for the spell Shatter: Implosion. When you cast the Shatter spell, a
have advantage against a target made of metal, or wearing creature that fails its saving throw against the spell is pulled up
armor made of metal. However, a creature resistant to lightning to 5 feet towards the center of the spell's area. If it fails by a
damage takes no damage from the spell. margin of 5 or more, it falls prone.
66
Shatter: Potter's Wrath. (Tool Infusion) When you cast the Spider Climb: Arachnid Instincts. When you cast the Spider
Shatter spell, if you are proficient with Potter's Tools and use Climb spell targeting yourself, it doesn't require concentration,
part of a set in the spell's casting, along with a handful of baked but it ends if you cast it again. Additionally, you ignore the
clay worth at least 1 sp, which the spell consumes, you can effects of webs, both nonmagical and magical (such as those
create a burst of shrapnel in the spell's area, adding 1d4 piercing created by the Web spell). Lastly, you have the ability to
damage to the spell's damage against any creature that fails its communicate in a limited manner with spiders. They can
saving throw. When you cast this spell using a spell slot of 3rd understand the meaning of your words, though you have no
level or higher, the added damage increases by 1d4 for each slot special ability to understand them in return. You have advantage
level above 2nd. on all Charisma checks you make to influence them.

Shatter: Screams of the Damned. When you cast the Shatter Spider Climb: Hunter's Grip. When you cast the Spider
spell, you can create the loud noise using the screams of the Climb spell, for the duration, the target can move while
tortured souls of the damned. The spell's damage is reduced by carrying a Grappled creature without any movement penalty.
one die, but any non-undead creature that fails its saving throw Additionally, on each of its turns for the duration, the target can
is also Frightened of you until the end of your next turn. use a bonus action to gain advantage on ability checks to
initiate or maintain a grapple until the start of its next turn.
Silence: Fading Spell. When you cast the Silence spell, it
creates a 40-foot radius sphere, instead of 20. However, at the Spider Climb: Secondary Focus. When you cast the Spider
start of each of your turns for the spell's duration, the radius Climb spell, it doesn't require concentration, but you must use
decreases by 10 feet. When it reaches 0 feet, the spell ends. your bonus action on each of your turns for the duration to
maintain the spell, otherwise it ends.
Silence: Haunted Aura. When you cast the Silence spell, for
the duration, creatures in the spell's area have disadvantage on Spider Climb: Swift Scuttle. When you cast the Spider Climb
saving throws against being frightened. Additionally, while spell, the target's speed also increases by 10 feet for the spell's
shaken, a creature in the spell's area is also frightened. duration, and it has advantage on saving throws against being
restrained or knocked prone.
Silence: Heavy Silence. When you cast the Silence spell, for
the duration, the spell's area is difficult terrain. Additionally, Spider Climb: Web Sense. When you cast the Spider Climb
any creature that starts its turn in the spell's area must make a spell, for the duration, the target becomes in tune with any
Constitution saving throw. On a failed save, its speed is halved surface it is climbing on. It has tremorsense out to as far as 30
until the end of its turn. When you cast the spell in this way, it feet along that surface, or twice as far on a web surface.
lasts up to 1 minute, instead of 10.
Spike Growth: Deadly Density. When you cast the Spike
Silence: Living Spell. When you cast the Silence spell, on Growth spell, for the duration, the spell's damage is 6, instead
subsequent turns for the spell's duration, you can use an action of 2d4. Additionally, when you cast the Spike Growth spell
to move the spell's area up to 20 feet. However, if you don't using a spell slot of 3rd level or higher, the damage increases by
take this action or use a bonus action to maintain the spell on 2 for each slot level above 2nd.
each of your turns, the spell ends.
Spike Growth: Exploding Spikes. When you cast the Spike
Silence: Maddening Silence. When you cast the Silence Growth spell, for the duration, you can use an action on
spell, for the duration, when a creature ends its turn inside the subsequent turns to cause the spikes to explode. Every creature
spell's area, it must make a Wisdom saving throw or take within 5 feet of the spell's area must make a Dexterity saving
psychic damage equal to your spellcasting ability modifier. throw. A creature inside the spell's area has disadvantage on this
However, the duration is reduced to 1 minute, instead of 10. save. On a failed save, a creature takes 2d4 piercing damage.
When you cast the spell this way using a spell slot of 3rd level The spell then ends.
or higher, the damage a creature takes increases by 1d4 for each
slot level above 2nd. Spike Growth: Fickle Vines. When you cast the Spike
Growth spell, the spell no longer requires concentration, but the
Silence: Moment of Silence. When you cast the Silence spell, duration is 1d4 rounds. The spell ends at end of your turn on the
the duration becomes 1 round, not requiring concentration. The last of the 1d4 rounds.
spell ends at the end of your next turn.
Spike Growth: Natural Camoflauge. When you cast the
Silence: Sticky Specters. When you cast the Silence spell, the Spike Growth spell, the spike growths are invisible to a creature
area is filled with spectral spirits that cling to creatures affected until that creature touches the spikes.
by the spell, stealing their sound. For the duration, when a
creature leaves the spell's area, some of the spirits cling to it Spike Growth: Primordial Shards. When you cast the Spike
until the start of its next turn. While spirits cling to a creature, it Growth spell, you can create formations of crystalline shards
is still under the spell's effects. with elemental infusions, instead of spikes and thorns. When
you do, choose Acid, Cold, Fire, or Lightning. The spell deals
the chosen damage type. Additionally, the spell's damage
increases by 1d4, but once a 5-foot square has dealt damage to a
creature, the spell ends inside that square as the crystals shatter
and dissipate.

67
Spike Growth: Secret Snare. When you cast the Spike Suggestion: Enduring Enchantment. When you cast the
Growth spell, you can do so using a 10 minute casting time. Suggestion spell, the first time you or one of your companions
When you do, the duration becomes 8 hours, not requiring damage the target, the spell doesn't automatically end. Instead,
concentration. However, once a creature enters the area and is the target repeats the Wisdom saving throw against the spell. If
affected by it, the spell's remaining duration changes to 1 it succeeds, the spell ends. Otherwise, the spell doesn't end due
minute. to that instance of damage.

Spike Growth: Toxic Thorns. When you cast the Spike Suggestion: Scribe Spell. (Tool Infusion) When you cast the
Growth spell, a creature that ends its turn having moved at least Suggestion spell, you can use a 1 minute casting time and
5 feet in the spell's area that turn and taken damage from it must Special duration to store the spell's effect in written form, rather
make a Constitution saving throw. On a failed save, that than causing the effect immediately. To do so, you must be
creature takes 2d4 poison damage and is Poisoned until the end proficient with Calligrapher's Supplies and use a set in the
of its next turn. spell's casting. You write on parchment, paper, or some other
suitable writing material and imbue it with a potent
Spiritual Weapon: Ethereal Armament. When you cast the enchantment that lasts for up to 24 hours. The first time a
Spiritual Weapon spell, attacks with the weapon can hit a creature other than you (or any you designate when you cast the
creature you can detect on the Ethereal Plane, and have the spell) reads the written script, it must make the saving throw
Bypass property. against the spell, coming under its effects for up to 1 hour on a
failed save. Regardless of the saving throw's result, the magic
Bypass Property ends on the written script. You can only have one magical script
enchanted this way at a time. Casting the spell on a new script
Attacks with this weapon can't be parried and ignore
ends the effect on any previously created one. When you cast
any AC bonus from Light and Medium shields.
the spell this way using a spell slot of 3rd level or higher, the
From Mythmaker's Enhanced Equipment, found at script can remain enchanted for an additional 24 hours for each
Mythmakergm.com under Free PDFS. slot level above 2nd.

Spiritual Weapon: Godknight's Bond. When you cast the Scribe Spell Note
Spiritual Weapon spell, while the weapon is within 10 feet of Many players may think to use scribe spell to write
you, you have advantage on attacks with it. However, if the their suggestion on a piece of paper and then flash that
weapon is ever more than 10 feet from you, the spell paper in their opponent's eyes during combat. GMs are
immediately ends. encouraged to rule that forcing a creature to quickly
read the scripted suggestion isn't possible during a fast
Spiritual Weapon: Guardian's Arm. When you cast the paced, frantic encounter like combat. Instead,
Spiritual Weapon spell, while the weapon is within 5 feet of encourage players to use deception and cunning to
you, whenever you would be hit by a melee weapon or spell trick NPCs into reading their suggestion, or to use the
attack, you can use your reaction to impose the weapon, adding mastery to set traps for unsuspecting enemies.
your spellcasting ability modifier to your AC against the attack,
potentially causing it to miss.
Suggestion: Short-Term Suggestion. When you cast the
Spiritual Weapon: Heavy Strikes. When you cast the Suggestion spell, it doesn't require concentration, but the
Spiritual Weapon spell, you can use an action to make an attack duration becomes 1 minute.
with the weapon, instead of (or in addition to) using a bonus
Suggestion: Subconscious Inception. When you cast the
action. When you attack with it as an action, it creates an
Suggestion spell, if you are capable of Telepathically
especially heavy swing, dealing an additional die of damage
communicating with the target or if you know the Message
and scoring a critical hit on a roll of 18, 19, or 20.
cantrip and could use it to target the same creature you target
Spiritual Weapon: Soulbound Weapon. When you cast the with this spell, you can cast this spell without requiring any
Spiritual Weapon spell, attacks with the weapon can benefit Verbal component. Additionally, the target has disadvantage on
from Smite spells, the Divine Smite Paladin class feature, and its saving throw against the spell.
the Rogue's sneak attack feature.
Warding Bond: Defensive Ward. When you cast the Warding
Spiritual Weapon: Weapon of Light. When you cast the Bond spell, both you and the target gain 5 temporary hit points,
Spiritual Weapon spell, the weapon created by the spell deals which last for the spell's duration. The temporary hit point
radiant damage, instead of force, and sheds bright light in a 10- amount increases by 5 for each slot level above 2nd when you
foot radius, and dim light for an additional 10 feet. Additionally, upcast this spell.
the weapon deals maximum damage, instead of rolling, when it
Warding Bond: Distant Bond. When you cast the Warding
hits a creature that is vulnerable to radiant damage.
Bond spell, for the duration, being more than 60 feet from the
Suggestion: Dream Whisper. When you cast the Suggestion target doesn't end the spell. Additionally, you always know the
spell, you can target a sleeping creature, provided that creature exact location of the creature you are bound to until the spell
would be able to understand you while it is awake. A sleeping ends.
target has disadvantage on its saving throw against the spell.

68
Warding Bond: Ritual Rings. (Tool Infusion) When you Web: Whisperweave. When you cast the Web spell, for the
cast the Warding Bond spell, if you are proficient with the duration, you can speak telepathically to any creature inside the
Jeweler's Kit and use a set in the spell's casting, you can create spell's area. Additionally, if a creature is Restrained by the spell,
a special bond between yourself, the target, and the rings you can use an action to whisper an ominous telepathic message
provided as the material component. The rings become magical to that creature. It must make a Wisdom saving throw. On a
and can no longer be used as the component for this spell to failed save, it subtracts 1d4 its attack rolls, ability checks, and
bind any two other creatures: only you and the target. If the saving throws until the start of your next turn. Once a creature
magic on the rings is dispelled, they can never serve as a succeeds a save against this effect, it is immune for 24 hours.
material component for this mastery again. While the rings are Any feature that resists, ends, or empowers the Frightened
magical in this way, you can cast the Warding Bond spell as a condition does the same for this effect.
ritual, provided you use the rings as the material component and
target only yourself and the same creature bound to the rings. Web: Widespread Webs. When you cast the Web spell, you
can spread the webs thin, causing them to cover a 30 or 40-foot
Warding Bond: Unbreaking Bond. When you cast the cube. When you do, the spell's saving throw DC decreases by 2
Warding Bond spell, while you are within 5 feet of the target, or 4, respectively, for the duration.
both you and the target have advantage on saving throws
against being frightened or charmed. Zone of Truth: Greater Revelations. When you cast the
Zone of Truth spell, you can choose to concentrate on it. When
Web: Frostweave. When you cast the Web spell, you can you do, for the duration, creatures in the area have advantage on
weave a web made of pure frost energy. Any creature that starts saving throws against Illusion and Enchantment spells, and on
its turn restrained by the webs becomes Chilled until it escapes. ability checks to discern the true nature of Illusions.
If these webs ignite with flame, they instantly vanish harmlessly Additionally, if you cast the spell using a spell slot of 5th level
(dealing no fire damage to creatures in the area). or higher, any illusions in the area are automatically dispelled
when the spell is cast, and for the duration, invisible creatures
Web: Illusory Ambush. When you cast the Web spell, when a and objects in the area are visible while they remain inside the
creature fails a saving throw against being restrained by the spell's area.
web, you can use your reaction weave an illusion of a massive
spider bearing down on it, forcing the restrained creature to Zone of Truth: Imposing Authority. When you cast the Zone
make a Wisdom saving throw. On a failed save, that creature is of Truth spell, a creature has disadvantage on its saving throw
Frightened of your for up to 1 minute, ending immediately if against the spell if it is charmed, frightened, prone, or
the creature escapes the web. A creature that can see through restrained.
illusions ignores this effect.
Zone of Truth: Insightful Aura. When you cast the Zone of
Web: Silktrapped Tome. When you cast the Web spell, you Truth spell, for the duration, Wisdom (Insight) checks inside the
can touch a book no larger than 5-feet in any dimension to store spell's area are made with advantage.
the spell inside the book. The spell doesn't take immediate
effect. Instead, the spell triggers (centered on the book) the next Zone of Truth: Lord of the Court. When you cast the Zone
time a creature (other than you) opens the book. When you cast of Truth spell, you can center the spell's area on yourself,
the spell, you can also designate any number of creatures to be instead of choosing a point. When you do, the radius is 40-feet,
able to open the book without triggering the spell. The spell and moves with you for the spell's duration.
remains stored this way in the book for up to 10 days, ending
Zone of Truth: Ring of Revealing. When you cast the Zone
early if you cast the spell using this mastery again. Once
of Truth spell, for the duration, you sense if a creature in the
triggered, the webs last for up to 1 minute, and the spell then area isn't in it's natural form (being transformed by magic or a
ends.
shapechanging feature). You don't learn what the creature's
Web: Spindle Splash. When you cast the Web spell, you can natural form is, however.
change the duration to "1 round", not requiring concentration, Zone of Truth: Soul Shackles. When you cast the Zone of
to create a quick, loose pile of webbing. If you cast the spell
Truth spell, restrained creatures have disadvantage on saving
this way using a spell slot of 3rd level or higher, the web lasts 1
throws against the spell. Further, incapacitated creatures
additional round for each slot level above 2nd.
automatically fail saving throws against the spell.
Web: Sylvan Threads. When you cast the Web spell, any
creature restrained by the webs has disadvantage on saving
throws against being charmed and against Enchantment and
Illusion spells.

Web: Webwalker's Way. When you cast the Web spell, for the
duration, you are unaffected by the spell's movement inhibiting
effects, and you can detect the entire area of the spell as though
using Tremorsense while you are touching the webs.
Additionally, you can concentrate on the spell while also
concentrating on the Spider Climb spell. Make separate saving
throws for each spell to maintain concentration, as needed.

69
Animate Dead: Rapid Raising. When you cast the Animate
3rd Level Dead spell, you can use a casting time of 1 action, instead of 1
minute. However, when you do, the creature is only under your
Animate Dead: Beastial Bodies. When you cast the Animate
control for 1 hour, instead of 24, and you can't reassert control
Dead spell to create new undead, you can target a pile of bones
over that creature by casting the spell again.
or corpse from a Medium or smaller beast. When you do, the
undead gains one of the traits below, determined by the GM Animate Dead: Self Destruct. When you cast the Animate
based on what best fits the type of beast targeted: Dead spell, any undead you create with the spell using this
mastery gain the Self Destruct Trait. When you command an
Aquatic: The undead gains a swimming speed equal to
undead with this trait, you can issue a command to self destruct
its walking speed.
to one or more of them. At the start of a self-destructing
Climber: The undead gains a climbing speed equal to undead's turn, it bursts with necrotic energy. The undead is
its walking speed. destroyed and turns to dust, while creatures within 5 feet of it
must make a Constitution saving throw. A creature takes
Flying: The undead gains a flying speed equal to its necrotic damage equal to the hit point maximum of the undead
walking speed, but its hit points are halved. on a failed save, or half as much on a successful one.
Runner: The undead's movement speed increases by 10 Beacon of Hope: Bestow Beacon. When you cast the Beacon
feet. of Hope spell, you can touch a willing creature. For the
duration, that creature eminate's the spells effects in a 30-foot
Animate Dead: Sculptor's Craft. (Tool Infusion) When you
radius around itself. The spell immediately ends if the target is
cast the Animate Dead spell to create new undead, if you are
ever more than 60 feet from you.
proficient with Mason's Tools or Potter's Tools, you can
enhance certain types of undead as below by using a set of the Beacon of Hope: Light the Beacon. When you cast the
tools in the spell's casting, along with certain raw materials Beacon of Hope spell, for the duration, you shed an aura of
noted below, which can't be replaced or omitted. bright light in a 30-foot radius, and dim light for an additional
30 feet. If any of this spell's area overlaps with an area of
Skeleton: Stone Bones. Requires Mason's Tools, a fist
darkness created by a spell of 3rd level or lower, the spell that
sized piece of unworked stone, and 5 gp of gem dust per
created the darkness is temporarily suppressed.
undead affected, which the spell consumes. Each
skeleton gains a bonus to its AC equal to your Beacon of Hope: Sage's Aura. When you cast the Beacon of
spellcasting ability modifier and is no longer vulnerable Hope spell, the range equals 10 feet times your spellcasting
to bludgeoning damage. ability modifier, instead of the normal 30 feet.
Zombie: Earthen Flesh. Requires Potter's Tools, a Beacon of Hope: Song of Hope. (Tool Infusion) When you
handful of unworked wet clay, and 5 gp of gem dust per cast the Beacon of Hope spell, if you are proficient with a
undead affected, which the spell consumes. Each zombie musical instrument and use that instrument in the spell's
is resistant to non-magical bludgeoning, piercing, and casting, each affected creature that can hear you gains
slashing damage. temporary hit points equal to your proficiency bonus.
Additionally, as an action on subsequent turns for the spell's
Animate Dead: Master's Bond. When you cast the Animate
duration, you can grant the same temporary hit points to
Dead spell, any undead you create with the spell using this
creatures of your choice within the spell's range that can hear
mastery gain the Master's Bond trait:
you.
"While within 10 feet of its creator, the undead has advantage
on saving throws against being charmed, frightened, or turned Instrument Infusions
by features that turn undead. While within 5 feet of its creator, Using a musical instrument in a spell's casting via tool
when its creator takes damage from an attack, the undead can infusion mastery doesn't prevent you from providing a
use its reaction to make itself the new target of the attack."" spell's verbal, somatic, or material components.
Animate Dead: Radioactive Zombies. When you cast the
Animate Dead spell, any Zombie you create with the spell adds Beacon of Hope: Warcaster's Will. When you cast the
1d4 poison damage to its attacks. Additionally, on a critical hit, Beacon of Hope spell, for the duration, if you take damage that
its target must make a Constitution saving throw or become forces you to make a saving throw to concentrate on this spell
Poisoned for up to 1 minute (repeating the saving throw at the and you fail that saving throw, you can use your reaction to
end of each of its turns, ending the condition on a success). If a reroll the saving throw, potentially turning it to a success and
humanoid creature drops to 0 hit points while poisoned in this maintaining this spell.
way, it rises at the start of its next turn as a Zombie. It acts
independently and remains animated until 1 minute has passed
since it was initially bit, at which point it turns into a normal
corpse.

70
Bestow Curse: Accursed Veil. When you cast the Bestow Bestow Curse: Tormenting Tune. (Tool Infusion) When
Curse spell, the target must make a Constitution saving throw. you cast the Bestow Curse spell, if you are proficient with a
On a failed save, it is Blinded until the end of your next turn. A musical instrument and use it in the spell's casting, you can
creature that can see through darkness, such as with darkvision, implant a supernaturally catchy tune into the target's mind. For
ignores this blindness. When you cast the spell using a spell slot the spell's duration, the target is deafened, only able to hear the
of 4th level or higher, the blindness lasts for 1 additional round melody you put into its mind, and nothing else. If you
for each slot level above 3rd. The blindness immediately ends if concentrate on the spell for its full duration, the target remains
the spell ends. deafened this way until the curse is removed.

Bestow Curse: Compounding Curse. When you cast the Bestow Curse: Unsettling Utterance. When you cast the
Bestow Curse spell, the target has disadvantage on its initial Bestow Curse spell, the dark phrases used in the spell's casting
saving throw against the spell if it is already affected by at least weave terrifying feelings into the mind of the target. If the
one curse (such as a curse from another casting of Bestow target can hear you, it must make a Wisdom saving throw. On a
Curse, a magic item, or lycanthropy) or by the Hex spell. failed saving throw, it is Frightened of you for up to 1 minute. It
can repeat the saving throw at the end of each of its turns,
Bestow Curse: Curse of Quiet. When you cast the Bestow ending the condition on a success. If the curse ends on the
Curse spell, you can inflict a special curse woven by Loqh'Shul creature, the condition also ends early.
to ensure peace in her archives. While cursed, a 5-foot radius
sphere around the target (which moves with it for the duration) Bestow Curse: Touch of Nightmares. When you cast the
is filled with silence. No sound can be created within or pass Bestow Curse spell and target a sleeping creature, the DC for
through the sphere. Any creature or object entirely inside the the saving throw increases by 10.
sphere is immune to thunder damage, and creatures are
deafened while entirely inside it. Casting a spell that includes a Blink: Better Control. When you cast the Blink spell, for the
verbal component is impossible there. duration, whenever you roll the d20 for the spell at the end of
each of your turns, roll the d20 twice and choose which result to
Bestow Curse: Hag's Claw. When you cast the Bestow Curse keep. However, the spell requires concentration.
spell, make a melee spell attack as part of casting the spell. On
a hit, the target takes necrotic damage equal to 2d10 + your Blink: Blood Blink. When you cast the Blink spell, you no
spellcasting ability modifier. When you cast the spell using a longer roll the d20 for the spell at the end of your turns. Instead,
spell slot of 4th level or higher, the damage increases by 1d10 you roll it each time you take damage during the duration.
for each slot level above 3rd. Whenever you blink into the ethereal plane this way, you also
regain 1d4 hit points.
Bestow Curse: Hag's Hex. (Tool Infusion) When you cast
the Bestow Curse spell, if you are proficient with an Herbalism Blink: Chaotic Calibrations. When you cast the Blink spell,
Kit and use a set in the spell's casting, along with 50 gp of rare whenever you return from the Ethereal Plane, you return to a
alchemy supplies as a material component which the spell random point within 30 feet of the space you left (instead of a
consumes, the range changes from Touch to Special. You may point of your choice within 10 feet). Determine this point by
target any creature which you know by name. It is unaffected if rolling 1d8 for direction (1 - North, 2 - Northeast, 3 - East, etc)
it isn't on the same plane of existence as you when you cast the and 1d6 x 5 for distance. If the random space rolled is occupied,
spell. If you provide a physical sample from that creature the GM chooses the nearest unoccupied space for you to
(typically a hair, a drop of blood, a fingernail, or something reappear in.
similar), the target has disadvantage on its saving throw.
Blink: Elusive Ether. When you cast the Blink spell, for the
Otherwise, if you do not, it has advantage on its saving throw. duration, you are resistant to Force damage, and you can't be
Bestow Curse: Inhibiting Curse. When you cast the Bestow teleported by any means other than the Blink spell.
Curse spell, if the target fails its saving throw by a margin of 5
Blink: Gift of the Otherworld. When you cast the Blink spell,
or more, for the spell's duration, it has disadvantage on all it has a range of Touch, allowing you to affect another creature
ability checks.
you touch. An unwilling target can make a Charisma saving
Bestow Curse: Ritual Mark. When you cast the Bestow throw to resist the spell.
Curse spell, you can use a casting time of 1 minute to cause the
Blink: In The Blink Of An Eye. When you cast the Blink
target to automatically fail its saving throw against the spell.
spell, the casting time is 1 action or 1 bonus action (your
Bestow Curse: Seductive Curse. When you cast the Bestow choice), and you can end the spell at any time on your turn (no
Curse spell, the spell's saving throw DC increases by an amount action required), rather than using an action to dismiss it. Also,
equal to your Charisma modifier. However, if the target has casting the spell as an action or bonus action doesn't prevent
advantage on saving throws against being charmed or immunity you from casting a second spell on your turn.
to the charmed condition, it automatically succeeds the saving
throw. Additionally, any spell or effect that would end the
charmed condition can end the spell.

71
Call Lightning: Ancient Ritual. When you cast the Call Conjure Animals: Supernatural Bond. When you cast the
Lightning spell, you can use a 1 round casting time, performing Conjure Animals spell, while at least one of the summoned
a ritual to summon the storm. The spell is cast at the start of beasts is within 5 feet of you, both you and that beast have
your next turn. When you do, your voice booms (audible out to advantage on Wisdom saving throws.
1000 feet), your eyes glow and spark with lightning, and a
thunderous aura emits from you. Creatures within 30 feet of Counterspell: Close Counter. When you cast the
you must make a Wisdom saving throw, becoming Frightened Counterspell spell and the target caster is within 5 feet of you,
of you until the end of your next turn on a failure. Additionally, your spell counts as though it was cast using a spell slot of one
creatures within 10 feet of you must make a Strength saving level higher (to a maximum of 9th).
throw. A creature takes 2d6 thunder damage and is pushed 10 Counterspell: Determined Defenses. When you cast the
feet away from you on a failed save, or takes half as much
Counterspell spell and make an ability check for it, that check
damage and isn't pushed on a success.
has advantage if the triggering spell targets you or one of your
Call Lightning: Before The Thunder. When you cast the allies.
Call Lightning spell, for the duration, whenever you call a bolt
Counterspell: Insulting Interruption. When you cast the
of lightning, a creature that fails its saving throw also takes
Counterspell spell, you can choose to add a Verbal spellcasting
thunder damage equal to your spellcasting ability modifier.
component. When you do, if the target spell is successfully
Call Lightning: Strikeswarm. When you cast the Call countered, the caster must make a Wisdom saving throw, taking
Lightning spell, for the duration, whenever you would create a psychic damage equal to your spellcasting ability modifier + the
bolt of lightning from the spell, you can instead create two level at which this spell was cast on a failed save, or half as
bolts, each directed at different points at least 10 feet from each much damage on a successful one.
other. However, the damage of each bolt is reduced by two
Create Food and Water: Sublime Sustenance. When you
damage dice.
the Create Food and Water spell, any food created by the spell
Call Lightning: Superstorm. When you cast the Call is not bland but exceptionally tasty and enjoyable. You can
Lightning spell, the radius of the storm cloud doubles, or triples choose exactly what food is created, although the effects of the
if you are outdoors in stormy conditions when you cast the food don't change. Additionally, the food takes twice as long to
spell. spoil. The water may be flavored like a fruit of your choosing.

Call Lightning: Surging Zap. When you cast the Call Daylight: Brightest at Dawn. When you cast the Daylight
Lightning spell, any creature that fails a saving throw against spell, creatures within 20 feet of the point you created must
the spell by a margin of 5 or more is also Shocked until the end immediately make a Constitution saving throw. Creatures more
of your next turn. than 10 feet away have advantage on the saving throw. On a
failed save, a creature is Blinded until the end of its next turn.
Clairvoyance: Flexible Recon. When you cast the Then, for the duration of the spell, the radius of the bright and
Clairvoyance spell, once during the duration, you can use an dim light created by the spell decreases by 10 feet at the start of
action to change the sensor's location, following the same each of your turns. When the radius would reach 0 feet, the
parameters as when you cast the spell initially. spell ends.

Clairvoyance: Paranormal Spy. When you cast the Daylight: Dangerous Daylight. When you cast the Daylight
Clairvoyance spell, you can choose to make the sensor visible spell and choose a point that isn't on an object, for the duration,
for the duration. While the sensor is visible, you can choose any creature that starts its turn within 15 feet of the point you
both seeing and hearing, instead of having to choose only one. chose must succeed on a Constitution saving throw or take
radiant damage equal to 1d6 + your spellcasting ability
Clairvoyance: Quick Clairvoyance. When you cast the modifier. When you cast the spell in this way, the duration
Clairvoyance spell, you can use a casting time of 1 action, becomes "Concentration, up to 1 minute". The damage also
instead of 10 minutes. When you do, the duration becomes increases by 1d6 for each slot level above 3rd when you upcast
"Concentration, up to 1 minute", and you must use your action the spell.
on each of your turns to maintain the spell, otherwise the spell
ends. Daylight: Divine Daylight. When you cast the Daylight spell,
if you have the Divine Sense feature, you can activate that
Conjure Animals: Primal Endurance. When you cast the feature as part of the action used to cast the spell. The area of
Conjure Animals spell, any beast you summon with the spell the divine sense equals the area of bright light covered by the
that has a challenge rating of 1 or higher gains temporary hit spell. You must expend a use of your divine sense as normal to
points equal to the spell slot level used + your spellcasting use this feature. If you do, until the spell ends, you can use a
ability modifier. bonus action on each of your turns to repeat the divine sense
effect without expending any more uses.
Conjure Animals: Speaker of the Sylfwood. When you cast
the Conjure Animals spell, if you speak Sylvan, you can use a
bonus action on one of your subsequent turns to issue a special
command to any of the beasts of your choice, causing one or
more of them to teleport to unoccupied points of your choice
within 15 feet of you. You can only use this effect once per
casting of the spell.
72
Daylight: Celestial Spirit. When you cast the Daylight spell, Dispel Magic: Consume Arcana. When you cast the Dispel
and choose an empty space within range, you can manifest the Magic spell, you gain temporary hit points equal to the twice
light as a Medium sized humanoid made of pure sunlight. the total level of spells which were dispelled by this spell.
Additionally, as a bonus action on your turns for the duration, These temporary hit points last until expended. While you have
you can move the figure up to 30 feet in any direction. The them, when you make a saving throw against a spell or magical
figure can move through all barriers, even magical ones such as effect, you can expend all remaining temporary hit points to
a Forcecage. gain advantage on the saving throw. You must choose to do so
before you roll.
Daylight: Light of Life. When you cast the Daylight spell, for
the duration, creatures of your choice in the spell's area Dispel Magic: Dispulsion Propulsion. When you cast the
automatically become Stable if they would be Dying. Dispel Magic spell, you can immediately use your reaction to
Additionally, whenever a creature in the area regains hit points, teleport a number of feet equal to 10 * the total level of spells
you can use your reaction to grant it an additional 1d6 hit which were dispelled by this spell. You must teleport to an
points. unoccupied space you can see within range.

Daylight: Moon Mirror. When you cast the Daylight spell, Dispel Magic: Forceful Dispel. When you cast the Dispel
the light it creates counts as moonlight. A shapechanger that Magic spell and target a creature, you can also force that
starts its turn in the spell's area must make a Constitution saving creature to succeed a Constitution saving throw or be pushed up
throw at the start of each of its turns. If it fails, it instantly to 10 feet away from you and take force damage equal to the
reverts to its original form and can't assume a different form level at which this spell was cast + your spellcasting ability
until it leaves the spell's light. When you cast the spell in this modifier.
way, the duration becomes "Concentration, up to 1 minute".
Dispel Magic: Ring of Dispulsion. (Tool Infusion) When
Daylight: Shining Shield. When you cast the Daylight spell you cast the Dispel Magic spell, if you are proficient with
targeting a point on a Shield you are holding, you can Jeweler's Tools and use part of a set in the spell's casting while
concentrate on the spell to add a more potent effect: Once per touching a non-magical ring worth at least 100 gp, you can
round, a creature wielding the shield can use its reaction when it imbue the spell into the ring, rather than causing the spell to
is targeted by a melee weapon attack by a creature within 5 feet immediately take effect. The spell remains imbued in the ring
of it to impose disadvantage on the attack by sending a flash of for up to 8 hours. A creature wearing the ring can release the
sunlight towards the attacker. An attack not relying on sight is spell as an action, causing its effects as though that creature had
unaffected. cast it. The ring then becomes non-magical, ending the spell.

Daylight: Sunblazed Blade. When you cast the Daylight spell


targeting a point on a weapon you are holding, you can Imbued Objects
concentrate on the spell to add a more potent effect: For the An object imbued with a spell is considered magical
duration, the first time each turn the weapon scores a hit with an and can be affected by spells such as Dispel Magic,
attack, it deals an additional 1d4 radiant damage. which could end the imbued effect, wasting the imbued
spell.
Daylight: Sunrise. When you cast the Daylight spell, the
radius of the sphere begins at 10-feet, and increases by 5 feet at
the start of each of your turns for the duration, to a maximum of Dispel Magic: Specialized Sanctification. When you cast
the Dispel Magic spell, choose one school of magic. The spell
120 feet.
counts as though one level higher against spells from the chosen
Daylight: Solar Purity. When you cast the Daylight spell, the school, and you have advantage on ability checks for the spell
light it creates counts as sunlight. This version of the spell to dispel spells from the chosen school.
requires concentration. Additionally, any creature with Sunlight
Dispel Magic: Spellbreaker's Touch. When you cast the
Sensitivity or a similar weakness that starts its turn in the spell's
area must make a Wisdom saving throw. On a failed save, it is Dispel Magic spell, you can change the range to touch. When
frightened of you until the start of its next turn. you do, the spell counts as though you cast it with a spell slot
two levels higher.
Daylight: Summer Sun. When you cast the Daylight spell, the
spell's radius is doubled, and creatures inside the light are Fear: Afraid of the Dark. When you cast the Fear spell, an
resistant to Cold damage. The light also thaws non-magical ice affected creature has disadvantage on saving throws against the
spell while it is in Darkness which it can not see through.
and snow at a rate of 1 inch per round, starting when you cast
the spell and recurring at the start of each of your turns for the
duration.

Daylight: Sun Sickness. When you cast the Daylight spell, a


creature that starts its turn within 10 feet of the light source
must make a Constitution saving throw. On a failed save, the
creature is sickened until the start of its next turn. If it fails by a
margin of 5 or more, it is poisoned instead. A creature resistant
or immune to radiant damage automatically succeeds this
saving throw.

73
Fear: Banshee Scream. When you cast the Fear spell, a Fear: The Ferryman's Visage. When you cast the Fear spell,
horrifying scream stolen from a stray undead spirit is unleashed you can do so using a casting time of "Reaction, which you take
in the spell's cone. Any creature that fails its initial saving throw when you reduce a creature within 30 feet to 0 hit points".
against the spell by a margin of 5 or more takes 2d6 thunder When you do, the spell is cast centered on the creature which
damage and becomes Deafened for the spell's duration. When you reduced to 0 hit points, and the shape changes from a cone
you cast the spell using this mastery, Undead creatures are to a 10-foot radius.
unaffected by the spell. When you cast the spell using a spell
slot of 4th level or higher, the thunder damage increases by 1d6 Fireball: Archdevil's Eruption. When you cast the Fireball
for each slot level above 3rd. spell, if you speak Infernal and use it as a verbal component in
the spell's casting, and if you center the spell's area on you, you
Fear: Dread Echoes. When you cast the Fear spell, for the gain the following benefits:
duration, you can use an action on each of your turns to repeat
the spell's initial effect. However, each time you do, the cone's The radius increases to 30 feet.
size decreases by 10 feet. When the size would be 0 feet, it has
You have advantage on your saving throw against the
no effect.
spell.
Fear: Eldritch Horror. When you cast the Fear spell, if you If you are resistant to fire damage, you take no damage
speak Deep Speech and use it as a verbal component in the
from the spell.
spell's casting, each time an affected creature that doesn't speak
Deep Speech fails a saving throw against the spell, it becomes You gain 1d6 temporary hit points for each creature
Stupefied until the end of its next turn. (excluding undead and constructs) that is reduced to 0
hit points by the spell. These hit points last until
Your GM may allow another Eldritch themed language expended or until you finish a short or long rest."
to be used instead of Deep Speech at their discretion.
Fireball: Bitter Boil. When you cast the Fireball spell, you
can infuse the spell's flame with acidic energy, creating a
Fear: Focused Horror. When you cast the Fear spell, you can viscous orb of boiling acid. Half the spell's damage becomes
choose to target only one creature you can see within 60 feet, acid damage. Additionally, creatures in a 5-foot radius beyond
instead of targeting an area. If the target fails its initial saving the spell's area must make the saving throw against the spell.
throw, it takes psychic damage equal to 3d8 + your spellcasting On a failed save, a creature takes the spell's acid damage.
ability modifier, which increases by 1d8 for each slot level
Fireball: Consuming Flames. When you cast the Fireball
above 3rd when you upcast the spell.
spell, creatures in the spell's area don't benefit from cover for
Fear: Momentary Terror. When you cast the Fear spell, you their saving throw against the spell.
can change the duration to 1 round, not requiring concentration.
Fireball: Eldritch Flames. When you cast the Fireball spell,
The spell ends at the end of your next turn.
if you speak Deep Speech and use it as a verbal component in
Fear: Mortality's Call. When you cast the Fear spell, the spell's casting, you can cause visions of otherworldly horros
creatures with less than half their hit points remaining have to appear within the swirling flames of the explosion. The
disadvantage on their saving throws. If such a target is also saving throw for the spell becomes Intelligence, instead of
Humanoid and it fails its save, the fear so strongly affects its Dexterity. A creature that is resistant or immune to psychic
life force that it suffers 1d10 Necrotic damage. If you cast the damage, to madness effects, or that can see through illusions
spell using a spell slot of 4th level or higher, this damage can choose to ignore this effect and use Dexterity as normal.
increases by 1d10 for each slot level above 3rd.
Fireball: Expanded Eruption. When you cast the Fireball
Fear: Overwhelming Fear. When you cast the Fear spell, any spell, you can change the radius to 30 feet. When you do,
creature in the spell's area that is already frightened by you creatures more than 10 feet from the center of the sphere make
makes its saving throw with disadvantage. If it becomes their saving throw against the spell with advantage, and take no
affected, such a creature also has disadvantage on all its saving damage if they succeed on their save.
throws to end the spell for the duration.
Fireball: Focused Flames. When you cast the Fireball spell,
Fear: Phantoms of Fright. When you cast the Fear spell, you can change the radius to 10 feet. When you do, creatures
instead of projecting the spell in a cone, you can choose a within 5 feet of the center of the sphere make their saving throw
number of creatures within 60 feet of you up to your against the spell with disadvantage.
spellcasting ability modifier as your targets.
Fireball: Freezing Flames. When you cast the Fireball spell,
Fear: Run. When you cast the Fear spell, each creature that you can change the damage type to cold. When you do, the
fails its initial saving throw immediately uses its reaction, if it spell doesn't ignite objects, but instead freezes any water in the
has one, to move up to its speed as described in the spell. area that has no creatures in it. The water unfreezes in 1 minute.

74
Fireball: Holy Hand Grenade. When you cast the Fireball Fly: Psionic Soar. When you cast the Fly spell targeting
spell, you can infuse divine energy to produce a purifying flame yourself only, for the duration, your flying speed granted by the
surrounded in searing radiance. If you have one or more levels spell equals 40 feet + a number of extra feet equal to 10 times
in Cleric or Paladin, you can do so with no additional your Intelligence modifier.
component required. Otherwise, you must use a vial of Holy
Water (which the spell consumes) in the casting. Additionally, Fly: Stormcrow's Call. Whenever you cast another spell that
as part of casting the spell, you can use Channel Divinity: Turn deals lightning or thunder damage, you can immediately cast
Undead or Destroy Undead if you have either feature. You must the Fly spell as a reaction. Additionally, you can choose
expend a use of your Channel Divinity as normal. The Channel whether to use the spell's normal duration, or for it to last 1d4
Divinity affects the spell's area only. rounds, not requiring concentration.

Fireball: Intense Explosion. When you cast the Fireball Fly: Wings of Strong Winds. When you cast the Fly spell,
spell, any creature that fails its saving throw is pushed 10 feet you can change the flying speed granted by the spell to 30.
away from the center of the spell's area. However, the target also gains advantage on saving throws
against being pushed, pulled, or knocked prone. Additionally,
Fly: Air, Earth, & Sea. When you cast the Fly spell and target when the spell ends, the target descends slowly at a rate of 60
yourself, you also gain a swimming speed in the same amount feet per round until it reaches the ground, taking no falling
and a burrowing speed of 15 feet for the spell's duration. These damage and landing on its feet.
effects effect don't extend to any other targets of the spell.
Gaseous Form: Faded Form. When you cast the Gaseous
Fly: Burst of Wind. When you cast the Fly spell, each Form spell, for the duration, the target is also immune to
affected target can immediately use its reaction to fly up to its nonmagical bludgeoning, piercing, and slashing damage, as
flying speed. This movement doesn't trigger opportunity well as poison damage. However, when the spell ends, the
attacks. target becomes Stunned until the end of their next turn.

Fly: Celestial Ascension. When you cast the Fly spell Gaseous Form: Forced Dissipation. When you cast the
targeting only yourself, for the duration, you are carried through Gaseous Form spell, you can target an unwilling creature. The
the air by angelic wings of golden light. For the duration, you target can make a Constitution saving throw to resist the effect,
shed bright light in a 20-foot radius, plus dim light for an extra and it can repeat the saving throw at the end of each of its turns
20 feet for the duration. while affected to end the transformation on itself.

Additionally, if you speak Celestial and use it as a verbal Gaseous Form: Subtle Touch. When you cast the Gaseous
component in the spell's casting, you gain temporary hit points Form spell on yourself, it doesn't require any verbal component,
equal to your Wisdom score, which last until the spell ends. nor does casting the spell end the Invisibility spell or similar
While you have these temporary hit points, the spell doesn't features. Additionally, while transformed by the spell, you have
require concentration for you. Once you lose the temporary hit advantage on Dexterity (Stealth) checks.
points, you must either start concentrating on the spell, or it
Gaseous Form: Toxic Cloud. (Tool Infusion) When you
ends."
cast the Gaseous Form spell, if you are proficient with the
Fly: Dragon Flight. When you cast the Fly spell targeting Poisoner's Kit and use part of a set in the spell's casting, the
only yourself, if you speak Draconic and use it as a verbal transformation also grants the following feature for its duration:
component in the spell's casting, you can summon spectral When the target ends its turn while occupying the space of
dragon wings from your back for the duration. Choose one another creature, that creature must make a Constitution saving
damage type from acid, cold, fire, lightning, or poison. For the throw. On a failed save, it takes poison damage equal to 1d6 +
duration, you are resistant to that damage type, and damage of your spellcasting ability modifier and becomes poisoned until
that type doesn't force you to make saving throws to the end of its next turn. When you cast the spell using a spell
concentrate on the spell. slot of 4th level or higher, the poison damage increases by 1d6
for each slot level above 3rd.
Fly: Extended Flight. When you cast the Fly spell, you can
change the duration to "Concentration, up to 1 hour." However, Glyph of Warding: Condensed Explosion. When you cast
each target must use its action or bonus action on each of its the Glyph of Warding spell and choose the Explosive Runes
turns to maintain the spell. Otherwise, the spell ends on that option, you can change the radius of the explosion to 5 feet.
target. When you do, the damage dice become d10s.

Fly: Fiendish Flight. When you cast the Fly spell targeting Glyph of Warding: Dual Stored Spell. When you cast the
only yourself, if you speak Abyssal or Infernal and use it as a Glyph of Warding spell and choose the spell glyph option, you
verbal component in the spell's casting, you can summon can store two 1st level spells, instead of one 3rd level spell.
spectral wings of fiendish flame from your back for the When you cast Glyph of Warding this way using a spell slot of
duration. The spell does not require concentration for you. At 4th level or higher, the level of spells you can store increases by
the end of each of your turns, you take 1d6 fire damage. one for every two slot levels above 3rd.

Fly: Flight of the Flock. When you cast the Fly spell, you Glyph of Warding: Master Glyph. When you cast the Glyph
can target twice as many creatures. However, the fly speed of Warding spell and choose the spell glyph option, you can
granted is halved. also store one spell mastery along with the spell. To do so, you
must be able to use that spell mastery in casting the stored spell.
75
Glyph of Warding: Metaglyph. When you cast the Glyph of Haste: Stable Spell. When you cast the Haste spell and target
Warding spell and choose the spell glyph option, you can also yourself, for the duration, you have advantage on saving throws
store one Metamagic effect along with the spell. To do so, you to maintain concentration on the spell as a result of taking
must be able to use that Metamagic for the spell normally, and damage. Additionally, you can use an action to end the spell
you must expend any sorcery points or other resources normally safely, without suffering the normal penalty inflicted when the
required to use the metamagic. spell ends.

Glyph of Warding: Speed Scribe. When you cast the Glyph Haste: Think Fast. When you cast the Haste spell, the target
of Warding spell, it only takes 1 minute to cast, but the duration also has advantage on initiative rolls, Intelligence ability
becomes 24 hours. When the duration expires, the glyph is checks, and Intelligence saving throws for the duration.
dispelled. However, this enhanced intellect hinders the targets
interpersonal abilities, imposing disadvantage on Charisma
Haste: Burning Boost. When you cast the Haste spell, for the ability checks and saving throws.
duration, the target is shrouded in rapidly flickering flames. The
target is resistant to fire damage, and the first time each round a Haste: Wind Walker. When you cast the Haste spell, for the
creature within 5 feet of the target hits it with an attack, the duration, the target is surrounded by a swirling shroud of winds.
attacker takes 5 fire damage. When the spell ends, the target Whenever the target takes the Dash action, the movement it
takes 5 fire damage and becomes Scorched until the end of its gains from that Dash action can be used to fly. This effect
next turn. doesn't grant the target any means of staying aloft after its turn
ends. Due to the loud sounds inside the shroud of wind, the
Haste: Energized Electricity. When you cast the Haste spell, target is also deafened until the spell ends.
for the duration, the target is shrouded in static and random
bursts of electricity. The target is resistant to lightning damage. Hypnotic Pattern: Amnesic Aurora. When you cast the
Additionally, it can use the additional action granted by the Hypnotic Pattern spell, when the spell ends for an affected
spell to teleport up to 15 feet to an unoccupied space it can see. creature, it must make an Intelligence saving throw. On a failed
When the spell ends, the target takes 5 lightning damage and save, it has no memory of the events that happened from the
becomes Shocked until the end of its next turn. moment it was affected by the spell to the moment the spell
ended. The creature does remember becoming affected by the
Haste: Extended Boost. When you cast the Haste spell, you spell, but everything that happened while it was affected is lost
can change the duration to "Concentration, up to 1 hour". in a hazy swirl of color.
However, when the spell ends, both you and the target gain 1
level of exhaustion. You gain two levels if you targeted Hypnotic Pattern: Captivate. When you cast the Hypnotic
yourself. Pattern spell, you can choose to target only one creature, instead
of targeting an area. When you do, the target has disadvantage
Haste: Hurried Spell. When you cast the Haste spell, you can on all saving throws it makes against the spell.
use a casting time of 1 bonus action. When you do, you ignore
all restrictions regarding casting spells as a bonus action on the Hypnotic Pattern: Colors Out of Space. When you cast the
same turn as other spells. However, you must make a Hypnotic Pattern spell, if you speak Deep Speech and use it as a
Constitution saving throw (DC 15). On a failed save, you are verbal component in the spell's casting, you can create a
Dazed until the end of your next turn. colorway of cosmic horrors drawn from the far realms. The
saving throw for the spell changes from Wisdom to Intelligence.
Haste: Minor Magic. When you cast the Haste spell, provided Additionally, any creature that is affected for the spell's full
you aren't already concentrating on a spell, the spell doesn't duration gains a Long Term Madness when the spell ends.
grant the target an extra action, but also doesn't require
concentration. However, the spell ends early if you cast it again. Hypnotic Pattern: Dazzling Disconnect. When you cast the
Hypnotic Pattern spell, when the spell ends for an affected
Haste: Rapid Dodge. When you cast the Haste spell, for the creature, it must make a Constitution saving throw. On a failed
duration, the target can use its reaction to rapidly dodge out of save, it becomes Dazed until the end of its next turn.
the way of an attack or area effect. When the creature is
targeted by an attack, it can use the reaction to impose Hypnotic Pattern: Deep Trance. When you cast the Hypnotic
disadvantage on the attack. If the attack hits, it deals half as Pattern spell, for the duration, affected creatures can't be shaken
much damage. When the creature must make a Dexterity saving out of their stupor as an action. Additionally, if a spell or affect
throw against an area effect that deals damage, it can use the would end the charmed condition on the creature, it instead
reaction to gain advantage on the saving throw. If it would take allows that creature to repeat the saving throw against the spell.
half damage by succeeding its save, it instead takes no damage The spell still ends for a creature normally if it takes damage.
on a success, and half as much on a failed save."
Hypnotic Pattern: Heightened Hypnosis. When you cast the
Haste: Rapid Regeneration. When you cast the Haste spell, Hypnotic Pattern spell, any creature that is already charmed by
the magic also greatly enhances the speed of the target's natural you has disadvantage on its saving throw against the spell.
regenerative capabilities. At the start of each of its turns for the
duration, the target regains 1d4 hit points. When the spell ends, Hypnotic Pattern: Mesmerizing Burst. When you cast the
the target must succeed a Constitution saving throw (DC 15) or Hypnotic Pattern spell, you can change the duration to 1 round.
gain a level of exhaustion. The spell no longer requires concentration, but lasts only until
the end of your next turn.

76
Hypnotic Pattern: Strokes of Color. (Tool Infusion) When Lightning Bolt: Red Lightning. When you cast the Lightning
you cast the Hypnotic Pattern spell, if you are proficient with Bolt spell, the lightning is infused with necrotic energy. Half the
Painter's Tools and use part of a set in the spell's casting, the spell's damage (round up) counts as necrotic. A creature that
spell affects an area up to twice as large, and you can select a fails its saving throw against the spell starts Decaying until the
number of creatures up to your spellcasting ability modifier that end of its next turn.
are inside that area to be unaffected.
Lightning Bolt: Shocking Burst. When you cast the
Lightning Bolt: Arcing Energy. When you cast the Lightning Lightning Bolt spell, any creature that fails its saving throw
Bolt spell, you can change the direction of the line at a point against the spell by a margin of 5 or more, or by any margin if it
along the line at least 30 feet from the origin, and again at least is already Shocked, becomes Shocked until the end of your next
60 feet from the origin. The direction change only applies to turn.
parts of the line beyond that point. Each time you change the
line's direction, the spell's damage is reduced by 1d6 for all Lightning Bolt: Storm Bolt. When you cast the Lightning
creatures in the spell's area. Bolt spell, you can reduce the spell's lightning damage by 4d6
to add an additional Strength saving throw to the spell for all
Lightning Bolt: Charged Bolt. When you cast the Lightning creatures in its area. On a failed save, a creature takes 4d6
Bolt spell, you can choose to concentrate on the spell to delay thunder damage and is pushed up to 10 feet in the line's
the spell's effect as you charge up the power of the bolt. While direction. On a successful save, a creature takes half as much
charging the bolt, you must use an action each of your turns to thunder damage and isn't pushed. When you cast the spell in
maintain the spell, or to unleash the bolt. When you unleash the this way at higher levels, only the lightning damage increases.
charged bolt, the spell's effect occurs as though it had been cast
with a spell slot a number of levels higher equal to the rounds Lightning Bolt: Vaporize. When you cast the Lightning Bolt
you charged it. If you end your turn without having used an spell, for each creature reduced to 0 hit points by the spell, a
action to charge or unleash the bolt, or if you lose concentration Steam Mephit appears within 5 feet of it. A mephit created this
during the process, the bolt ruptures in a 5-foot radius around way follows your mental commands, taking its turns
you. All creatures in that area, including you, must make the immediately after yours. The mephits last up to 1 minute,
Dexterity saving throw against the spell, taking half damage on disappearing early if they drop to 0 hit points. A mephit created
a failed save, and none on a success. You can charge the bolt for this way can not use its innate spellcasting trait.
a maximum number of rounds equal to your spellcasting ability
Magic Circle: Arcane Fortress. When you cast the Magic
modifier. If you end your turn without having unleashed the bolt
Circle spell, the radius of the cylinder increases by 5 feet, and
after the max charging duration, the bolt fizzles out with no
the height by 10 feet. When you cast the spell using a spell slot
effect. of 4th level or higher, the cylinder's dimensions increase by the
same amounts for each slot level above 3rd.
Note: Charging Pre-Combat
Magic Circle: Diverse Magic. When you cast the Magic
Many players will seek to start charging their lightning Circle spell, you can also choose for the circle to affect
bolt before entering combat, when given a chance. The aberrations, beasts, monstrosities, and oozes.
GM is encouraged to rule that charging the spell is as
loud and visibly obvious as casting it. The spell creates Magic Circle: Rapid Runes. When you cast the Magic Circle
glowing lightning in the caster's hand, loud crackling spell, you can change the casting time to 1 round. The casting
noises, and of course requires verbal components. completes at the start of your next turn. When you do, the
duration becomes "Concentration, up to 1 minute". You can't
Lightning Bolt: Concentrated Energy. When you cast the cast the spell in this way when using the reverse circle effect.
Lightning Bolt spell, you can change the spell's shape to a 50
Magic Circle: Spiritual Prison. When you cast the Magic
foot line that is 10 feet wide.
Circle spell, you can ignore the spell's material component, but
Lightning Bolt: Dragon's Breath. When you cast the the spell requires concentration.
Lightning Bolt spell, creatures in a 20-foot cone in the same
Major Image: Accelerated Animation. When you cast the
direction as the line must also make the saving throw against
Major Image spell, the casting time becomes 1 bonus action,
the spell. If you are a Dragonborn with a Constitution score of
and for the duration, you can move the image as a bonus action,
13 or higher, the cone is 40-feet instead.
instead of an action.
Lightning Bolt: Lightning Leap. When you cast the
Major Image: Compound Illusion. When you cast the Major
Lightning Bolt spell, you can make the saving throw against the
Image spell, you can concentrate on the spell while also
spell to attempt to travel along the path of the lightning. On a
concentrating on up to one other Illusion spell. When required
success, you immediately teleport to any unoccupied space
to make a saving throw to concentrate, make separate saving
inside the spell's area. On a failed save, you take half the spell's
throws for each spell.
damage and don't teleport. You automatically succeed the save
if you are resistant to lightning damage. Major Image: Larger Illusion. When you cast the Major
Image spell, the maximum size of the illusion increases to a 30-
foot cube, but creatures have advantage on Intelligence
(Investigation) checks against the spell if you make the illusion
larger than a 15-foot cube.
77
Mass Healing Word: Call & Response. When you cast the Nondetection: Quiet Zone. When you cast the Nondetection
Mass Healing Word spell, each affected target can use its spell and target an area, for the duration, sounds within that area
reaction to add a bonus equal to its Constitution modifier to the are 10x quieter than normal. For example, the boom of a
healing it receives. Thunderclap spell, normally audible to 100 feet, would only be
audible out to 10 feet. All Dexterity (Stealth) checks made
Mass Healing Word: Ensemble. When you cast the Mass within the area that rely on sound are made with advantage.
Healing Word spell, you can ignore the restriction that prevents
casting a spell as a bonus action on the same turn as another Nondetection: Silvermoon Sigils. When you cast the
spell cast as an action. Nondetection spell under moonlight, you can cast the spell as a
ritual, without requiring material components. Once you use
Mass Healing Word: Shared Song. (Tool Infusion) When this mastery, you can't use it again until the next time the moon
you cast the Mass Healing Word spell, if you are proficient with rises.
a musical instrument and play one as part of the spell's casting,
you don't have to see a creature to target it, provided the Nondetection: Stealth Shroud. When you cast the
creature can hear you and you are aware of it. Additionally, you Nondetection spell and target a creature, that creature also has a
can target an extra number of creatures equal to your +3 bonus to Dexterity (Stealth) checks that rely on sight for the
proficiency bonus. spell's duration.

Meld Into Stone: Slip Into Stone. When you cast the Meld Nondetection: Stronghold of the Unseen. When you cast
Into Stone spell, you can use a Bonus Action casting time, but the Nondetection spell, if you cast the spell targeting the same
the duration becomes 1 minute. area every day for 10 consecutive days, the spell lasts until
dispelled. This process only takes 3 consecutive days if the
Meld Into Stone: Stone-Seer. When you cast the Meld Into target area is touching another area already under this mastery's
Stone spell, you can cast Divination spells that affect other effect.
creatures, objects, or areas as normal. This bypasses the spell's
normal restriction which only allows you to affect yourself with Phantom Steed: Floating Phantom. When you cast the
spells, but it doesn't grant you special ability to see or otherwise Phantom Steed spell, for the duration, the steed ignores difficult
detect targets for such spells. terrain, is under the effects of the Water Walk spell, and its
jump distance is tripled.
Nondetection: Graceful Getaway. When you cast the
Nondetection spell, it requires no verbal components for you, Phantom Steed: Sturdy Specter. When you cast the Phantom
and you can cast the spell as a bonus action. Additionally, Steed spell, the spell doesn't end when the steed takes damage -
casting the spell doesn't end any source of Invisibility that - only when it reaches 0 hit points. Additionally, the steed
would otherwise end when you cast a spell. created by the spell is resistant to nonmagical bludgeoning,
piercing, and slashing damage.
Nondetection Reminder Plant Growth: Baneful Sprouts. When you cast the Plant
Nondetection can enhance Invisibility, preventing Growth spell using the 1 action casting time effect, the plants
magic such as Truesight and See Invisibility spells sprout toxic thorns. When a creature ends its turn having moved
from detecting the target. at least 5 feet in the spell's area that turn, it must make a
Constitution saving throw. On a failed save, it takes 3 poison
damage for every 5 feet it moved in the area that turn. When
Nondetection: Inscrutible Visage. When you cast the
you cast the spell in this way, the spell's effects only last for 10
Nondetection spell, if the target would be directly targeted by a
minutes, after which time they end, returning the affected plants
divination spell (such as Detect Thoughts, Locate Creature, or
to normal.
Scrying), the creature that cast that spell must make an
Intelligence saving throw. On a failed save, that creatures takes Plant Growth: Fields of Green. When you cast the Plant
3d12 psychic damage. If you speak Deep Speech and use it as a Growth spell using either casting time, the size of the area you
verbal component in the spell's casting, a creature that fails its can affect is doubled.
saving throw against this effect also gains the following
indefinite madness: "I have seen horrors I can not expalin. I fear Plant Growth: Lifetime Guarantee. When you cast the Plant
using my divination powers again." Until the creature is cured Growth spell using the 8 hour casting time, the spell's effect
of this madness, it must succeed a Wisdom saving throw lasts on the plants until dispelled.
anytime it attempts to cast a Divination spell. On a failed save,
Plant Growth: Seasonal Spurt. When you cast the Plant
it refuses to cast the spell. A creature immune to being
frightened ignores this madness. Growth spell using the 1 action casting time effect, the plants
grow even thicker. Every 1 foot of movement costs 5 feet, and
Nondetection: Instant of Invisibility. When you cast the the plants heavily obscure their area. When you cast the spell in
Nondetection spell and target a creature, before the spell ends, this way, the spell's effects only last for 10 minutes, after which
that creature can use its action to become Invisible until the time they end, returning the affected plants to normal.
start of its next turn, or until it attacks or casts a spell. Once the
invisibility ends, the spell ends.

78
Protection From Energy: Absorb Energy. When you cast Remove Curse: Suspend Curse. When you cast the Remove
the Protection From Energy spell, the target can use its reaction Curse spell and target a cursed magic item, the spell doesn't end
at any during the duration when it takes damage of the chosen a creature's attunement to the item. Instead, it suspends the
type. It takes no damage from the triggering effect, and until the effects of the item's curse for up to 1 hour, allowing the item to
start of its next turn, its next attack deals 3d6 extra damage of be used without any of the effects of the curse taking place, but
the chosen type. The spell then ends. not allowing an attuned creature to remove or discard the item
if the curse would normally prevent them from doing so. After
Protection from Energy: Added Endurance. When you cast that time, the item functions normally again.
the Protection from Energy spell, the target also gains 10
temporary hit points which last for the spell's duration. When Remove Curse: Transfer Curse. When you cast the Remove
you cast the spell using at higher levels, these temporary hit Curse spell and target a cursed creature, you can choose another
points increase by 5 for each slot level above 3rd. creature within 5 feet of the target. That creature must make a
Charisma saving throw. On a failed save, the curse is transfered
Protection from Energy: Evolving Elements. When you to that creature, affecting for them 10 minutes, after which time
cast the Protection from Energy spell, you can also choose a the curse ends on them.
second damage type. For the duration, as an action, the target
can switch between being resistant to the first damage type and Revivify: Agent of Uplifting. When you cast the Revivify
the second. spell, you can cause the spell to be delivered by a willing
creature you can see within 60 feet of you. The creature must
Protection from Energy: Inner Energy. When you cast the use its reaction to deliver the spell, or the mastery has no effect.
Protection from Energy spell and target yourself, for the
duration, damage of the chosen type doesn't force you to make Revivify: Arise Again. When you cast the Revivify spell
Constitution saving throws to maintain concentration on the targeting an Undead creature, the spell doesn't consume the
spell. material component. Additionally, for 1 minute, if the target
would drop to 0 hit points again, roll 1d10. On a 5 or higher, the
Protection From Energy: Otherworldly Aegis. When you target drops to 1 hit point instead. Once the d10 has been rolled,
cast the Protection From Energy spell, you can also choose it can't be rolled again until the start of the undead's next turn.
from Force, Necrotic, Radiant, and Psychic damage. When the 1 minute ends, the undead drops to 0 hit points.
Additionally, the target has advantage on saving throws against
any effect that deals the chosen damage type when that effect Revivify: Crafter's Care. (Tool Infusion) When you cast the
comes from an Aberration. Revivify spell, if you are proficient with the Jeweler's Kit and
use a set in the spell's casting, you can attempt to salvage the
Protection From Energy: Primordial Protection. When material component. Make an ability check using your
you cast the Protection From Energy spell, in addition to the Dexterity modifier and another using your spellcasting ability
spell's normal effect, the target also has resistance to any modifier. If the combined totals of the checks is 30 or higher,
damage dealt to it by an Elemental type creature. the spell doesn't consume the material component.
Protection from Energy: Short-Span Shield. When you cast Revivify: Curing Combination. When you cast the Revivify
the Protection from Energy spell, it doesn't require spell, if you are able to cast the Cure Wounds spell, you can do
concentration, but the duration becomes 1 minute, and the spell so as part of the same action used to cast Revivify. You must
ends if you cast it again. expend a spell slot or resource for the Cure Wounds spell as
Remove Curse: Comprehensive Cleansing. When you cast normal, and you must target the same creature targeted by your
Revivify spell.
the Remove Curse spell targeting a creature, any of the
following conditions affecting the creature immediately end: Revivify: Diamond Skin. When you cast the Revivify spell,
Afflicted, Decaying, Frightened, Shaken, Stupefied. until the end of the target's next turn, it has an AC of 20 and
Additionally any Bane spell affecting the creature instantly resistance to bludgeoning, piercing, and slashing damage, as its
ceases to affect it, as does any spell which prevents the target skin is protected by a magical armor resembling spectral
from regaining hit points. diamond.
Remove Curse: Lycan's Bane. When you cast the Remove Revivify: Flowers of the Grave. When you cast the Revivify
Curse spell, you can target a Lycanthrope within your reach. An spell, a field of multicolored flowers springs up on the ground
unwilling Lycan can make a Charisma saving throw, resisting in a 10-foot radius around the target. The flowers last for up to 1
the spell on a success. On a failed save, the target instantly minute, disappearing early if the target moves 5 feet or more.
reverts to its original form and can't use its lycanthropy to Any creature inside the 10-foot radius of flowers treats the
assume a different form for up to 10 minutes. At the end of each target as though it is under the effects of the Sanctuary spell.
minute, the target can repeat its saving throw. The spell ends if
you drop to 0 hit points or die. Revivify: Jump Start. When you cast the Revivify spell, the
target returns to life with a jolt of lightning magic energy. The
Remove Curse: Risky Ritual. When you cast the Remove target can immediately use its reaction to move up to its speed
Curse spell, you can attempt to cast the spell as a Ritual. You and make one weapon attack, drink a potion, or use an object.
must have an appropriate spell slot available, or the attempt However, the target then becomes Shocked until the end of its
fails. Roll percentile dice. If the roll is equal to or lower than 5 next turn.
times your level, the spell is cast as a ritual. Otherwise, the spell
fails and the spell slot is wasted.
79
Revivify: Nine Lives. When you cast the Revivify spell, if the Sending: Forbidden Words. When you cast the Sending spell,
creature you target is a Beast, the spell takes affect even if the you can force the target to make a Wisdom saving throw. On a
beast died of old age, and the spell restores missing body parts. failed save, the target is Frightened for the spell's duration and
However, an individual beast can only be revived this way a gains a deep fear of the message you sent for the next 24 hours.
maximum of 9 times. After the 9th time, the beast is unaffected It will not repeat the words of the message in the exact order
and can't be revived by any means. they were sent. Additionally, while it has the deep fear, if the
target hears the same words again in the exact order they were
Revivify: Poltergheist Procession. When you cast the sent, it must make a Wisdom saving throw against your spell
Revivify spell, a procession of ghastly spirits marches the spirit save DC or become Frightened for 1 minute.
of the target back to its body. Creatures hostile to the target and
within 20 feet of it must make a Wisdom saving throw. On a Sending: Handwritten Enchantment. (Tool Infusion)
failed save, a creature is Frightened of the target until the end of When you cast the Sending spell, if you are proficient with
that creature's next turn. Calligrapher's Supplies and use a set in the spell's casting along
with 1 gp of magical ink and a piece of parchment worth 1 sp,
Revivify: Radiant Reanimation. When you cast the Revivify which the spell consumes, you can cast the spell without
spell, crystalline light bursts from the target. Hostile creatures expending a spell slot. To do so, you write the message on the
within 10 feet of it must make a Dexterity saving throw, taking parchment using the tools, and the parchment then disappears.
2d6 radiant damage on a failed save, or half as much on a
success. Additionally, the target sheds bright light in a 20-foot Sending: Herald's Call. When you cast the Sending spell,
radius and dim light for an additional 20 feet for the next 1 you can force the target to make a Wisdom saving throw. On a
minute. failed save, the target is Charmed for the duration and
immediately speaks your message aloud in the language you
Revivify: Rebuild. (Tool Infusion) When you cast the used to send it (provided the target can speak at least one
Revivify spell targeting a Construct, the spell counts as language).
Transmutation instead of Necromancy. Additionally, if you are
proficient with Tinker's Tools and use a set in the spell's casting, Sending: Minor Messages. When you cast the Sending spell,
the material component for the spell is not consumed, and the you can use lower level spell slots to send messages over
target regains hit points equal to 1d10 + your spellcasting shorter distances. Using a 1st level spell slot, you can send a
ability modifier. At the GM's discretion, you may use a different message up to 1 mile away. Using a 2nd level spell slot, you
tool set in place of Tinker's Tools, provided the tools are can send a message up to 20 miles away.
relevant to the type of construct being targeted.
Sending: Visions. When you cast the Sending spell, you also
Revivify: Vital Pulse. When you cast the Revivify spell, a give the target a vision, up to 30 seconds long, accompanied by
wave of healing energy surges out from the target. Any dying the words you send it to hear. The vision depicts something you
creatures of your choice within 20 feet of the target have witnessed within the last 24 hours, and is seen by the
automatically become Stable and may roll 1d20. On a 10 or target from your own perspective. The target can also hear
higher, a creature regains 1 hit point. Additionally, any dead whatever you heard, and feels a feint shadow of any physical
creatures in that area that have died within 1 minute are sensations you experienced during the envisioned moments as
protected from decay for up to 1 hour, effectively extending the well.
time they can be targeted by spells such as Revivify in the same
amount. Sending: Voice From Beyond. When you cast the Sending
spell, you can attempt to disguise the message as though it were
Sending: Chronocall. When you cast the Sending spell, you from a higher being. To do so, you must choose a higher being
can use chronomancy to alter how the spell works. First, instead (for example, a deity or patron) with which the target is closely
of being limited to a fixed number of words, your message is familiar and with which you are also familiar. Then, make a
limited by time. You speak a message up to 1 minute long, Charisma (Performance) check, contested by the target's
which is received exactly how you spoke it by the target. Wisdom (Insight) check. If you win the contest, the target
Second, you can cause the message to deliver at a specific point believes the message to be from the higher being. The target
in time up to 7 days after you cast the spell. You can designate doesn't automatically accept the content of the message itself
this time by naming a specific day and time of day, or by nor act on it, especially if the message contradicts the being's
specifying a certain length of time from the spell's casting. normal tenants or is otherwise suspicious. If you lose the
contest, the target recognizes you as the sender and knows you
Sending: Connected Conversation. When you cast the tried to disguise the message.
Sending spell, if the target replies to you, you can then
immediately after the reply send your own reply back to the Sleet Storm: Astral Ice. When you cast the Sleet Storm spell,
target. This secondary reply can't exceed 10 words. The target you can conjure ice from the coldest depths of the Astral plane.
can then reply to that reply, but not with a message exceeding Dim light eminates within the spell's area and in a 10-foot
10 words. The spell then ends. radius around the edge of the spell's area. Creatures inside the
spell's area are Weavebound. Additionally, magical darkness in
Sending: Disguised Dispatch. When you cast the Sending the spell's area created by a spell of 3rd level or lower is
spell, the target doesn't recognize you as the sender. dispelled.

80
Slow: Drowned Doom. When you cast the Slow spell, the
spell's area is filled with the illusion of water. Each affected
Weavebound
creature suffers a magical pressure not unlike drowning while it
A weavebound creature can't teleport or enter the remains affected by the spell. A creature can withstand the
ethereal plane. If a weavebound creature would gain
effect for the same number of rounds it can survive while
this condition again, it takes 1d6 force damage. A
drowning (typically a number of rounds equal to its
creature resistant or immune to force damage is
Constitution modifier, minimum of 1 round). Once these rounds
immune to this condition.
have passed, the creature becomes Incapacitated until the spell
ends for it.
Sleet Storm: Cinder Storm. When you cast the Sleet Storm
spell, you can create a storm of cinder and ash instead of sleet Slow: Encumbering Acid. When you cast the Slow spell, each
and frost. Flames in the area aren't extinguished. Instead, frozen target that fails its saving throw is covered in magical acid that
objects and structures melt at a rate of 6 inches of ice per round. slows it. For the duration, the target is Corroding.
Additionally, saving throws against the spell's prone effect have
Slow: Focused Fusion. When you cast the Slow spell, you
advantage, but saving throws against the spell's saving throw to
can choose to target only one creature you can see within range,
maintain Concentration have disadvantage.
instead of multiple creatures in an area. When you do, the target
Sleet Storm: Focus Frost. When you cast the Sleet Storm has disadvantage on its initial saving throw against the spell,
spell, you can use a bonus action for the spell's duration to and takes force damage equal to the level of the spell + your
direct a wave of frost towards one creature in the spell's area. spellcasting ability modifier each time it fails its saving throw
That creature must succeed a Constitution saving throw or take against the spell for the duration.
cold damage equal to your spellcasting ability modifier and
Slow: Move Like Molasses. When you cast the Slow spell,
become Chilled until the end of its next turn.
for the duration, an affected creature suffers a -3 penalty to its
Sleet Storm: Waning Winter. When you cast the Sleet Storm AC and Dexterity saves, instead of -2, and its speed is reduced
spell, it lasts a number of rounds equal to your spellcasting by 20 feet or halved (whichever is higher).
ability modifier, but doesn't require concentration. The spell
Slow: Spell Sap. When you cast the Slow spell, for the
ends at end of your turn on the last of the rounds.
duration, whenever a creature attempts to cast a spell with a
Sleet Storm: White Walker. When you cast the Sleet Storm casting time of 1 action and rolls a d20 to do so, roll the d20
spell, for the duration, you can see through the heavily obscured twice and keep the higher result. Additionally a creature must
area normally, you ignore the spell's difficult terrain, and you roll the d20 when casting a spell with a casting time of 1 bonus
automatically succeed on saving throws against the spell. action as well.

Slow: Absorb Energy. When you cast the Slow spell, you can Slow: Time Rift. When you cast the Slow spell, you can
absorb the stolen time from each affected creature. For each change the duration to 1 round, no longer requiring
affected creature, your speed is increased by 5 feet. While 3 or concentration. When you do, the spell ends automatically at the
more creatures are affected, you also have a +2 bonus to your start of your next turn.
AC and to Dexterity saving throws. While 5 or more creatures
Slow: Valley of Souls. When you cast the Slow spell, the
are affected, you have an additional action on each of your
spell's area is filled with ghostly spirits grasping at each affected
turns. That action can be used only to take the Attack (one
creature, slowing and holding them down. Affected creatures in
weapon attack only), Dash, Disengage, Hide, or Use an Object
the spell's area are Exposed to bludgeoning, piercing, and
action. When the spell ends, you must make a Constitution
slashing damage. Any incorporeal creatures in the area also
saving throw (DC 15). On a failed save, you become Dazed
become corporeal while affected, preventing them from using
until the end of your next turn.
Incorporeal Movement and similar features.
Slow: Chronocube. When you cast the Slow spell, instead of
Speak With Dead: Bestial Bones. When you cast the Speak
choosing creatures to target, the spell effects an entire 40-foot
With Dead spell and target the corpse of a beast, you also gain
cube centered on a point you choose within range. Any creature
the effects of the Speak With Animals spell for the duration.
in the area when the spell is cast or that starts its turn in the area
Additionally, you can target up to 5 beast corpses within range,
during the duration must make the saving throw against the
though each corpse must be from the same kind of beast, and
spell, becoming effected on a failed save. The effect lasts until
you don't get additional questions.
the creature leaves the spells area, or the spell ends. The
creature can repeat the saving throw at the start of each of its Speak With Dead: Cooperation. When you cast the Speak
turns while inside the area (rather than the end of its turns), With Dead spell, if the target doesn't know an answer to one of
ending the effect on a success. Once a creature succeeds a your questions and is willing to help you, it can choose not to
saving throw against this spell, it has advantage on future answer and not to count that question against the number of
saving throws against it until the spell ends. questions provided by the spell, instead allowing you to ask a
different question.
Slow: Deep Freeze. When you cast the Slow spell, you can
choose to target one creature, rather than an area. For the Speak With Plants: Sylvan Charm. When you cast the Speak
duration, whenever the target fails a saving throw against the With Plants spell, if you speak Sylvan as part of casting the
spell, it takes 1d8 Cold damage. spell, the spell's radius is doubled, and it lasts up to 1 hour.

81
Speak With Plants: Traveler's Tongue. When you cast the Stinking Cloud: Bottled Cloud. (Tool Infusion) When you
Speak With Plants spell, you can communicate as described in cast the Stinking Cloud spell, if you are proficient with
the spell with any plant or plant creature you encounter during Alchemist's Supplies and use a set in the spell's casting, you can
the spell's duration. However, this extended communication store the spell inside a bottle you touch, rather than causing its
doesn't allow you to command any plants outside the spell's effects immediately. This version of the spell doesn't require
initial affected radius. concentration. The bottle holds the spell for up to 24 hours. It
immediately becomes nonmagical once used or if you cast the
Spirit Guardians: Ancestral Vengeance. When you cast the spell again using this mastery. The bottle can be thrown up to
Spirit Guardians spell, if you speak Elvish and use it as a verbal 30 feet as an action. The bottle explodes on impact, releasing
component in the spell's casting, the spell's damage dice the spell centered on the point it was thrown to. The released
become d6s, but any time a creature in the spell's area hits you spell lasts for exactly 1 round.
with an attack, it takes 1d6 damage of the spell's damage type.
Stinking Cloud: Sickening Smell. When you cast the
Spirit Guardians: Bolstered Spirit. When you cast the Spirit Stinking Cloud spell, for the duration, any creature inside the
Guardians spell, for the duration, at the start of each of your cloud or within 5 feet of it is Sickened while it remains there,
turns, you gain temporary hit points equal to your spellcasting unless it doesn't need to breathe or is immune to poison.
ability modifier. While you have these temporary hit points, any
damage you take doesn't force you to make Constitution saving
throws to maintain concentration on this spell. Sickened
A sickened creature can not roll ability checks or
attack rolls with advantage; if it would roll twice due
Bolstered Spirit Note to advantage, it rolls normally instead. A sickened
If you have 1 temporary hit points from Bolstered creature also has disadvantage on saving throws
Spirit and you take 10 damage, you still don't have to against being poisoned. Any feature which grants
make a saving throw to concentrate, since you had at advantage against or immunity to the poisoned
least 1 temporary hit point when you took the damage. condition can also affect this condition.

Spirit Guardians: Elemental Envoys. When you cast the Stinking Cloud: The Spins. When you cast the Stinking
Spirit Guardians spell, you can change the spell's damage to Cloud spell, whenever a creature fails its saving throw against
your choice of Cold, Fire, or Lightning when you cast it, lasting the spell, that creature experiences an intense dizziness,
for the duration. imposing disadvantage on Dexterity and Wisdom ability checks
and saving throws until the start of its next turn.
Spirit Guardians: Fleeting Spirits. When you cast the Spirit
Guardians spell, you can cast it without requiring concentration, Stinking Cloud: Toxic Air. (Tool Infusion) When you cast
but the spell ends at the start of your next turn. the Stinking Cloud spell, for the duration, any creature that fails
its saving throw against the spell, or succeeds, but only by a
Spirit Guardians: Retribution. When you cast the Spirit
margin of 5 or less, is Poisoned until the start of its next turn.
Guardians spell, if you lose concentration on the spell due to
Additionally, if you are proficient with the Poisoner's Kit and
damage dealt to you by a creature within the spell's radius, that
use part of a set in the spell's casting, the DC for saving throws
creature must immediately make the saving throw against the
against the spell increases by your proficiency bonus, but only
spell's damage before it ends.
until the start of your next turn.
Spirit Guardians: Spirit Storm. When you cast the Spirit
Stinking Cloud: Troglodyte King. When you cast the
Guardians spell, you can double the spell's radius, but you lose
Stinking Cloud spell, you can change the range to Self (10-foot
the ability to choose creatures to be unaffected by the spell.
radius). The spell's area moves with you, centered on you for
Spirit Guardians: Spirit Stronghold. When you cast the the duration. Additionally, you are unaffected by the spell's
Spirit Guardians spell, if you speak Dwarvish and use it as a properties, except when you are in sunlight, in which case you
verbal component in the spell's casting, the target gains are affected and have disadvantage on your saving throw
temporary hit points at the start of each of its turns equal to against the spell.
your spellcasting ability modifier, and has a +2 bonus to its AC.
Stinking Cloud: Violent Regurgitation. When you cast the
However, the spell ends if the target moves, by any means, 5
Stinking Cloud spell, whenever a creature fails its saving throw
feet or more from where it was when the spell was cast.
against the spell, the creature takes 2d4 poison damage. If it
Spirit Guardians: Strength of Spirit. When you cast the fails the saving throw by a margin of 5 or more, it also falls
Spirit Guardians spell, for the duration, add your Wisdom prone.
modifier to any Constitution saving throw you make to maintain
Tiny Hut: Disguised Dome. When you cast the Tiny Hut
concentration on the spell.
spell, the hut is disguised to blend in with its surroundings. The
Spirit Guardians: Undying Tribes. When you cast the Spirit DC to notice the hut with Wisdom (Perception) is equal to your
Guardians spell, if you speak Orc and use it as a verbal spell save DC.
component in the spell's casting, the spell's damage increases by
Tiny Hut: Scout's Refuge. When you cast the Tiny Hut spell,
1 for each of your allies within the spell's area (to a maximum
any creature inside the hut has advantage on Wisdom
of +5).
(Perception) checks to perceive things outside of it.
82
Tiny Hut: Superdome. When you cast the Tiny Hut spell, the Vampiric Touch: Ravenous Hunger. When you cast the
hut is no longer tiny, but big as fuck, with a radius of 20-feet. It Vampiric Touch spell, for the duration, while you are missing
can now accomodate Large creatures, although each Large 50% or more of your hit points, you have advantage on the
creatures counts as 4 for the purposes of how many creatures spell's attacks. Additionally, while you are missing hit points,
can fit inside. you don't need to make Constitution saving throws to maintain
concentration on this spell due to taking damage.
Tongues: Envoy's Aura. When you cast the Tongues spell,
you can choose to concentrate on the spell. When you do, any Vampiric Touch: Sanguine Shield. When you cast the
creature of your choice within 10 feet of you can also benefit Vampiric Touch spell, for the duration, any excess healing
from the spell's effects. granted to you by the spell's attack is turned into temporary hit
points, which last for the spell's duration. While you have these
Tongues: Reinforced Fluency. When you cast the Tongues temporary hit points, you also have a +1 bonus to your AC.
spell, you can also choose one language the target already
knew. For the duration, the target adds a +3 bonus to any Vampiric Touch: Seductive Exsanguination. When you cast
Intelligence, Wisdom, or Charisma ability check it makes that the Vampiric Touch spell, when you attack a creature which you
relies on that language. have already hit with the spell at least once during the duration,
your attack has advantage, and the target must make a Wisdom
Tongues: Runic Secrets. (Tool Infusion) When you cast the saving throw. On a failed save, the target is Charmed by you
Tongues spell, if you are proficient with Calligrapher's Supplies until the spell ends. It can repeat the saving throw anytime it
and use a set in the spell's casting, the target can also read and takes damage, ending the effect and becoming permanently
write any language for the spell's duration. immune to the effect on a successful save.
Tongues: Temple of Tongues. When you cast the Tongues Vampiric Touch: Shadow Hand. When you cast the Vampiric
spell, you can use a 1 minute casting time and a vial of Holy Touch spell, for the duration, you can use a bonus action on
Water worth at least 25 gp as a material component (which the your turn to extend your reach by 10 feet until the end of your
spell consumes) to designate an area not exceeding 300 feet in turn. You can only benefit from this extended reach while both
any dimension as the spell's area. For the duration, any creature you and the target of your reach are in dim light or darkness.
in the spell's area is under the spell's effects while it remains Additionally, you can reach through solid barriers using this
there. If you cast the spell this way for 30 consecutive days, the effect, but only when making melee spell attacks for the
effect becomes permanent. Vampiric Touch spell, and only if there is no Bright Light in the
line between you and the target.
Tongues: Voices From Beyond. When you cast the Tongues
spell, the affected creature can cause its voice to emit multiple Vampiric Touch: Thrall's Honor. When you cast the
times simultaneously in any number of languages. When this Vampiric Touch spell, you can bestow the spell's effects to a
effect is used as part of a Charisma (Intimidation) check, the willing creature you touch. That creature gains the spells
check is made with advantage. Additionally, whenever the benefits instead of you, and must also Concentrate on the spell
affected creature forces another creature to make a saving throw instead of you. However, the spell ends if you cast it again.
against being Frightened, if it speaks this way as part of the
frightening effect, the saving throw against that effect is made Water Breathing: Fish Are Friends. When you cast the
with disadvantage. Water Breathing spell, for the duration, each affected target also
gains the ability to comprehend and verbally communicate with
*Tongues: Words of the Wild. When you cast the Tongues aquatic beasts for the duration. The knowledge and awareness
spell, the target also gains the ability to comprehend and of many beasts is limited by their intelligence, but at minimum,
verbally communicate with beasts for the duration beasts can give you information about nearby locations and
monsters, including whatever they can perceive or have
Vampiric Touch: Bloodlust Curse. When you cast the
perceived within the past day. A target might be able to
Vampiric Touch spell, for the duration, when you make a the
spell's attack as an action or as part of casting the spell, you can persuade a beast to perform a small favor for them, at the GM's
discretion.
also repeat the attack as a bonus action on that turn. However, if
you end your turn without having dealt any damage to another Water Breathing: Leviathan's Heart. When you cast the
creature with the spell, you must make a DC 20 Wisdom saving Water Breathing spell, for the duration, while underwater,
throw. On a failed save, the spell ends. affected creatures have advantage on Constitution saving
throws and on saving throws against being Frightened.
Vampiric Touch: Minion's Maw. When you cast the
Vampiric Touch spell, if you have a familiar from the Find Water Breathing: Lone Shark. When you cast the Water
Familiar spell, or a creature summoned by you (via spell, item, Breathing spell, if you target only one creature, for the duration,
class feature, or some other means) which you directly control, that creature has Blindsight in a 30-foot radius while
you can deliver the spell attack through that creature, provided underwater. It can only use this sense in water -- anything
the creature is within 30 feet of you and you can see it. You outside the water is unaffected. Additionally, the target can
choose whether the hit points regained are given to you, or to smell blood up to 1 mile away in water.
the creature which delivered your spell.

83
Water Breathing: Resilient Respiration. When you cast the Wind Wall: Launch Pad. When you cast the Wind Wall spell,
Water Breathing spell, the duration becomes Instantaneous. The you and any number of creatures you designate can use a bonus
spell's effects last for 24 hours. action to touch the wall while within 5 feet of it and become
harmlessly launched into the air by it. The wall carries straight
upwards, up to 50 feet until you reach the top of the wall. You
Reminder: Dispelling Instantaneous Spells
can then be launched in any direction, up to 20 feet vertically,
Instantaneous spells can't be affected by Dispel Magic, or 40 feet horizontally. The spell provides no special means or
making this version of Water Breathing an especially mitigating or avoiding any fall damage caused by this
safe alternative for anyone worried about being movement.
trapped deep underwater by a well placed Dispel
Magic from a Sea Hag or some other deep sea Wind Wall: Living Wind. When you cast the Wind Wall spell,
spellcaster. for the duration, you can use an action on subsequent turns to
move the wall up to 30 feet (from the center of the wall).
Water Walk: Full Sail. When you cast the Water Walk spell,
Wind Wall: Stormwinds. When you cast the Windwall spell,
you can choose to target only one creature. For the duration,
at the start of each of your turns for the duration, a bolt of
that creature can Dash as a bonus action and ignores
lightning jumps from the wall towards one creature of your
nonmagical difficult terrain. When you cast the spell in this
choice within 20 feet of the wall, which must make a Dexterity
way, it ends early if you cast it again.
saving throw. A creature takes 1d8 lightning damage on a failed
Water Walk: Minor Miracles. When you cast the Water Walk save, or half as much on a success.
spell, you can do so using lower level spell slots than normal.
Wind Wall: Wild Winds. When you cast the Wind Wall spell,
Using a 1st level spell slot, the spell can only affect one
it no longer requires concentration, but the duration becomes
creature. Using a 2nd level spell slot, it can affect a number of
1d6 rounds. The spell ends at the end of your turn on the last
creatures up to your spellcasting ability modifier, and the spell
round.
can be cast as a bonus action.

Water Walk: Speed of the Sea. When you cast the Water
Walk spell, the target's speed is also increased by 5 feet for the
duration, and by a further 5 feet while it moves across a liquid
surface as described in the spell. When you cast the spell in this
way, it ends early if you cast it again.

Wind Wall: Breath of Undeath. When you cast the Wind


Wall spell, you can infuse the foul air of the afterlife into it.
Any creature that starts its turn within 10 feet of the wall must
succeed a Constitution saving throw or become Sickened until
the start of its next turn.

Wind Wall: Deafening Winds. When you cast the Wind Wall
spell, creatures within 10 feet of the wall are Deafened.
Creatures more than 10 feet away but within 30 feet of the wall
have disadvantage on Wisdom (Perception) checks relying on
hearing.

Wind Wall: Fairwind Fortress. When you cast the Wind Wall
spell, for the duration, Medium and Large creatures must
succeed a Strength saving throw against your spell save DC to
pass through the wall. Large creatures have advantage on the
save. However, you and any creatures you designate command
the favor of the wind, allowing you to pass through unimpeded
(even if size Small or smaller).

Wind Wall: Gale Force. When you cast the Wind Wall spell,
for the spell's duration, you can use an action to repeat the
effect that occurs when the wall appears, forcing creatures in its
area to make the saving throw against the spell's damage. To do
so, you must first succeed on an ability check with your
spellcasting ability. The DC equals 13 + 2 for each other time
you have repeated the effect during this casting.

84
Banishment: Warden's Decree. When you cast the
4th Level Banishment spell, the target can't willingly reenter the plane
you banished them from by any means, including teleportation
Arcane Eye: Battle Scout. When you cast the Arcane Eye
magic, physical connections between the planes, or even magic
spell, you can use a bonus action casting time, and the spell's
such as a Wish spell. This effect lasts for 24 hours.
duration becomes 1 minute, no longer requiring concentration.
Additionally, for the duration, you can move the eye as a bonus Black Tentacles: Abyssal Arms. When you cast the Black
action. Tentacles spell, if you speak Abyssal and use it as a verbal
component in the spell's casting, you can conjure demonic
Arcane Eye: Both Eyes Open. When you cast the Arcane Eye
tentacles from the abyss, surround by a wreath of dark flames.
spell, the spell creates two eyes, instead of one. When you use
The spell deals fire damage, instead of bludgeoning. Any
an action to move an eye, you can only move one. You mentally
creature restrained by the spell has disadvantage on saving
receive visual information from both eyes simultaneously.
throws against spells and magical effects caused by Fiends.
Arcane Eye: Long Range Recon. When you cast the Arcane
Black Tentacles: Darkness Decay. When you cast the Black
Eye spell, for the duration, the distance you can move the eye as
Tentacles spell, any creature restrained by the spell is also
an action becomes 300 feet, instead of 30. Additionally, the
Decaying. Additionally, any part of the spell's area in total
spell doesn't end if the eye enters another plane of existence.
darkness deals an additional 1d6 necrotic damage. However,
Arcane Eye: Paranoia. When you cast the Arcane Eye spell, any part of the spell's area in bright is easier to escape --
while the eye is within 30 feet of another creature that can't creatures have advantage on saving throws against the spell in
detect the eye, you can use an action to inflict a feeling of brightly lit parts of its area.
paranoia on that creature, which must make a Wisdom saving
Black Tentacles: Eldritch Storm. When you cast the Black
throw. On a failed save, until the spell ends, that creature has
Tentacles spell, whenever a creature makes a saving throw
disadvantage on ability checks and saving throws while it
against the spell, it takes 1d6 lightning damage (regardless of
remains within 30 feet of the eye. If the creature ends its turn
whether or not it succeeds the save).
more than 30 feet from the eye, or if it somehow detects the
eye, the effect immediately ends. You can only inflict paranoia Black Tentacles: Grasp of the Dark. When you cast the
with the eye once during the spell's duration. Black Tentacles spell, on each of your turns for the duration,
you can use an action to target a creature within 15 feet of the
Arcane Eye: Superior Senses. When you cast the Arcane Eye
spell's area. That creature must make a Strength saving throw,
spell, for the duration, the eye shares all of your visual senses,
as black tentacles reach from the spell to put the target in. If the
including the range of those senses. Additionally, you have
target fails, it is pulled up to 15 feet towards the spell's area. If
advantage on Wisdom (Perception) checks through the eye.
this forces the creature to enter the spell's area, the creature
Banishment: Enticing Exile. When you cast the Banishment must make the saving throw against the spell.
spell, a target that is charmed by you has disadvantage on its
Black Tentacles: Growing Madness. When you cast the
saving throw. Additionally, a charmed target can choose to
Black Tentacles spell, a creature that ends its turn inside the
willingly fail the saving throw.
area while restrained by the tentacles must make a DC 10
Banishment: Flight of the Fearful. When you cast the Intelligence saving throw. On a failed save, it gains a Short
Banishment spell, a target that is frightened of you has Term Madness and an Indefinite Madness. The DC increases by
disadvantage on its saving throw. Additionally, if a frightened 2 for each consecutive round the creature is forced to make the
target is banished and then returns from its banishment, it falls save, but resets to 10 if the creature is no longer restrained in
prone. the spell's area at any point. When the spell ends, you must also
make a DC 10 Intelligence saving throw, gaining a Short Term
Banishment: Shunt from Existence. When you cast the Madness for 1 round on a failed save.
Banishment spell, a creature that succeeds its saving throw
against the spell, but only by a margin of 5 or less is knocked Black Tentacles: Inky Cloud. When you cast the Black
prone. Also, a creature that fails its save and is banished is Tentacles spell, inky black fog fills a 20-foot cube centered on
knocked prone when it reappears when the spell ends. the spell's area for the spell's duration. The fog heavily obscures
its area.
Banishment: Touch of the Planeskeeper. When you cast the
Banishment spell, you can change the range to Touch to impose Black Tentacles: Master of Madness. When you cast the
disadvantage on the target's initial saving throw against the Black Tentacles spell, you ignore the spell's difficult terrain and
spell. If you are native to your current plane of existence and automatically succeed saving throws against it. Additionally,
the target is not, it also subtracts 1d4 from its saving throw. you gain a +5 bonus to Charisma (Intimidation) checks while
inside the area, and while you are in the area, other creatures
Banishment: Traitor's Fate. When you cast the Banishment have disadvantage on saving throws against being Frightened
spell targeting a creature that is native to your current plane of by you.
existence, that creature has disadvantage on its saving throw.
Black Tentacles: Mindwrack. When you cast the Black
Tentacles spell, for the duration, any creature restrained by the
tentacles is also Stupefied and exposed to Psychic damage.

85
Black Tentacles: Otherworldly Binding. When you cast the Blight: Munching Maggots. When you cast the Blight spell,
Black Tentacles spell, for the duration, any creature restrained if the target fails its saving throw, you can concentrate on the
by the tentacles is also Weavebound. spell to implant hundreds of tiny maggots in and around the
target's body. At the end of each of its turns while you
Black Tentacles: Thought Probe. When you cast the Black concentrate, the target takes 1d8 piercing damage as the
Tentacles spell, for the duration on each of your turns, you can maggots eat away at it. The target or a creature within 5 feet of
use an action to probe into the mind of one creature restrained it can use an action to scrape away the maggots, reducing the
by the spell. If the creature you choose has an Intelligence of 3 damage die by one step (from a d8 to d6, and then d6 to d4). If
or lower or doesn't speak any language, the creature is the damage die is already a d4, the effect ends. The effect also
unaffected. The target must make a Wisdom saving throw. If it ends immediately if the target takes acid, cold, fire, lightning,
fails, you can psychically direct one question towards the target. radiant, or thunder damage.
You gain insight into its immediately mental response,
including its reasoning (if any) and emotional state. Blight: Putrid Poison. When you cast the Blight spell, a
Poisoned creature has disadvantage on its saving throw.
Black Tentacles: Unleashed Abyss. When you cast the Black Additionally, a creature that fails its saving throw becomes
Tentacles spell, you can use a range of Self (20-foot radius), Poisoned for up to 1 minute. It can repeat the saving throw at
instead of the normal range. If you do, the duration also the end of each of its turns, ending the effect on a success.
becomes 1d10 rounds (no longer concentration). The spell ends
at the end of your turn on the last round. Additionally, at the end Blight: Resilient Rot. When you cast the Blight spell, if the
of each of your turns, the spell's radius increases by 5 feet. target succeeds its saving throw, but only by a margin less than
5, you can start concentrating on the spell for up to 1 minute to
Blight: Bloodspeaker. When you cast the Blight spell, rather hold on to some of the spell's energy. While concentrating, you
than using force to drain the moisture from the target's body, can use an action on each of your turns to repeat the spell's
you can speak a dark necromantic tongue to deceive the target's effect against the same target. Each time you repeat the spell's
vital fluids to depart from it. The saving throw becomes effect, its damage is reduced by one die cumulatively. Once the
Wisdom, instead of Constitution. Any feature that resists the target succeeds its saving throw by a margin of 5 or more, or
Charmed condition also affects this saving throw. If the target is once it fails the saving throw, the spell immediately ends.
damaged by the spell, it oozes vital fluids (including blood and
biles) from its skin and orifices in a gruesome display. Creatures Blight: Touch of Drought. When you cast the Blight spell,
within 10 feet of it that can see it must succeed a Constitution you can change the range to touch. When you do, if the target
saving throw or become Sickened until the end of their next fails its saving throw by a margin of 5 or more, it also gains a
turn. level of Exhaustion, not exceeding a third level. A target
resistant or immune to necrotic damage ignores this effect.
Blight: Cursed Ichor. When you cast the Blight spell, any
damage dealt by the spell also reduces the target's hit point Compulsion: Apple of the Eye. When you cast the
maximum by the same amount until it finishes a short or long Compulsion spell, you can choose to target a single creature
rest. Additionally, if the target fails its save, necrotic ichor oozes you can see within range, instead of targeting an area. When
from its body as you drain its vitality, and then hardens over it. you do, if the target succeeds its initial saving throw against the
The target's movement speed is halved for 1 minute, or until it spell, you can maintain concentration on it, forcing the target to
uses an action to wipe away the hardened ichor. make the saving throw again at the start of each of your turns
for the duration, until it fails, at which point the spell continues
Blight: Drain Life. When you cast the Blight spell, if you as normal.
target a creature within 10 feet of you, you can use your
reaction to gain temporary hit points equal to half the damage Compulsion: Beckoning Of The Beyond. When you cast the
dealt. Compulsion spell, if you speak Deep Speech and use it as a
verbal component in the spell's casting, you can echo voices
Blight: Gift of Decay. When you cast the Blight spell, any from the far realms into the minds of your targets. For the
non-Undead creature that fails its saving throw against the spell duration, whenever a creature fails a saving throw against the
is Decaying for 1 minute. It can repeat the saving throw at the spell, it takes 1d8 psychic damage. Additionally, a creature that
end of each of its turns, ending the condition on a success. is vulnerable to psychic damage has disadvantage on its saving
Alternatively, any Undead creature targeted by the spell isn't throw against the spell, but a creature resistant or immune to
forced to make the saving throw, but instead regains hit points psychic damage has advantage on its saving throw.
equal to the spell's damage.

Blight: Infectious Burst. When you cast the Blight spell, if


the initial target fails its saving throw, each creature within 10
feet of the target must also make the saving throw against the
spell. A creature takes half the spell's damage on a failed save,
or none on a successful one. Any creature reduced to 0 hit
points by this effect also bursts in a 5-foot radius. Creatures in
that area must succeed the saving throw against the spell or take
half the spell's damage.

86
Compulsion: By A String. (Tool Infusion) When you cast Confusion: Deck of Fate. (Tool Infusion) When you cast
the Compulsion spell, if you are proficient with Weaver's Tools the Confusion spell, if you are proficient with playing card sets
and use a set in the spell's casting, along with 2 gp worth of and use a set in the spell's casting, instead of each target rolling
golden thread per target (which the spell consumes), each a d10 at the start of its turns, you draw a card from a shuffled
affected creature is tethered to you by a magical string that deck of standard playing cards when you cast the spell, and
exists and is visible only on the ethereal plane. The string can again at the start of each of your turns, determining the spell's
be destroyed (AC 10, HP 1) on the Ethereal Plane. While a effect for all affected creatures until you draw again. If you
creature is tethered to you in this way, you can designate a draw a card numbered 1-10, consult the spell's effect table as
specific point for that creature to move towards. You can normal. For other cards, consult the table below:
designate a different point for each affected creature tethered to
you. You can also designate for a creature to move vertically,
Card Effect
although it only does so as safely as possible. For example, you Save this card for the duration and draw again.
could designate a point on the ground to cause a flying creature Jack Anytime you draw a 9 or 10, you can expend this card
to land, or a burrowing creature to emerge. Each creature still to redraw.
avoids obvious dangers as described in the spell while moving
Each target takes the Dash action and moves as close
towards the designated point.
Queen as possible to you or as far as possible from you (your
Compulsion: Command Charmed. When you cast the
choice).
Compulsion spell, a creature already charmed by you Choose a command as described in the Command
automatically fails its saving throw. However, any target that King spell. Each target comes under the effects of that
has advantage on saving throws against being charmed command.
automatically succeeds its saving throw.
The spell inflicts a confusion effect of your choice
Ace
Compulsion: Lover's Call. When you cast the Compulsion from the spell
spell, if you choose for an affected target to move directly Each target becomes overwhelmed with laughter.
towards you, the target also uses its action to Dash before it Joker Each target falls prone, becoming incapacitated and
moves. If the target's distance from you is equal to or less than unable to stand up or speak for the duration.
its speed, it ignores this additional effect.
Confusion: Psychotic Snap. When you cast the Confusion
Compulsion: Siren's Wave. When you cast the Compulsion
spell, you can change the saving throw from Wisdom to
spell, you can change the range to Self (90-foot cone). When
Intelligence. A creature suffering from a Short Term, Long
you do, you don't need to see a creature to target it, as long as
Term, or Indefinite Madness has disadvantage on its saving
you are aware of the creature and it can hear you.
throw.
Compulsion: Succubus Seduction. When you cast the
Confusion: Solitary Confinement. When you cast the
Compulsion spell, if you speak Infernal and use it as a verbal
Confusion spell, you can choose to target a single creature you
component in the spell's casting, a creature that fails its initial
can see within range, instead of targeting an area. When you do,
saving throw against the spell is Charmed by you until the spell
if the target succeeds its initial saving throw against the spell,
ends for it. However, a creature that speaks Infernal has
you can maintain concentration on the spell regardless, forcing
advantage on its saving throws against the spell.
the target to make the saving throw again at the start of each of
Confusion: Child of Chaos. When you cast the Confusion your turns for the duration, until it fails, at which point the spell
spell, you can change the range and shape of the spell to Self continues as normal, or until the spell otherwise ends.
(30-foot radius). When you do, you also must make the saving
Conjure Minor Elementals: Choice Conjuration. When
throw against the spell.
you cast the Conjure Minor Elementals spell, you can choose
Confusion: Cone of Confusion. When you cast the what kind of elemental creatures the spell summons. You can
Confusion spell, you can change the spell's area to a 60-foot only choose an elemental creature you have encountered before,
cone. When you cast the spell this way using a spell slot of 5th or you can simply specify a general element such as "air",
level or higher, the cone's size increases by a further 10 feet for "fire", etc.
each slot level above 4th.

Confusion: Controlled Chaos. When you cast the Confusion


Note: Choosing Conjured Creatures
spell, for the duration, roll the d10 twice each time you would The Conjure Minor Elementals spell is somewhat
roll it, choosing which result to use. unclear in its wording and debated throughout the
community. Many GMs rule that the player can choose
only from the options in the spell, but don't get to
select exactly what kind of creatures appear. Others
may rule differently. This mastery is only relevant at
tables that rule in the former way.

87
Conjure Minor Elementals: Elemental Bond. When you Death Ward: Hellfire Retaliation. When you cast the Death
cast the Conjure Minor Elementals spell, choose one of the Ward spell, when the spell triggers to prevent the target from
elementals conjured by the spell. For the duration, while that dropping to 0 hit points, a wave of firey spirits immediately
creature is within 15 feet of you, you share its damage ushers out around them. Creatures in a 20-foot radius around
resistances, and you are also resistant to any damage that the target must make a Dexterity saving throw. A creature takes
creature is immune to. 3d6 fire damage on a failed save, or half as much on a
successful one. When you cast the spell using a spell slot of 5th
Conjure Woodland Beings: Flash of Fey. When you cast the level or higher, the damage increases by 1d6 for each slot level
Conjure Woodland Beings spell, you can change the duration to above 4th. If you cast the spell using this mastery again, any
Special. The spell lasts 1d4 rounds, not requiring concentration. previous instance of the spell with this mastery ends.
The creatures disappear at the end of their turn on the last
round. The spell ends immediately if you cast it again. You can Death Ward: Grave Kight's Armor. When you cast the Death
only use this effect while choosing to summon one or two Ward spell targeting yourself, for the duration, while you aren't
creatures with the spell. wearing armor, a spectral black plate armor with a ghastly
appearance surrounds you. Your base AC becomes 13 + your
Conjure Woodland Beings: Sylvan Spirit. When you cast Constitution modifier. You lose this benefit if you don armor or
the Conjure Woodland Beings spell, for the duration, while you end the spell as an action.
are within 10 feet of one of the summoned creatures, you have
advantage on saving throws against being charmed and against Death Ward: Necrobane. When you cast the Death Ward
all spells or magical effects from Fey. spell, the target is also resistant to necrotic damage for the
duration, and can't have its hit point maximum reduced by
Control Water: Combat Magic. When you cast the Control Necromancy magic or Undead creatures.
Water spell, you can concentrate on the spell while also
concentrating on one additional spell. When you do, the spell Death Ward: Radiant Refuge. When you cast the Death Ward
ends if you don't use your action on each of your turns to cause spell, for the duration, the target sheds bright light in a 10-foot
one of the spell's effects. radius and dim light for an additional 10 feet. If another
creature inside in the light would be reduced to 0 hit points as a
Control Water: Master of the Sea. When you cast the result of taking damage, the spell's original target can use its
Control Water spell, for the duration, you gain the following reaction to cause the other creature to drop to 1 hit point
benefits: instead. The spell then ends.
You can breathe underwater Death Ward: Resilient Ward. When you cast the Death Ward
spell, the first time the spell would prevent the target from
You have a swim speed of 60 feet
dropping to 0 hit points, there is a 50% chance the spell doesn't
You can walk on water surfaces as though it was solid end.
ground (when you choose to do so)
Death Ward: Shield of the Stormsoul. When you cast the
Control Water: Ocean Waker. When you cast the Control Death Ward spell, when the spell triggers to prevent the target
Water spell, you can cause the spell's effects on subsequent from dropping to 0 hit points, a thunderous burst immediately
turns as a bonus action, instead of an action, provided you erupts around them. Creatures in a 10-foot radius around the
target an area of sea water or magical water that doesn't target must make a Strength saving throw. On a failed save, a
explicitly say it is fresh water. creature takes 2d10 thunder damage and is pushed 10 feet away
from the target. On a successful save, a creature takes half as
Death Ward: Armor Against Extermination. When you cast much damage and isn't pushed. When you cast the spell using a
the Death Ward spell, the target also gains 4d6 temporary hit spell slot of 5th level or higher, the damage increases by 1d10
points, which last until the spell ends. for each slot level above 4th. If you cast the spell using this
mastery again, any previous instance of the spell with this
Death Ward: Death's Door. When you cast the Death Ward
mastery ends.
spell, when the spell triggers to prevent the target from
dropping to 0 hit points, the target can immediately teleport to Death Ward: Soul Guardian. When you cast the Death Ward
an unoccupied space of its choice that it can see within 30 feet. spell targeting any creature other than yourself, you can use a 1
minute casting time and 100 gp worth of silver dust (which the
Death Ward: Fear The Reaper. When you cast the Death
spell consumes) to make the duration Until Dispelled. The spell
Ward spell, when the spell triggers to prevent the target from
ends early if you cast it again, or if you drop to 0 hit points.
dropping to 0 hit points, an illusory hooded figure made of
ghastly smoke appears over the target, rebuking its enemies. Death Ward: Spectral Salvation. When you cast the Death
Each creature hostile to the target and within 20 feet of it must Ward spell, when the spell triggers to prevent the target from
make a Wisdom saving throw. Undead creatures are unaffected. dropping to 0 hit points, the target also becomes Invisible for
On a failed save, a creature is Frightened of the target until the 1d4 rounds, until the end of the target's turn on the last round.
end of that creature's next turn. The invisibility ends if the target attacks or casts a spell.

88
Death Ward: Vitality Boost. When you cast the Death Ward Dimension Door: Way of the World Tree. When you cast the
spell, when the spell would prevent the target from dropping to Dimension Door spell, you can pass through the interplanar
0 hit points, the target can also immediately roll one of its hit space of the World Tree to reach your destination. When you
dice and regain hit points equal to the roll plus your spellcasting do, colorful spectral vines appear in a 10-foot square on the
ability modifier. ground around the point where you cast the spell. Each creature
in that area must make a Dexterity saving throw. On a failed
Dimension Door: Death's Door. When you cast the save, a creature becomes Restrained by the vines until the start
Dimension Door spell, you can do so as a reaction when you of your next turn. While Restrained in this way, a creature is
reach a number of hit points equal to or lower than your level, also Weavebound.
but not 0.
Divination: Inspiring Premonitions. When you cast the
Dimension Door: Disappearing Act. When you cast the Divination spell, without doing so as a Ritual, you gain a d10
Dimension Door spell, you can concentrate on the spell to cause inspiration die, which lasts for up to 7 days. Whenever you
yourself and any creature you bring with you become invisible make an attack roll, ability check, or saving throw directly
until the end of your next turn, ending early for a creature if that related to the goal, event, or activity which you inquired about
creature attacks or casts a spell. in your divination spell, you can expend the inspiration die to
roll it and add the die to your total. You can do so after rolling,
Dimension Door: Double Door. When you cast the
Dimension Door spell, before your turn ends, you can use a but before any result is determined. If the goal, event, or
activity passes, the inspiration die is lost.
bonus action to teleport again as described in the spell, though
the spell's range is halfed for this second teleportation.
Divined Events & GM Discretion
Dimension Door: Ether Echo. When you cast the another
No small amount of GM discretion is required in
Conjuration spell of 1st level or higher, you can immediately
general with spells like Divination. This extends to the
thereafter use your reaction to cast the Dimension Door spell.
Divination: Inspiring Premonitions mastery. The GM is
When you do, the range for the spell equals 100 times the level
encouraged to rule generously in favor of the players,
of the triggering spell.
allowing the benefits of the mastery to be used,
although not necessarily abused.
Ether Echo Clarification
You must still expend a spell slot for this casting of Divination: Instant Augur. When you cast the Divination
Dimension Door. The mastery simply provides an spell, the casting time is 1 bonus action. When you cast the
alternate casting time. spell as a ritual, it only takes 1 action.

Dominate Beast: Alpha Energy. When you cast the


Dimension Door: Ghost's Gateway. When you cast the
Dominate Beast spell, the DC increases by 2 for each of the
Dimension Door spell, it doesn't require verbal components for
following conditions that are true:
you, instead requiring somatic. Additionally, casting the spell
doesn't end any source of Invisibility that would otherwise end Your size is at least one category larger than the Beast
when you cast a spell.
The beast is Frightened by you
Dimension Door: More The Merrier. When you cast the
Dimension Door spell, you can bring along a number of The beast is at or below half its hit point maximum
creatures equal to half your spellcasting ability modifier (round
The beast is prone and within 5 feet of you, and you
up, minimum of 1).
aren't prone
Dimension Door: Revolving Door. When you cast the
Dominate Beast: Beastmaster Bond. When you cast the
Dimension Door spell, you can concentrate on the spell for up
Dominate Beast spell, for the duration, while the beast is within
to 1 minute. On each of your turns for the duration, as an action,
10 feet of you, both you and the beast have advantage on saving
you can teleport again, but only to the point where you cast the
throws against being frightened, and the beast has advantage on
spell initially, or to the initial target point you teleported to. If
attack rolls.
you move more than 10 feet away from either point at any point
during the duration, the spell immediately ends. Dominate Beast: Expanded Entities. When you cast the
Dominate Beast spell, you can also target Dragons, Elementals,
Dimension Door: Secret Tunnel. When you cast the
and Monstrosities of a CR equal to or less than your
Dimension Door spell, you can delay your arrival for a number
spellcasting ability modifier.
of rounds up to your spellcasting ability modifier. You disappear
when you cast the spell, but you don't arrive at your destination Dominate Beast: Skilled Master. When you cast the
until specified number of rounds has passed, at the start of your Dominate Beast spell, for the duration, you can take full control
turn. During the in-between, you exist in an empty interplanar of the target as a bonus action or an action on each of your turns
space. You can't take any actions or move inside this space, but (though never both).
you can see through two circular windows. One window
observes a 15-foot radius around the point at which you cast the
spell, the other observes you a 15-foot radius around your
destination.
89
Fabricate: Speed Craft. When you cast the Fabricate spell, Fire Shield: Elemental Armor. When you cast the Fire
you can use a casting time of 1 minute, instead of 10 minutes. If Shield spell, for the spell's duration, you have a +2 bonus to
you cast the spell using a 5th level spell slot, the casting time is your AC, but the spell's damage is reduced to 2d6 (instead of
1 action instead. Using a spell slot of 6th level or higher, the 2d8).
casting time is 1 bonus action.
Fire Shield: Expanded Elements. When you cast the Fire
Faithful Hound: Direct Command. When you cast the Shield spell, you also gain the ability to create a caustic shield
Faithful Hound spell, you can start concentrating on the spell at or storm shield. The storm shield grants you resistance to
any point during its duration to take direct command over the lightning damage, and deals lightning damage instead of cold or
hound. When you do, you can use a bonus action on each of fire. The caustic shield does likewise for acid, instead of
your turns to move the hound up to 40 feet, or an action to lightning.
move it up to three times as far. Once you start concentrating on
the spell, it ends after 1 minute. Fire Shield: Guardian Gift. When you cast the Fire Shield
spell, you can touch a willing creature upon the spell's casting
Faithful Hound: Eldritch Guardian. When you cast the to bestow its benefits to them. When you do, the spell requires
Faithful Hound, you can conjure an aberrant spirit with concentration.
tentacles and hundreds of eyes. When the spirit first senses a
creature, it becomes visible to that creature, which must make Fire Shield: Harmonious Hybrid. When you cast the Fire
an Intelligence saving throw if it can see the spirit. On a failed Shield spell, you can create a Frostfire shield which harmonizes
save, the creature becomes Frightened of the spirit for up to 1 the elements of flame and frost into one. This shield grants
minute. If it fails the saving throw by a margin of 5 or more, it resistance to both fire and cold damage, and deals 1d8 cold and
is also Stunned until the end of its next turn. 1d8 fire damage to attackers, instead of the spell's normal
damage.
Faithful Hound: Mastiff Pounce. When you cast the
Faithful Hound spell, a creature hit by the hound's attack must Fire Shield: Rip-roaring Riposte. When you cast the Fire
make a Strength saving throw against your spell save DC or fall Shield spell, for the duration, when a creature within 5 feet of
prone. A Small or smaller creature has disadvantage on this you hits you with a melee attack and the shield erupts with
save. flame, you can use your reaction to increase the damage dealt to
the attacker by the shield by one die, and to force the attacker to
Faithful Hound: Pack Instincts. When you cast the Faithful make a Constitution saving throw. On a failed save, the target
Hound spell, for the duration, the hound's attacks have becomes Scorched (if fire damage) or Chilled (if cold damage)
advantage against any target that is also within 5 feet of you or until the end of its next turn.
one of your allies, provided you (or the ally) aren't
incapacitated. Likewise, your attacks have advantage against a Freedom of Movement: Course Control. When you cast the
target that is both within 5 feet of you and within 5 feet of the Freedom of Movement spell, for the duration, you can't be
hound. made to move by an effect that is Charming you, nor is your
movement inhibited by effects that Frighten you.
Faithful Hound: Winged Watcher. When you cast the
Faithful Hound spell, you create an avian spirit, instead of a Freedom of Movement: Dexterous Blessing. When you cast
Hound. The bird can detect creatures up to 120 feet away and the Freedom of Movement spell, you can concentrate on it to
alert you of their presence, and its vision pierces nonmagical empower it for the duration: the target also gains a +2 bonus to
and magical darkness alike. Additionally, the bird's attacks deal its AC and Dexterity saving throws.
only 1d8 damage on a hit, but the target must make a Dexterity
Freedom of Movement: Fleet of Foot. When you cast the
saving throw or become Blinded until the end of its next turn.
Freedom of Movement spell, you can concentrate on it to
Fire Shield: Absorption Shield. When you cast the Fire empower it for the duration: the target's speed is increased by
Shield spell, for the duration, when you would take 10 or less 10 feet, and it can Dash or Disengage as a bonus action.
fire (for hot shield) or cold (for chill shield) damage, instead
Freedom of Movement: Oozeflesh. When you cast the
reduce the damage to 0, and the next time the shield deals
Freedom of Movement spell, for the duration, the target also
damage to an attacker, the damage increases by one die. This has resistance to acid damage, but vulnerability to cold damage.
bonus doesn't stack.
Additionally, it can move through a space as narrow as 1 inch
wide without squeezing. When it does, its flesh temporarily
Damage Reduction Reminder shifts to an ooze-lik, viscous consistency. When you cast the
Resistance (and vulnerability) are always applied last, spell in this way, it lasts 10 minutes.
after any other modifiers to damage. Freedom of Movement: Vertical Grace. When you cast the
Freedom of Movement spell, you can concentrate on it to
Fire Shield: Dragonscales. When you cast the Fire Shield empower it for the duration: the target can also stand from
spell, if you speak Draconic and use it as a verbal component in prone using only 5 feet of movement, its jump distance is
the spell's casting, the spell grants you certain dragon-magic tripled, and it takes no damage from falling.
features. For the duration, you can calculate your base AC as 13
+ your spellcasting ability modifier. Additionally, you are
immune to any Dragon breath weapon that deals the cold
damage (for a chill shield) or fire damage (for a warm shield).
90
Giant Insect: Aberrant Insects. When you cast the Giant Greater Invisibility: Silent Steps. When you cast the Greater
Insect spell, if you speak Deep Speech and use it as a verbal Invisibility spell, for the duration, the target is wrapped in
component in the spell's casting, you can create aberrant magical silence so that it can create no sound of any kind. Even
variants of the insects, twisted by the magic of the far realms. its steps are completely silent. It is impossible for the target to
The insects created by the spell are immune to psychic damage cast a spell that includes a verbal component while under this
and to the charmed and frightened conditions. Additionally, any effect. Additionally, the target emits no scent or thermal
poison damage that would be dealt by an insect becomes signatures. It also has advantage on Dexterity (Stealth) checks
psychic damage instead, and saving throws against this damage against creatures using Blindsight or Tremorsense.
use Intelligence, instead of Constitution. Lastly, any poisoned
condition that would be inflicted by the insects ignores Greater Invisibility: Smuggler's Shroud. When you cast the
immunity to the poisoned condition. Greater Invisibility spell, you can target an object instead of a
creature. The object can be no larger than 10 feet in any
Giant Insect: Blight Bugs. When you cast the Giant Insect dimension.
spell, the poisonous insects are empowered by your magic. For
the duration, use your spellcasting save DC in place of the
Smuggler's Shroud Note
insect's DC for any of its features that inflict poison damage or
the poisoned condition. Sometimes a group of objects count as one object for
the purposes of effects like this. For example, a chest
Giant Insect: Firebugs. When you cast the Giant Insect spell, and its contents would count as one object, all
for the duration, the giant insects are resistant to fire damage. becoming invisible. However, an object removed from
When a giant insect is reduced to 0 hit points, it erupts with the chest would become visible, while the chest itself
flame, dealing fire damage equal to 10 times its CR (round up) would remain invisible. The GM should use their
to any creature within 5 feet of it that fails a Dexterity saving discretion in such rulings, typically doing so in favor
throw against your spell save DC. of the players, but without setting precedent for
abusing the mastery to break the game.
Giant Insect: Hell Swarm. When you cast the Giant Insect
spell, if you speak Infernal and use it as a verbal component in
Greater Invisibility: Unseen Step. When you cast the Greater
the spell's casting, you can create fiendish variants of the
Invisibility, the target can use an action on one of its subsequent
insects, corrupted by the magic of the hells. The insects created
turns for the duration to teleport up to 30 feet to an unoccupied
by the spell count as Fiends (Devils), instead of beasts. Their
space it can see. When it does, there is a 25% chance the spell
attacks deal +1 fire damage (for centipedes), +1d4 fire damage
ends. This chance increases by 25% for each time it has used
(for spiders and wasps), or +1d8 fire damage (for scorpions).
the effect already during the duration. It can't use the effect
Giant Insect: Rage Spawn. When you cast the Giant Insect while at least one creature can see it (such as with Truesight).
spell, the giant insects enter a furious rage when they transform.
Guardian of Faith: Chariot Charge. When you cast the
While raging, the insects are resistant to nonmagical
Guardian of Faith spell, you can use an action on any of your
bludgeoning, piercing, and slashing damage. The rage ends for
turns for the duration to move the guardian up to 40 feet. This
an insect if it ends its turn without any enemies within 30 feet
movement doesn't trigger the guardian's effect.
of it.
Guardian of Faith: Divine Battlecry. When you cast the
Giant Insect: Summoner's Swarm. When you cast the Giant
Guardian of Faith spell, it lets out a thunderous divine battlecry
Insect spell, you can choose to use the duration "1 minute"
when it appears. Creatures of your choice within 10 feet of the
instead, not requiring concentration. However, when you do,
guardian must make a Strength saving throw. On a failed save,
you must use an action on each of your subsequent turns to
a creature takes 2d6 thunder damage and is pushed 15 feet away
maintain the spell. If you don't, you lose control of the creatures
from the guardian. A creature that fails its save by a margin of 5
for the duration of the spell. The creatures become hostile,
or more is also frightened of the guardian until the end of its
attacking the closest non-insect creature to them.
next turn. Fiends and Undead have disadvantage on this saving
Greater Invisibility: Delicate Spell. When you cast the throw.
Greater Invisibility spell, you can concentrate on it while also
Guardian of Faith: Emergency Ally. When you cast the
concentrating on one other spell. However, you must use your
Guardian of Faith spell, you can use the casting time of "1
action on each of your turns to maintain the spell, or it ends.
reaction, which you take when a creature hostile to you moves
Greater Invisibility: Illusory Assassin. When you cast the to a space within 10 feet of you for the first time on a turn". The
Greater Invisibility spell, for the duration, when the target movement which triggered the spell also triggers the guardian's
makes a weapon attack against a creature from whom it is saving throw.
hidden, the attack deals +1d4 force damage and is a critical hit
Guardian of Faith: Forceful Spirit. When you cast the
on a d20 roll of 19 or 20.
Guardian of Faith spell, each time the spirit would force a
creature to make a saving throw, you can use your reaction to
choose to halve the damage (before the save is made). When
you do, the target is pushed 15 feet away from you if it fails the
saving throw. It is also knocked prone after being pushed if it
fails by a margin of 5 or more.

91
Guardian of Faith: Guardian Angel. When you cast the Ice Storm: Giant Hailstones. When you cast the Ice Storm
Guardian of Faith spell, instead of creating the guardian at a spell, any creature without cover from the spell has
point in space, you can choose for it to hover in your space and disadvantage on its saving throw, and is knocked prone on a
move with you for the duration. failed save. A creature with cover, however, has advantage on
its saving throw.
Guardian of Faith: Imposing Visage. When you cast the
Guardian of Faith spell, when a creature would move into the Ice Storm: Hard Hitting Hail. When you cast the Ice Storm
guardian's reach for the first time during the duration, it must spell, Constitution saving throws to maintain concentration
first make a Wisdom saving throw. On a failed save, the caused by damage from the spell have disadvantage.
creature becomes Frightened of the Guardian until the spell Additionally, a creature that fails its saving throw by a margin
ends. A creature frightened this way can use an action to repeat of 5 or more is Dazed until the end of your next turn.
its saving throw, ending the effect on a success.
Ice Storm: Tundra's Welcome. When you cast the Ice Storm
Guardian of Faith: Momentary Miracle. When you cast the spell, the spell's radius is doubled, and the difficult terrain
Guardian of Faith spell, you can change the duration to 1 created by the spell lasts for 1 minute.
minute. When you do, the spell doesn't end when the guardian
reaches a certain threshold of damage dealt. Ice Storm: Winter's Reign. When you cast the Ice Storm
spell, you can change the duration to "Concentration, up to 1
Guardian of Faith: Shieldbearer. When you cast the minute". At the start of each of your turns for the duration,
Guardian of Faith spell, creatures of your choice gain a +2 creatures in the spell's area must make the saving throw against
bonus to its AC and to Dexterity saving throws while within 5 the spell. Additionally, the difficult terrain from the storm lasts
feet of the guardian. until the spell ends.

Guardian of Faith: Unwavering Watcher. When you cast Locate Creature: Long Range Location. When you cast the
the Guardian of Faith spell, after the guardian reaches its Locate Creature spell, the spell reaches as far as 1 mile. This
threshold of damage dealt, the spell doesn't end. However, the range increases when you cast the spell using certain higher
guardian's damage thereafter is reduced to 5, instead of 20. level spell slots: 5 miles using a 5th level slot, 10 miles using a
6th level slot, 20 miles using a 7th level slot, 50 miles using an
Hallucinatory Terrain: Immersive Illusion. When you cast 8th level slot, and 100 miles using a 9th level slot.
the Hallucinatory Terrain spell, objects and structures within
range adjust their appearance to fit the illusory changes you Locate Creature: Innate Sense. When you cast the Locate
make to the terrain. For example, a house in a snowy field Creature spell, it doesn't require concentration for you, but the
would appear to have snow on its roof, a building in a lake duration becomes a number of minutes equal to 10 times your
would appear wet, and a structure in an overgrown swamp spellcasting ability modifier.
might have vines and other plant growth crawling up its walls.
Additionally, although tactile characteristics of the terrain itself Locate Creature: Insightful Eye. When you cast the Locate
aren't changed, the ambient environment reflects the illusion: Creature spell, you learn whether the located creature is injured,
the temperature in the air shifts to match (though never to an whether it is currently able to sense you, and whether it is
extreme degree), and smells and sounds surround the area that awake or asleep. Additionally, the spell can still locate a
would be fitting to the environment. This imposes disadvantage creature you specify that is currently in a different form,
on any Investigation check to discern the true nature of the ignoring the normal restriction. Lastly, the spell isn't blocked by
illusion. water, or by a Nondetection spell cast at a lower level than this
spell.
Hallucinatory Terrain: Instant of Illusion. When you cast
the Hallucinatory Terrain spell, you can change the casting time Locate Creature: Pinpoint. When you cast the Locate
to 1 action, but the duration changes to 1 minute. Creature spell to locate a specific creature, for the spell's
duration, you know the target's exact location while it is within
Hallucinatory Terrain: Massive Mirage. When you cast the 120 feet of you. It can't be h idden from, even while it is
Hallucinatory Terrain spell, the spell's range and the size of the Invisible. Your attacks against it have advantage.
cube each become 500 feet.
Locate Creature: Spirit Survey. When you cast the Locate
Hallucinatory Terrain: Terraformer. When you cast the Creature spell, you can use an action to designate a new target
Hallucinatory Terrain spell, if you use 50 gp of silver dust to try and locate. Each time you do so after the first time, there
(which is consumed in the spell's casting) as a material is a 5% chance the spell ends (increasing by 5% with each
component, you can use a duration of "Until Dispelled". attempt).

Ice Storm: Caustic Cold. When you cast the Ice Storm spell,
you can call down frozen acid, instead of frozen water. The
spell's cold damage becomes acid damage. Additionally, until
the end of your next turn, a creature takes 5 acid damage for
every 5 feet it moves on the ground in the spell's area.

92
Locate Creature: Tracker's Sense. When you cast the Locate Phantasmal Killer: Lord of Nightmares. When you cast the
Creature spell, you can concentrate on the spell for up to 8 Phantasmal Killer spell, for the duration, you can bestow the
hours. Additionally, for the spell's duration, you can cast the mantle of terror onto yourself, wrapping yourself in the spell's
Hunter's Mark spell once against the same target without illusions. For the duration, while you are within 15 feet of the
expending a spell slot, and you can concentrate on that version target and it can see you, it has disadvantage on its saving
of Hunter's Mark simultaneously with this spell (make separate throws against the spell, and the spell's damage increases by 1
saving throws to maintain concentration as necessary for each). die. While you are more than 15 feet from the target, it has
You can't use a spell mastery for this version of Hunter's Mark. advantage on its saving throws against it and the spell's damage
decreases by 1 die.
Tracker's Sense Note
Additionally, while within 15 feet of an affected creature, you
You don't have to know the Hunter's Mark spell to cast can use an action to increase that creature's fear. It must make a
it via this mastery. The mastery provides the spell for Wisdom saving throw. On a failed save, its speed is 0 until the
you, but only once. end of its next turn, and it subtracts a d6 from its saving throws
against the spell. On a successful save, its speed is halved until
Phantasmal Killer: Aberrant Illusion. When you cast the the end of its next turn."
Phantasmal Killer spell, if you speak Deep Speech and use it in
the spell's casting, you can twist the illusion into mindbending Phantasmal Killer: Mortal Coil. When you cast the
visions of the far realms and the horrors within it. A creature Phantasmal Killer spell, humanoid targets that are missing hit
points subtract a d4 from their saving throws against the spell,
that fails its saving throw by a margin of 5 or more gains a
or a d6 while missing 50% or more of their hit points.
random Short Term Madness until the end of its next turn.
Additionally, if a humanoid is reduced to 0 hit points by the
Phantasmal Killer: Crippling Fear. When you cast the spell, they perish in a horrifying, dramatic deathrattle. Any
Phantasmal Killer spell, while a creature is frightened by the other creature you are fighting within 15 feet of the creature that
spell, its speed is also halved, and it has disadvantage on see it die must succeed a Wisdom saving throw or become
Dexterity ability checks and saving throws. Frightened of you until the end of its next turn. The cruelty of
this magic often lingers in the minds of any who witness a death
Phantasmal Killer: Dire Dread. When you cast the at its hand, and may affect their opinions of you.
Phantasmal Killer spell, if you target a creature that is already
frightened, the spell doesn't require concentration for you. Phantasmal Killer: Phantom Rite. When you cast the
Phantasmal Killer spell, it doesn't require verbal components
Phantasmal Killer: Hand Crafted Horror. When you cast for you. Additionally, while you are hidden from the target, it
the Phantasmal Killer spell, you can use an action on each of has disadvantage on its saving throws against the spell. While
your turns to choose one of the effects below, which lasts until you are detected by the target, however, it has advantage on its
the start of your next turn (ending early if the spell ends). If you saving throws against it.
don't use your action to do so, you must either use your bonus
action to maintain the spell, or the spell ends at the end of your Phantasmal Killer: Psychic Swords. When you cast the
turn. Phantasmal Killer spell, for the duration, your melee weapon
attacks deal 1d6 additional psychic damage against an affected
If the target fails its next saving throw, it also can not creature.
speak until the end of its next turn. This prevents it from
casting spells requiring verbal components. Phantasmal Killer: Seductive Destruction. When you cast
the Phantasmal Killer spell, you can manifest the target's
If the target fails its next saving throw, it becomes deepest desires into a corrupted version of themselves. Instead
Charmed by you until the end of its next turn. If the of being frightened, the target is Charmed.
target instead succeeds its next saving throw, it loses any
knowledge that you are the caster of the spell. It Phantasmal Killer: Serial Killer. When you cast the
remembers being affected, but not that you are the Phantasmal Killer spell, for the spell's duration, you can use an
source. action on your turn to move the spirit from one creature to
another. The spell ends for the first creature, and the second
If the target fails its next saving throw by a margin of 5 must make the saving throw against it or become affected. If the
or more, it becomes Blinded until the end of its next current affected creature is at 0 hit points, moving the spirit
turn. only requires a bonus action instead.
The target has disadvantage on its next saving throw. If Phantasmal Killer: System Overload. When you cast the
it fails, it takes an extra 2d10 psychic damage. Phantasmal Killer spell targeting a construct, it ignores
immunity to the Frightened condition, and the target can't
Phantasmal Killer: Infectious Fear. When you cast the
benefit from advantage on its saving throw. Additionally, while
Phantasmal Killer spell, if the target fails its saving throw, any
the target is affected by the spell, it is Dazed and its speed is
creature within 15 feet of the target that can see it must also
halved.
make the saving throw against the spell. On a failed save, a
creature is also affected by the spell, although it doesn't take
any of the spell's damage.

93
Phantasmal Killer: Traumatic Terror. When you cast the Polymorph: Toll of the Transformation. When you cast the
Phantasmal Killer spell, if the spell ends due to its duration Polymorph spell, if the target reverts as a result of dropping to 0
completing or the target succeeding its saving throw, but not by hit points, it also gains one level of exhaustion, not exceeding a
a margin of 5 or more, a haunting fear clings to target. Until the third level. Alternatively, if you concentrate on the spell for the
creature finishes a short or long rest, it remains Frightened of full duration and the target then reverts as a result of the spell
you. ending, it gains three levels of exhaustion, not exceeding a third
level.
Polymorph: Creator's Connection. When you cast the
Polymorph spell targeting a creature other than yourself, for the Polymorph: Touch of the Full Moon. When you cast the
duration, you can communicate with the target as though under Polymorph spell, you can change the range to Touch to impose
the Speak With Animals spell. Additionally, you can use this disadvantage on the target's saving throw. If you do so while
communication telepathically out to a range of 120 feet. both you and target are in bright moonlight, the target also
subtracts 1d4 from its saving throw.
Polymorph: Dire Form. When you cast the Polymorph spell,
the target is transformed into a more powerful and deadly Private Sanctum: Battle Ward. When you cast the Private
version of whatever beast you choose. While transformed, the Sanctum spell, you can use a casting time of 1 action, but the
target's size increases by one category, it gains +4 to its Strength duration becomes "Concentration, up to 1 minute". Casting the
score, and it gains additional max hit points in its beast form spell this way does not contribute to making it permanent.
equal to your level. You must a bonus action on each of your
turns to maintain this transformation, or it ends. Private Sanctum: Invite Only. When you cast the Private
Sanctum spell, the following effect expands the properties you
Polymorph: Elemental Beast. When you cast the Polymorph can choose from for the area: Whenever a creature enters the
spell, choose one element from acid, cold, fire, or lightning. For area, you gentle ping enters your mind as long as you are on the
the spell's duration, the transformed target has resistance to the same plane of existence. Within 1 minute of this ping, you can
chosen damage type, and its melee weapon attacks deal 1d4 use an action to discern whether the creature that entered the
extra damage of the chosen type on a hit. area is one you are familiar with. If it is one you are familiar
with, you learn their identity.
Polymorph: Primordial Forms. When you cast the
Polymorph spell, you can also turn the target into an Elemental Resilient Sphere: Arcane Anchor. When you cast the
of the appropriate challenge rating. The target does not gain any creature, a creature must succeed a Strength check against your
spellcasting abilities, legendary resistances, or legendary spell save DC in order to move the sphere. A creature
actions its new form would provide. You must a bonus action attempting to do so from inside the sphere has disadvantage on
on each of your turns to maintain this transformation, or it ends. the check.

Polymorph: Reverse Polymorph. When you cast the


Polymorph spell, it gains two alternative uses: Moving The Sphere
The strength check of Arcane Anchor is in addition to
The first is to end a Polymorph spell on an affected creature. It any regular restrictions regarding moving a creature or
instantly reverts to its original form, and any Polymorph spell object of the weight contained inside the sphere.
affecting it ends. Additionally, while you concentrate on the
spell, the target can't be affected again by any Polymorph spell.
Resilient Sphere: Caster's Refuge. When you cast the
Resilient Sphere spell, it doesn't require concentration if the
The second is to target a Beast and transform it into a only creature within the sphere is you.
Humanoid. The new form uses the Commoner stat block found
in the 5th edition SRD. The target's game statistics, including Resilient Sphere: Frozen Sphere. When you cast the
mental ability scores, are replaced by the statistics of the Resilient Sphere spell, you can choose to create an icy chill that
Commoner. It retains its alignment and personality. The target fills the sphere. For the spell's duration, any creature inside the
assumes the hit points of its new form. When it reverts to its sphere must make a Constitution saving throw at the start of
normal form, the creature returns to the number of hit points it each of its turns. A creature takes 2d6 cold damage on a failed
had before it transformed. If it reverts as a result of dropping to save, or half as much on a successful one. If you concentrate on
0 hit points, any excess damage carries over to its normal form. the spell for its full duration and a creature remains in the
As long as the excess damage doesn't reduce the creature's sphere for the same amount of time, the creature gains a level of
normal form to 0 hit points, it isn't knocked unconscious. The exhaustion when the spell ends (not exceeding a 5th level).
creature is limited in the actions it can perform by the nature of When you cast the spell in this way, you must your action on
its new form. It can speak Common and any other language you each of your turns to maintain the spell, or it ends.
know. It transforms wearing basic clothes and wielding no gear.
The clothes created by the transformation disappear when the Resilient Sphere: Giant Globe. When you cast the Resilient
transformation ends. Sphere spell, the spell can enclose a creature or object up to size
Huge or smaller.

94
Resilient Sphere: Sonic Sphere. When you cast the Resilient Stoneskin: Hardened Mind. When you cast the Stoneskin
Sphere, each creature outside the sphere and within 10-feet of it spell, for the duration, the target also has advantage on
when it appears must make a Strength saving throw. On a failed Intelligence saving throws and resistance to psychic damage. If
save, a creature takes 3d4 thunder damage and is pushed 10 feet this version of the spell lasts longer than 1 minute, the target
away from the sphere. On a successful save, the creature takes gains a level of exhaustion when the spell ends.
half as much damage and isn't pushed. When you cast the spell
using a spell slot of 5th level or higher, the damage increasees Stoneskin: Heavy Armor. When you cast the Stoneskin spell
by 2d4 for each slot level above 4th. for the duration, the target's AC is 20 if it would be less. If it
would be more already, the target gains a +1 bonus to its AC
Secret Chest: Grand Vault. When you cast the Secret Chest instead. In either case, if the target's Strength is 15 or less, its
spell, the chest's interior is expanded by interdimensional speed is also halved for the spell's duration.
magic, allowing it to contain up to five times as much.
Stoneskin: Lightning Rod. When you cast the Stoneskin
Secret Chest: Insurance Policy. When you cast the Secret spell, the stone-like shell created by the spell is gilded with
Chest spell, if the spell ends while the larger chest is on the veins of glowing, yellow-green Tormandine ore. For the
ethereal plane for any reason other than the replica chest being duration, the target is resistant to lightning damage, and
destroyed, the larger chest immediately reappears in the closest whenever it takes lightning damage, until the end of its next
unoccupied space next to the replica. turn, its next melee weapon attack deals an additional 1d6
lightning damage on a hit.
Stone Shape: Careful Craft. When you cast the Stone Shape
spell, if you are proficient with Mason's Tools and use a set in Stoneskin: Stoneblood. When you cast the Stoneskin spell,
the spell's casting, you can cast the spell using lower level spell for the duration, the target is also immune to poison damage
slots, with higher casting times, as follows: and the poisoned condition.

3rd level slot: 10 minute casting time Stoneskin: Stoneshifter. When you cast the Stoneskin spell,
for the duration, the target also gains the following features:
2nd level slot: 1 hour casting time
Immunity to the Petrified condition
1st level slot: 8 hour casting time
Ignore difficult terrain from earth and stone
Stone Shape: Earthen Echo. When you cast the Stone Shape
spell, you can change the duration to "Concentration, up to 1 Has a Climbing speed equal to its walking speed while
minute". When you do, for the duration, you can use an action climbing on stone. Can move up, down, and across
to cause the spell's effect again. You can cause the spell's effect vertical stone surfaces and upside down along stone
a number of times equal to your spellcasting ability modifier, ceilings, while leaving its hands free.
after which point the spell ends.
Stoneskin: Stone Giant's Blessing. When you cast the
Stone Shape: Master of Craft. When you cast the Stone Stoneskin spell, if you speak Giant and use it as a verbal
Shape spell, the maximum dimensions of the section of stone component in the spell's casting, the target's size doubles in all
you target equals 5 times your spellcasting ability modifier. dimensions, and its weight is multiplied by eight. This growth
increases its size by one category—from Medium to Large, for
Stoneskin: Atlantean Anchor. When you cast the Stoneskin example. If there isn't enough room for the target to double its
spell, the stone-like shell created by the spell takes on size, the creature or object attains the maximum possible size in
properties of ancient Antlantean stones with a dark turquoise the space available. Until the spell ends, the target also has
hue and magical properties derived from the mythical ocean advantage on Strength checks and Strength saving throws. The
city. For the duration, the target can breathe normally target's weapons also grow to match its new size. While these
underwater. If the target could normally float in water, it instead weapons are enlarged, the target's attacks with them deal 1d4
sinks as though it was a heavy stone. While touching a solid extra damage.
surface underwater, the target can use its normal walking speed,
and its melee attacks aren't impeded by being underwater. Stoneskin: Thick Layers. When you cast the Stoneskin spell,
the target also gains 2d10+20 temporary hit points which last
Stoneskin: Gorgon's Touch. When you cast the Stoneskin for the duration. However, once none of these temporary hit
spell on a willing target, you can forgo the material component points remain, the spell immediately ends.
required for the spell, but the target becomes Petrified until the
spell ends. At the end of each of its turns, the target can choose Wall of Fire: Electroflame. When you cast the Wall of Fire
to make a DC 15 Constitution saving throw. On a successful spell, you can infuse the wall with surges of lightning. The wall
save, it is no longer petrified, and the spell otherwise continues deals Electroflame (Fire, Lightning) damage, instead of its
as normal. normal damage type. Additionally, a creature that takes damage
from the spell is Shocked until the end of its next turn.
Stoneskin: Hardened Heart. When you cast the Stoneskin
spell, for the duration, the target also has advantage on Wisdom
saving throws and is immune to being charmed. If this version
of the spell lasts longer than 1 minute, the target gains a level of
exhaustion when the spell ends.

95
Wall of Fire: Frozen Flame. When you cast the Wall of Fire
spell, you merge the energies of flame and frost. The wall
becomes a pale blue color, and deals Frostfire (Cold, Fire)
damage, instead of its normal damage type. Additionally, the
wall's area is difficult terrain, and any creature that fails its
saving throw against the wall has its speed halved until the start
of its next turn.

Advanced Elements
The rules for advanced elements can be found in
Mythmaker's Elemental Compendium on Patreon and
www.mythmakergm.com
If you don't want to use these rules, you can adjust an
advanced element to allow the caster to choose which
damage type to use each time the spell deals damage.

Wall of Fire: Moonfire. When you cast the Wall of Fire spell,
the wall emits bright light for 20 feet, and dim light for an
additional 20 feet. This light counts as moonlight. Additionally,
the spell's damage treats all affected creatures as though they
are exposed to it.

Wall of Fire & Light


While the spell doesn't explicitly state that the wall
creates light, the 5e environment rules to do state that
all fire gives off light. The size of this light may vary
by GM ruling at each table. Some GMs may even
choose to rule the base spell gives off no light.

Wall of Fire: Rising Smaug. When you cast the Wall of Fire
spell, a cloud of thick smoke emits from the wall vertically for
20 feet and lasts for the spell's duration. The cloud’s area is
heavily obscured. It can be temporarily dispersed by winds of
10 mph or greater, reforming again at the start of your next turn
while the spell continues.

Wall of Fire: Scorching Bastion. When you cast the Wall of


Fire spell, any creature that fails its saving throw against the
spell becomes Scorched until the end of its next turn.

96
Arcane Hand: Advanced Maneuvers. When you cast the
5th level Arcane Hand spell, the features below modify the effects the
hand can cause for the duration. You can only benefit from
Animate Objects: Active Animancy. When you cast the
these features while the hand is within 30 feet of you.
Animate Objects spell, you can choose for the spell not to
require concentration, but you can only command the animated Sweeping Chop. (Modifies Clenched Fist) When you
objects as an action, and if you end your turn without having use the Clenched Fist effect and the attack hits, you can
commanded the animated objects that turn, the spell ends. choose to reduce the attack's damage by one die to force
the target to make a Strength saving throw against your
Animate Objects: Animated Armory. When you cast the
spell save DC, becoming knocked prone on a failed
Animate Objects spell, any weapon you animate which you
save.
would normally be proficient with has advantage on its attacks.
Flick. (Modifies Forceful Hand) When you use the
Animate Objects: Defensive Debris. When you cast the
Forceful Hand effect, you can choose for the hand not to
Animate Objects spell, whenever you would be hit by an attack,
move with the target, instead staying where it initiated
you can use your reaction to redirect the attack to one animated
the effect. When you do, the hand's Strength check has
object within 5 feet of you.
advantage.
Antilife Shell: Arcane Bulwark. When you cast the Antilife
Crushing Grip. (Modifies Grasping Hand) When
Shell spell, for the duration, you have advantage on saving
you use the Grasping Hand effect, if the hand
throws against spells cast by creatures outside the barrier.
successfully grapples the target, you can immediately
Additionally, spell attack rolls made against you by creatures
have the hand crush the target (no action required).
outside the barrier have disadvantage.
Talk To The Hand. (Modifies Interposing Hand)
Antilife Shell: Defensive Shell. When you cast the Antilife
When you use the Interposing Hand effect, the hand
Shell spell, any creature inside the spell's area has a +3 bonus to
provides you 3/4 cover, and you take no damage from a
its AC.
Magic Missile spell created by the chosen creature the
Antilife Shell: Repelling Inception. When you cast the hand protects you from.
Antlife Shell spell, all creatures within 30 feet of you must
Arcane Hand: Dragon Claw. When you cast the Arcane
make a Strength saving throw. On a failed save, a creature takes
Hand spell, you gain an additional effect which you can cause
2d8 force damage and is pushed up to 20 feet away from you.
with the hand:
Antilife Shell: Sacred Sphere. When you cast the Antilife
Cleaving Claws. The claws of the hand stretch out and
Shell spell, for the duration, any creature hostile to you that
rake across all enemies in a 20 foot cone centered on the
ends its turn outside the barrier and within 5 feet of it takes 1d4
hand. Each creature in that area must make a Dexterity
radiant damage. Undead and Fiends take twice as much
saving throw, taking 2d8 force damage on a successful
damage.
save, or half as much on a failed one.
Antilife Shell: Spirit Barrier. When you cast the Antilife
Shell spell, for the duration, undead creatures are also affected,
and the barrier also extends into the ethereal plane. Arcane Hand: Giant Grasp. When you cast the Arcane Hand
Additionally, teleportation into the barrier is impossible. spell, the hand's size is Huge, instead of large. Anytime the
hand deals damage, the damage is increased by one damage die.
Antilife Shell: Titan's Castle. When you cast the Antilife Additionally, the Forceful and Grasping effects of the hand gain
Shell spell, the radius of the spell's area increases by 5 feet, and their benefits against creatures that are Large or smaller, instead
you have advantage on ability checks and saving throws to of Medium. If you are size Medium or smaller, you have
avoid being pushed, pulled, or knocked prone while inside the disadvantage on saving throws to maintain concentration on the
barrier. spell using this mastery.

Antilife Shell: Warding Dome. When you cast the Antilife Arcane Hand: Manus Mount. When you cast the Arcane
Shell spell, it no longer requires concentration, but the spell's Hand spell, for the duration you can ride the hand using the
area doesn't move with you, and the spell ends if you leave its rules for Mounted Combat, although you still control the hand
area. as described in the spell.

Awaken: Arcane Awakening. When you cast the Awaken


spell, you can choose one cantrip that you know. The awakened
creature gains the ability to cast that cantrip without requiring
any components. The attack bonus for the spell equals the level
at which you cast Awaken for that creature, and the spell save
DC equals 10 + the level at which you cast Awaken for that
creature. The cantrip is always cast at its lowest level.

97
Awaken: Exclusive Bond. When you cast the Awaken spell, if Cone of Cold: External Inception. When you cast the Cone
you have no other creature created by the spell charmed by you, of Cold spell, you can choose a point within 30 feet of you as
the spell doesn't consume the material component. the origin for the cone.

Cloudkill: Baneful Bellows. When you cast the Cloudkill Cone of Cold: Frost Formation. When you cast the Cone of
spell, you can do so without the spell requiring concentration. Cold spell, a creature that fails its save has its speed reduced to
When you do, the range becomes 30 feet, and at the start of 0 until the end of its next turn. A creature that succeeds has its
each your turns, when the cloud moves, there is a 10% chance speed halved. A creature that is resistant or immune to cold
the cloud also dissipates (ending the spell). This chance damage ignores these effects.
increases by 10% cumulatively with each successive turn the
cloud moves after the first. Cone of Cold: Icey Shards. When you cast the Cone of Cold
spell, the cold damage becomes 8d4, and the spell also deals
Cloudkill: Heart of Rot. When you cast the Cloudkill spell, 8d4 piercing damage. A saving throw that succeeds by a margin
you can change the range to "Self (20-foot radius)". You of 5 or less only halves the cold damage, not the piercing
automatically succeed saving throws against the spell for the damage.
duration. Rather than rolling away from you at the start of each
of your turns, the cloud's radius grows by 5 feet at the start of Cone of Cold: Inverted Element. When you cast the Cone of
each of your turns. Once the cloud has a radius of 40 feet, it Cold spell, you can create a cone of fire instead. The damage
dissipates at the start of your next turn, ending the spell. type becomes fire, and a creature killed by the spell turns to a
pile of ash, instead of a frozen statue.
Cloudkill: Sickening Toxins. When you cast the Cloudkill
spell, when a creature fails its saving throw against the spell, it Cone of Cold: Yeti's Breath. When you cast the Cone of Cold
also becomes Poisoned until the end of its next turn. spell, you can force each creature in the spell's area to make a
Wisdom saving throw. On a failed save, a creature is frightened
Cloudkill: Swarm of Clouds. When you cast the Cloudkill of you for 1 minute. A creature can repeat its save at the end of
spell, you can create three 10-foot radius spheres within range, each of its turns, ending the effect on a success. A creature one
instead of one 20-foot radius sphere. A creature in multiple or more sizes larger than you automatically succeeds its save.
spheres at a time is only affected once, but has disadvantage on
its saving throw. Conjure Elemental: Explosive Elements. When you cast the
Conjure Elemental spell, when the conjured elemental reaches 0
Commune: Mediator. When you cast the Commune spell, you hit points, it explodes. Each creature within 20 feet of it must
can touch a willing creature through the entirety of the casting make a Dexterity saving throw. A creature takes 4d6 damage on
to allow that creature to contact a deity or divine proxy it is a failed save, or half as much on a successful one. The damage
associated with. You witness the conversation, but you can't type is determined by the type of elemental you summoned, at
communicate with the divine being. This casting of the spell the GM's discretion.
contributes as normal to the cumulative chance of failure for the
spell. Conjure Elemental: Primordial Elements. When you cast
the Conjure Elemental spell, the elemental gains additional
Commune: Multiversal Survey. When you cast the maximum hit points equal to your level, and it has resistance to
Commune spell, rather than contacting a divine being, you acid, cold, fire, lightning, and thunder damage. It doesn't gain
reach out to a vast array of your own multiversal counterparts in resistance to one of these damage types if it would otherwise be
nearby universes. These counterparts have exceptional insight vulnerable to it. Additionally, if you speak Giant, you can use it
regarding information that relates to your experiences. You as part of the spell's verbal component to also increase the size
receive a short phrase for each answer, instead of a simple yes category of the summoned elemental by one (from Large to
or no, whenever there could be any additional insight provided Huge, for example). When you do, however, you have
by your multiversal counterparts. Additionally, you can ask disadvantage on Constitution saving throws to concentrate on
your counterparts up to 5 questions, instead of only 3. the spell.

Commune With Nature: Complete Survey. When you cast Conjure Elemental: Manifest Elements. When you cast the
the Commune With Nature spell, you gain knowledge of all the Conjure Elemental spell, you don't need an area of the
facts listed in the spell's options, rather than just 3 of them. appropriate element in order to conjure the elemental. Instead,
choose air, earth, fire, or water for the element and choose an
Commune With Nature: Synergistic Connection. When unoccupied point within range for the elemental to appear
you cast the Commune With Nature spell, for the next 8 hours, within. Additionally, when you cast the spell this way, if your
while you are within the area affected by the spell, you have concentration is broken, you can use your reaction to
advantage on all Wisdom ability checks, and you can't be immediately dismiss the elemental.
Surprised.

Cone of Cold: Blizzard Burst. When you cast the Cone of


Cold spell, a force of cold wind accompanies it, forcing
creatures in the area to make a Strength saving throw. On a
failed save, a creature takes an extra 2d6 bludgeoning damage
and is pushed up to 20 feet away from you.

98
Conjure Elemental: Reconciliation. When you cast the Dominate Person: Imposing Enchantment. When you cast
Conjure Elemental spell and your concentration is broken, you the Dominate Person spell, you can choose to impose your will
can use an action on subsequent turns, while the elemental is through the spell. When you do, certain conditions can provide
within 90 feet of you, to attempt to regain control over it. Make a bonus (or penalty) to the saving throw DC of the spell.
an ability check with your spellcasting ability modifier. The DC
equals 15 + the CR of the elemental. On a successful check,
DC
you regain control of the elemental and begin concentrating on
Increase Condition
the spell again until 1 hour has passed after you cast it. On a You are one or more size categories larger than
+X
failed check, the elemental becomes further enraged and the DC the target (+1 per category)
to regain control of it increases by 3 for future checks (this
+1 Your Charisma score is higher than the target's
increase can stack).
The target is prone, you are within 5 feet of it,
Contact Other Plane: Enlist Envoy. When you cast the +2
and you aren't prone
Contact Other Plane spell, the range becomes Touch. You can
confer all the effects of the spell to a willing creature you touch The target has failed a saving throw against this
+2
throughout the spell's casting. You gain no insight into any
spell when you cast it at least once before
communications between the target and the entity it contacts, The target has succeeded a saving throw against
-10
nor control over what entity it attempts to contact. this spell when you cast it at least once before
Contact Other Plane: Insider Insight. When you cast the
Dominate Person: Third Times The Charm. When you cast
Contact Other Plane spell to contact an entity you have been in
the Dominate Person spell, if the target succeeds its initial
contact with before (via this spell or some other means), you saving throw against the spell, you can continue concentrating
make the Intelligence saving throw with advantage, and don't
on the spell. On your subsequent turns through the spell's
suffer any psychic damage or insanity if you fail. Instead, on a
duration, you can force the target to make the saving throw
failed save, the spell simply fails to take effect, and you can't
again. If the target suceeds the saving throw three times, the
attempt to cast it again until you finish a long rest.
spell ends, it becomes immune to your casting of Dominate
Contagion: Evolved Ailment. When you cast the Contagion Person permanently, and you gain a level of exhaustion.
spell, once a creature fails three saves at the end of its turns and
Dream: Shared Dream. When you cast the Dream spell, you
becomes diseased, you can choose two of the listed diseases to can choose to bring a number of creatures along with you into
affect it, instead of only one.
the dream as messengers. The number equals your spellcasting
Contagion: Mass Infection. When you cast the Contagion ability modifier.
spell, you can change the range to Self (20-foot radius). Every
Dream: Touch of Nightmares. When you cast the Dream
creature in the spell's area must make a Constitution saving
spell, if you touch the target when you cast the spell, the target
throw, avoiding the spell on a success, or becoming poisoned by
has disadvantage on any saving throw it makes against the
the spell on a failure. When you cast the spell in this way, an
spell's effects.
affected creature need only succeed two saving throws at the
end of its turns to end the spell, rather than three. Flame Strike: Djinni's Wrathful Whirlwind. When you cast
the Flame Strike spell, you can invoke the ancient elemental
Creation: Quick Creation. When you cast the Creation spell,
magic of genies to alter your spell. If you speak Auran and use
you can use a casting time of 1 action. However, the duration of it as a verbal component in the spell's casting, the column of fire
the object you create is reduced by one step on the Creation
is replaced by a thundering vortex. The fire damage becomes
table. If the duration would be 1 minute already, the spell still
thunder damage and the spell's radius increases to 20 feet.
lasts for 1 minute, but the spell requires Concentration for that
Additionally, any target in the area that has a Genie under its
time.
control or that has made a Wish using a Genie in the last 100
Creation: Masterful Craft. When you cast the Creation spell, years has disadvantage on its saving throw.
you can create an object that fits in a 20-foot cube, instead of a
Flame Strike: Doom of the Dao. When you cast the Flame
5-foot one. Alternatively, if your creation does fit in a 5-foot Strike spell, you can invoke the ancient elemental magic of
cube, its duration is 10 times as long.
genies to alter your spell. If you speak Terran and use it as a
Dispel Evil and Good: Determination. When you cast the verbal component in the spell's casting, the column of fire busts
Dispel Evil and Good spell, there is a 50% chance when you forth from the ground at a point you choose, rather than
use the Break Enchantment special function that the spell descending from the sky. The ground in the spell's area
doesn't end. Further, if you use the Dismissal special function becomes difficult terrain until cleared (which takes 1 minute per
and miss with the melee spell attack, the spell doesn't end. 5 foot cube by hand). Additionally, any Medium or smaller
creature on the ground in the area that fails its saving throw
Dispel Evil and Good: Rapid Response. When you cast the becomes Restrained by the terrain until the end of its next turn.
Dispel Evil and Good spell, you can change the duration to Additionally, any target in the area that has a Genie under its
Instantaneous. When you do, you immediately use one of the control or that has made a Wish using a Genie in the last 100
spell's special functions as part of casting the spell. years has disadvantage on its saving throw.

99
Flame Strike: Efreeti's Ignition. When you cast the Flame Hold Monster: Secondary Stun. When you cast the Hold
Strike spell, you can invoke the ancient elemental magic of Monster spell, if the target succeeds its saving throw, but only
genies to alter your spell. If you speak Ignan and use it as a by a margin of 5 or less, it is Stunned until the end of its next
verbal component in the spell's casting, the column of fire is turn.
intensified. Any creature that fails its saving throw takes an
extra 1d6 fire damage and becomes ignited, taking 1d6 fire Hold Monster: Silvermoon Chains. When you cast the Hold
damage at the start of each of its turns. If the target or a creature Monster spell, a Monstrosity in moonlight has disadvantage on
within 5 feet of it uses an action to put out the flames, or if its saving throws against the spell. Additionally, if the target
some other effect douses the flames (such as the target being fails its saving throw, for the duration attacks made against it
submerged in water), the ignition ends. Additionally, any target with Silvered weapons deal an additional 1d6 damage to it on a
in the area that has a Genie under its control or that has made a hit.
Wish using a Genie in the last 100 years has disadvantage on its
Insect Plague: Heatswell. When you cast the Insect Plague
saving throw.
spell, you conjure fiery insectoids that generate immense heat
Flame Strike: Hellborn Heat. When you cast the Flame from the rapid beating of their wings. Creatures inside the
Strike spell, the spell's radiant damage is replaced with Necrotic spell's area are Scorched, and become Scorched again whenever
damage. Additionally, you gain 5 temporary hit points for each they fail a saving throw against the spell at the end of their
creature reduced to 0 hit points by the spell. turns.

Flame Strike: Marid's Maleficence. When you cast the Insect Plague: Incessant Buzz. When you cast the Insect
Flame Strike spell, you can invoke the ancient elemental magic Plague spell, creatures inside the spell's area are deafened, able
of genies to alter your spell. If you speak Aquan and use it as a to hear only the unceasing buzz of the insect swarm, and have
verbal component in the spell's casting, the column of fire is disdavantage on Constitution saving throws to maintain
replaced by a crushing jet of water. The fire damage becomes concentration while they remain there.
cold damage. Any Large or smaller creature that fails its saving
Insect Plague: Living Swarm. When you cast the Insect
throw is knocked prone. Additionally, any target in the area that
Plague spell, you can move the area up to 30 feet on each of
has a Genie under its control or that has made a Wish using a your turns as a bonus action. This movement doesn't cause
Genie in the last 100 years has disadvantage on its saving
creatures to make a saving throw against the spell.
throw.
Insect Plague: Maddening Bites. When you cast the Insect
Flame Strike: Radiant Nova. When you cast the Flame
Plague spell, when a creature takes damage from the spell, it
Strike spell, each creature outside the spell's area but within 30
also has disadvantage on Wisdom saving throws until the start
feet of the point you chose must make the saving throw against
of its next turn.
the spell, taking only the spell's radiant damage on a failure, and
no damage on a success. Insect Plague: Swarmkeeper. When you cast the Insect
Plague spell, you ignore the harmful effects of the spell's area.
Flame Strike: Retribution. When you cast the Flame Strike
spell, any creature that has dealt damage to you or affected you Legend Lore: Stories In The Stars. When you cast the
with a hostile spell in the last 24 hours has disadvantage on its Legend Lore spell, if you use a 1 hour casting time while you
save, and the damage dice become d8s against it. are outside under a starry night sky which you can see, the spell
doesn't require any material components.
Geas: Ain't No Rest For The Wicked. When you cast the
Geas spell, whenever a creature takes psychic damage from the Legend Lore: Technical Research. When you cast the
spell, it also gains a level of exhaustion (not exceeding a 3rd Legend Lore spell and name a magic item or some other magic-
level). imbued object, you also gain all information about the item that
would be revealed by an Identify spell.
Geas: Rapid Reset. When you cast the Geas spell, a creature
can take psychic damage from the spell multiple times a day, Mass Cure Wounds: Energy Efficient. When you cast the
ignoring the normal restriction. Once a creature takes the Mass Cure Wounds spell, if you choose fewer than six creatures
damage, it can't take it for another hour, and the damage is to be affected by the spell, for each extra slot you can grant an
reduced by one die each time (resetting at the start of the next additional 1d8 healing to one of the creatures that is effected by
day). it.

Greater Restoration: Multiboon. When you cast the Greater Mass Cure Wounds: Moonwell. When you cast the Mass
Restoration spell, roll 1d8. If the result is lower than your Cure Wounds spell while standing in moonlight, affected
spellcasting ability modifier, the target comes under the spell's creatures also gain the following benefit: For 1 minute, any
effects one additional time, and you may roll again, using a d20 curse, poison, and disease affecting the creature is suspended.
instead of a d8. The duration becomes 10 minutes if you cast the spell using a
7th level slot, and 1 hour if you cast the spell using a 9th level
Greater Restoration: Recovery Shield. When you cast the
slot.
Greater Restoration spell, the target also gains a bonus to its AC
equal to the level at which the spell was cast, and temporary hit
points equal to 5 times the level at which the spell was cast,
each of which last until the start of your next turn.

100
Mass Cure Wounds: Tides of Life. When you cast the Mass Skill Race
Cure Wounds spell, any target within 10 feet of you gains an
Persuasion Dragonborn
additional 1d8 healing, but targets 20 feet or more from you
gain 1d8 less. History Dwarf, hill

Mislead: Easy Illusion. When you cast the Mislead spell, you Intimidation Dwarf, mountain
can control your double as a bonus action, rather than an action. Stealth Elf, dark
Mislead: Puppet Master. When you cast the Mislead spell, Persuasion Elf, high
the spell doesn't require concentration, but it lasts only 1
Stealth Elf, wood
minute, and if you end your turn without having used an action
to control the duplicate, the spell ends. Nature Gnome, forest

Modify Memory: Arcane Therapy. When you cast the Arcana Gnome, rock
Modify Memory spell, if you target a willing creature, you can Persuasion Half-elf
alter the target's memories of an event that took place any time
Athletics Half-orc
in the creature's past.
Stealth Halfling, lightfoot
Modify Memory: Mindshaper. When you cast the Modify
Memory spell, if the target fails its saving throw, you can Athletics Halfling, stout
change a number of its memories up to your spellcasting ability Any Human
modifier, rather than just a single memory.
Deception Tiefling
Passwall: Deep Dive. When you cast the Passwall spell, you
can use a 1 minute casting time to increase the maximum depth Scrying: Break the Barrier. When you cast the Scrying spell,
of the passage to 100 feet. you don't have to target a creature on the same plane of
existence of you, but if the target is on a different plane, it has
Passwall: Gatekeeper. When you cast the Passwall spell,
advantage on its saving throw. Additionally, the spell bypasses
while you are within 30 feet of the passage during the spell's
protection from divination, such as that granted by the Non-
duration, you can close or reopen the passage as an action.
detection spell, but such targets also have advantage on their
Planar Binding: Extended Interrogation. When you cast saving throw.
the Planar Binding spell, you can extend the casting time in 1
Scrying: Reliable Connection. When you cast the Scrying
hour increments to increase the DC of the spell's saving throw
spell, your benefit from the Knowledge of Target and
by 3 for each hour added.
Connection to Target is always one step greater. If it would
Planar Binding: Primordial Guardian. When you cast the already by the greatest option from the table, the save has
Planar Binding spell targeting an Elemental of CR 5 or lower, disdavantage.
the spell is automatically cast using a spell slot one level higher.
Scrying: Voice of the Gods. When you cast the Scrying spell,
Raise Dead: Boosted Recovery. When you cast the Raise if the target fails its save, you can use an action during the
Dead spell, roll 1d4. The penalty imposed by the spell is duration to speak up to 10 words. Your voice is relayed through
reduced by the amount rolled. the invisible sensor as echoing whispers or a booming voice
(your choice), so that the target and anyone nearby hears the
Raise Dead: Transfer Mortality. When you cast the Raise message. The voice is distorted so that it is unrecognizable as
Dead spell, you can replace the material component with a your own. The spell then ends.
wiling, living sacrifice of a humanoid, the age of which is equal
to or greater than the age of the target creature when that Seeming: Fallback Faces. When you cast the Seeming spell,
creature died. The sacrificed humanoid can not be revived by once during the spell's duration, you can use an action to
any means short of a Wish spell. It's soul is sent to Limbo or a change the illusory appearance of one or more affected targets
similar plane of existence. within range to a new one. An unwilling creature can repeat its
saving throw against the spell when you do.
Reincarnate: Hand of Fate. When you cast the Reincarnate
spell, you can choose which of the races from the Reincarnate Telekenesis: Dual Mind. When you cast the Telekinesis spell,
Races table the new body is from. and anytime you use your action to exert control as described in
the spell, you can attempt to control two different targets,
Reincarnate: Inherited Memories. When you cast the instead of only one. Before you do, you must make a DC 15
Reincarnate spell, the target also gains proficiency in one skill Constitution saving throw to maintain concentration on the
depending on the race it reincarnated as: spell. On a success, you can cause the spell's effect twice this
turn, but you can't affect the same target twice. On a failure,
your concentration is broken, ending the spell.

101
Telekinesis: Soul Control. When you cast the Telekinesis d20 Effect
spell, for the duration, add your Constitution modifier to any
The spell fails. You take 6d6 force damage. Every
ability check you make for the spell. Additionally, you have
creature within 15 feet of you must make a Dexterity
advantage on any ability check for the spell to interact with a 1
saving throw, taking the same damage on a failed save,
creature that isn't a Construct. You must also have a free and or half as much on a successful one.
present soul to benefit from this mastery.
2-3 The spell fails. You take 6d6 force damage.
Note: Having A Soul 4-5 The spell fails.
Most Constructs don't have a soul. If your soul isn't The portal leads to a random teleportation circle
free, you might also be unable to use this mastery. This 6- anywhere on the same plane of existence as you,
is at the GM's discretion -- this portion of the mastery 10 excluding circles in an area warded against divination.
is mostly for roleplaying purposes. If there are no other circles on the plane, the spell fails.
11- The portal leads to a random point within 1d10 miles of
Telekinesis: Swift Psionics. When you cast the Telekinesis 14 the target circle.
spell, on subsequent rounds for the spell's duration, you can use
The portal leads to the intended teleportation circle, but
a bonus action or an action (not both) to exert your will as
15- any creature that goes through the portal arrives at a
described in the spell. However, when you do so as a bonus 19 different random point within 1d10 x 100 feet of the
action, the target must be within 30 feet of you or it is circle.
unaffected.
20+ The portal takes you to the intended teleportation circle.
Telekinesis: Telepathic Telekinesis. When you cast the
Telekinesis spell, for the duration, whenever you successfully
grip a creature with the spell, you immediately become aware Risky Rush Example
of the creatures surface thoughts, including its reasoning, Bob casts Teleportation Circle. If he ends the casting
emotions, and plans of action it might take in the coming on the same turn he started casting it, he rolls a d20
moments. Additionally, you can use your bonus action to send with no bonus and consults the table. If he spends a
the creature a short telepathic message. When you do, you also total of 3 turns casting it and then chooses to end the
gain insight into the creature's mental response to the message. spell, he rolls a d20 with a +2 bonus.
This is particularly useful with strategic questioning, which can
shape the target's thoughts.
Tree Stride: Barkskin Boon. When you cast the Tree Stride
Telepathic Bond: Empowered Connection. When you cast spell, whenever you enter or exit a tree as described in the spell,
the Rary's Telepathic Bond spell, you can use a 1 hour casting you gain 10 temporary hit points which last until the start of
time to empower the spell. When you do, the communication is your next turn. While you have these temporary hit points, you
possible even across other planes of existence, and the duration also have a +4 bonus to your AC.
is 24 hours. When the spell would end, there is a 70% chance it
Tree Stride: Friends of the Forest. When you cast the tree
doesn't end, instead lasting for another 24 hours. Each time this
stride spell, anytime you enter or exit a tree, you can spend an
occurs, the chance decreases by 10% accumulatively until it
additional 5 feet of movement to bring along another willing
fails and the spell ends.
creature that is within 5 feet of both you and the tree.
Teleportation Circle: Risky Rush. When you cast the
Tree Stride: Grovewalker. When you cast the Tree Stride
Teleportation Circle spell, you can choose to cut the casting
spell, whenever you step through a tree, you can bring along
time short at any time on your turn, rushing the spell but risking
willing creatures within 5 feet of you. For each willing creature
side effects. Roll 1d20, adding a bonus equal to the number of
you wish to bring along, you must expend 5 additional feet of
rounds (excluding the first) you have spent casting the spell.
movement. Alternatively, a target creature can use its reaction to
Then consult the table below. If the spell is ended by force (for
move with you (provided its speed isn't 0), preventing you from
example, you take damage which interrupts the casting), you
needing to spend additional movement.
don't roll -- the spell simply fails as normal.
Tree Stride: Guerilla Magic. When you cast the Tree Stride
spell, whenever you enter or exit a tree as described in the spell,
you become invisible until the start of your next turn, or until
you attack or cast a spell.

Tree Stride: Landwalker. When you cast the Tree Stride spell,
you can reach trees up to a distance three times as far.

102
Tree Stride: Lumber Lunge. When you cast the Tree Stride Wall of Stone: Permanent Placement. When you cast the
spell, you can also target wooden doors as though they were Wall of Stone spell, on subsequent turns for the spell's duration,
trees. When you do, you can step out from that door into any you can use an action to attempt to make the spell permanent
other wooden door within range (you sense wooden doors this immediately. Make a DC 20 spellcasting ability check. On a
way just as you do trees), or into a tree as normal. successful check, the wall becomes permanent and can't be
dispelled, and the spell ends. On a failed save, the wall shatters.
"Well, it was a tree at one point! I do wonder why this Creatures within 5 feet of it must make a Dexterity saving
only works with doors though... why not tables, or throw, taking 4d6 bludgeoning damage on a failed save, or half
chests, or walls? Oh well, better not push my luck. as much on a successful one. The spell then ends and the wall
Off we go!" disappears.

Herbert the Halfling Druid, pondering the mysteries


of the Lumber Lunge spell mastery

Wall of Force: Erupting Force. When you cast the Wall of


Force spell, any creature within 5 feet of the wall when it
appears must make a Strength saving throw. On a failed save, a
creature takes 4d6 force damage and is pushed up to 20 feet
away from the wall. On a successful save, a creature takes half
as much damage and isn't pushed. When you cast the spell in
this way, it is slightly more vulnerable. The wall is immune to
all damage except force. It has an AC of 15 and 60 hit points. If
the wall is destroyed, any creature within 5 feet of it must make
the saving throw against the spell as described previously.

Wall of Force: Launch Pad. When you cast the Wall of Force
spell, for the duration, creatures of your choice can use an
action while within 5 feet of the wall to touch the wall and
teleport to an unoccupied space within 30 feet of the wall, on
either side of the wall. Each time a creature does so, you must
make a Constitution saving throw (DC 13) to maintain
concentration on the spell. On a failed save, you lose
concentration and the spell ends.

Wall of Force: Magic Mirror. When you cast the Wall of


Force spell, you can create a wall that isn't invisible. Instead,
the wall is opaque and reflective, having all the visual qualities
of a glass mirror surface.

Wall of Stone: Hearthstones. When you cast the Wall of


Stone spell, the stone created by the wall is superheated. A
creature that touches the wall for the first time on a turn or ends
its turn within 5 feet of the wall must make a Constitution
saving throw. On a failed save, the creature takes 2d6 fire
damage. A creature resistant to fire damage is unaffected.

Wall of Stone: Obsidian Bastion. When you cast the Wall of


Stone spell, you can create the wall with obsidian, instead of
normal stone. To do so, you must provide a fist sized chunk of
obsidian worth at least 15 gp as the material component. The
obsidian stone wall has an AC of 20, instead of 15. If the wall
cuts through a creature's space when it appears, the creature
must make a Dexterity saving throw. On a failed save, it takes
4d6 slashing damage. If the wall is destroyed, it sends obsidian
shrapnel out towards creatures within 5 feet of the panel that
was destroyed, forcing them to make a Dexterity saving throw.
A creature takes 2d6 slashing damage on a failed save, or half
as much on a successful one.

103
Blade Barrier: Swordspinner's Dance. When you cast the
6th level Blade Barrier Spell, you can use an action on subsequent turns
for the duration to cause the wall to vanish, then reappear at a
Blade Barrier: Active Arsenal. When you cast the Blade
destination of your choice within 90 feet you. You can change
Barrier spell, it doesn't require concentration, but you must use
the wall's shape when you do so. Whenever you move the wall,
an action on each of your subsequent turns for the duration to
it deals half as much damage until the start of your next turn.
maintain the spell. If you end your turn without having done so,
the spell ends. Blade Barrier: Warrior's Wall. When you cast the Blade
Barrier spell, if you are proficient with all martial weapons, add
Blade Barrier: Bludgeoning Barrier. When you cast the
your Dexterity or Strength modifier (your choice, minimum of
Blade Barrier spell, you can create a swarm of bludgeoning
1) to the saving throw DC and damage rolls of the spell.
weapons, instead of blades. The spell deals bludgeoning
damage, and a creature that fails a saving throw against the Chain Lighting: Chain Rider. When you cast the Chain
spell is Dazed until the end of its next turn. If it fails by a Lightning spell, you can make the saving throw against the
margin of 5 or more, it is Stunned until the end of its next turn spell to attempt to travel along the path of the lightning. On a
instead. A creature resistant or immune to magical bludgeoning success, you immediately teleport to any unoccupied space
damage ignores these effects. within 5 feet of any creature target by the spell. On a failed
save, you take half the spell's damage and don't teleport. You
Blade Barrier: Elemental Blades. When you cast the Blade
automatically succeed the save if you are resistant to lightning
Barrier spell, the weapons are infused with an element of your
damage.
choice from cold, fire, or lightning. Whenever the spell deals
damage, it deals an additional 1d10 damage of the chosen type. Chain Lightning: Concentrated Blast. When you cast the
This extra damage isn't halved by a creature who succeeds its Chain Lightning spell, the damage against the initial target
save. increases by 3 dice, but the damage against the additional
targets decreases by 3 dice.
Blade Barrier: Impassible Arsenal. When you cast the Blade
Barrier spell, the difficult terrain imposed by the wall's area Chain Lightning: Longer Leap. When you cast the Chain
requires 5 feet of movement be spent for every 1 foot moved Lightning spell, the bolts of lightning can leap three times as
through the area. Additionally, non-magical objects or far. However, if a bolt leaps more than 30 feet, it deals 1d8 less
projectiles that would pass through the spell's area take the damage, and if it leaps more than 60 feet, it deals 2d8 less
spells damage. damage.

Chain Lighting: Multichain. When you cast the Chain


Note: Object Hit Points Lightning spell, you can cause an additional bolt of lightning to
The hit points of an object are determined by the GM. jump up to 15 feet from each of the three secondary targets you
The Impassible Arsenal mastery is intended to make selected. The additional bolts created by this mastery deal only
firing arrows through the wall impossible, as most half as much damage.
arrows should have 1 hit point and be automatically
destroyed. An arrow or thrown weapon made of a Chain Lightning: Red Lightning. When you cast the Chain
superior material might survive the wall, at the GM's Lightning spell, the lightning is infused with necrotic energy.
discretion, but in most cases, weapons and objects of Half the spell's damage counts as necrotic. A creature that fails
similar durability would be destroyed. Likewise, its saving throw against the spell becomes Shocked and
furniture, tents, and other objects in the spell's area Decaying for 1 minute. It can make a Constitution saving throw
when the wall is created would be damaged or at the end of each of its turns, ending the effects on a success.
destroyed.
Chain Lightning: Storm Whip. When you cast the Chain
Lightning spell, you can force each affected creature to also
Blade Barrier: Lord of the Sword. When you cast the Blade
make a Strength saving throw. On a failed Strength save, a
Barrier spell, for the duration, you can move through the wall
creature is pulled up to 20 feet directly towards you if it failed
without taking damage or being slowed by its difficult terrain.
its Dexterity saving throw, or half as far if it succeeded.
However, you do take the spell's damage if you start your turn
in the wall. Chain Lightning: Thunderburst. When you cast the Chain
Lightning spell, if the initial target fails its saving throw, you
Blade Barrier: Steel Sentry. When you cast the Blade Barrier
can cause a burst of thunder to erupt from that target's space.
spell, when a creature within 5 feet of the wall moves out of
Each creature within 15-feet of that target must make a Strength
that range, you can use your reaction to cause a group of the
saving throw. On a failed save, a creature takes 2d8 thunder
blades to attack that creature. The attack counts as an
damage and is pushed 10 feet away from the target. On a
opportunity attack, therefor a creature that disengages from the
successful save, a creature takes half as much damage and isn't
wall is immune to the effect. The target creature must make the
pushed. When you cast the spell using a spell slot of 7th level or
saving throw against the spell, taking half the spell's damage on
higher, this thunder damage increases by 1d8 for each slot level
a failed save, and none on a success.
above 6th.

104
Chain Lightning: Weave-Warden's Chain. When you cast Contingency: Inevitable. When you cast the Contingency
the Chain Lightning spell, a creature that fails its saving throw spell, the duration becomes Until Dispelled.
against the spell by a margin of 5 or more is also Restrained and
Weavebound until the end of your next turn. Contingency: Twin Fates. When you cast the Contingency
spell, you can choose one additional within 5 feet of you. That
Circle of Death: Absorb Life. When you cast the Circle of creature also comes under the effect on the spell, using the
Death spell, you gain temporary hit points equal to 1d4 per exact same contingent spell and trigger you chose for yourself.
creature that failed its saving throw against the spell and took at To do so, you must expend an additional spell slot for the
least 1 damage from it. contingent spell (for a total of three slots used).

Circle of Death: Bioplague. When you cast the Circle of Disintegrate: Deathrattle. When you cast the Disintegrate
Death spell, you can mold the spell to only affect a certain type spell, if the spell reduces a creature to 0 hit points, the creature
of creature, chosen from the following options when you cast slowly disintegrates in an excruciating display of pain, crying
the spell: aberration, beast, celestial, dragon, elemental, fey, out in misery as it does so. Any creature within 20 feet of the
fiend, giant, humanoid, monstrosity, ooze, or plant. Any target that could see it and that you are hostile towards must
creature in the area that doesn't have the chosen creature type is make a Wisdom saving throw. On a failed save, a creature
unaffected. becomes Frightened of you for up to 1 minute. An affected
creature can repeat the saving throw at the end of each of its
Circle of Death: Corpse Burst. When you cast the Circle of turns, ending the effect on a success.
Death spell, any creature killed by the spell starts to swell with
necrotic energy. At the start of your next turn, the corpses of Disintegrate: Deathseeker. When you cast the Disintegrate
each creature killed by the spell explode. Any creature within 5 spell, you can infuse the ray with a necromantic spirit that seeks
feet of such a corpse must make a Dexterity saving throw, out living targets. You can target a creature with the spell even
taking 3d6 acid damage on a failed save, or half as much on a if you can't see it, provided that creature isn't an undead or
success. When you cast the spell using a spell slot of 7th level construct, and it is missing at least 1 hit point. You can describe
or higher, this acid damage increases by 1d6 for each slot level a target you are familiar with (ie "Joe the Villain" or "the
above 6th. dragon I am fighting"), or a give a more general description of a
creature you are aware of nearby (ie, "the hidden creature who
Circle of Death: Escelating Energy. When you cast the just shot me" or "whoever is sleeping inside that bedroom").
Circle of Death spell, creatures make the saving throw in order The GM has discretion as to what is a valid description for a
from the closest to the center of the spell's area to the farthest, target. If there is no qualifying target within the spell's range,
in radius increments of 5 feet. When a creature is killed by the the action used to cast the spell is wasted, but no spell slot is
spell, the spell's damage increases by 1d6 accumulatively for expended.
the remaining saving throws.
Disintegrate: Heart Melt. When you cast the Disintegrate
Circle of Death: Feed Undeath. When you cast the Circle of spell, a creature charmed by you has disadvantage on its save
Death spell, any undead creatures in the spell's area don't take and takes extra damage equal to your Charisma modifier on a
damage, instead regaining hit points equal to half the spell's failed save.
damage.
Disintegrate: Minor Disintegration. When you cast the
Circle of Death: Grave Geometry. When you cast the Circle Disintegrate spell, you can cast it as a 3rd level spell instead of
of Death spell, you can change the shape of the spell's area to 6th level. The base damage becomes 4d6+10, and the spell's
any of the following shapes: damage increases by 3d6 for each slot level above 4th,
90-foot cone originating from you Disintegrate: Resounding Force. When you cast the
Disintegrate spell, creatures and objects within 10 feet of the
120-foot line (5 feet wide) originating from you
target also must make a Dexterity saving throw (objects
30-foot cylinder (90 feet tall) centered on you automatically fail this save). On a failed save, a creature or
object takes 5d6+10 force damage.
40-foot cube originating from you"
Disintegrate: Stunning Shock. When you cast the
Circle of Death: Hunger of Hades. When you cast the Circle Disintegrate spell, a creature that isn't reduced to 0 hit points by
of Death spell, for each creature killed by the spell, you regain the spell must make a Constitution saving throw. On a failed
10 hit points. save, a creature is Stunned until the end of its next turn, left in
shock at the sheer force of the spell it just survived.
Circle of Death: Reaper's Ring. When you cast the Circle of
Death spell, you can exclude a 5, 10, or 15 foot radius (centered Disintegrate: Touch of Oblivion. When you cast the
on you) from the spell's effect. Disintegrate spell, you can change the range to Touch. When
you do, a target has disadvantage on its saving throw, and takes
Circle of Death: Reverberating Ripple. When you cast the
half of the spell's damage if it succeeds the save by a margin of
Circle of Death spell, you can concentrate on the spell for up to
5 or less.
1 minute. When you do, on each of your subsequent turns for
the duration, you can use an action to repeat the spell's effect. Eyebite: Aberrant Oracle's Eye. When you cast the Eyebite
Each time you do, the radius and damage are reduced by 15 feet spell, you can concentrate on the spell while also concentrating
and 2d6, to a minimum of 15 feet and 2d6. on another spell from the Divination school. Make separate
saving throws to concentrate on each spell, as needed. 105
Eyebite: Instant Invocation. When you cast the Eyebite spell, Flesh to Stone: Snowball Effect. When you cast the Flesh to
you can change the duration to "Instantaneous". When you do, Stone spell, when a creature fails a saving throw against the
the spell also affects all creatures in a 30-foot cone or a line 60 spell, its next saving throw against the spell has disadvantage. If
feet long and 5-feet wide (your choice) originating from you. it also fails that saving throw, its subsequent saving throw has
disadvantage and the target rolls three times for the
Eyebite: Optic Infection. When you cast the Eyebite spell, a disadvantage, instead of twice.
creature that fails a saving throw against the sickened effect
also takes 2d8 poison damage and is poisoned as long as it is Flesh to Stone: Stubborn as Stone. When you cast the Flesh
affected by the spell's Sickened effect. While poisoned in this to Stone spell, if the target succeeds its initial saving throw
way, the target can't use any Darkvision it possesses. against the spell, the spell doesn't immediately end. Instead, on
your next turn, you can use your action (provided the target is
still within range and visible to you), to repeat the effect,
Sickened clarification forcing the target to make the saving throw again. If the target
Remember not to confuse the Sickened effect in the succeeds again, you can use this effect again on your
Eyebite spell with Mythmaker's custom condition, subsequent turn. However, if the target succeeds a third time, it
sickened. is unaffected and the spell ends.

Forbiddance: Back Door. When you cast the Forbiddance


Eyebite: Overwhelming Gaze. When you cast the Eyebite
spell, a creature that uses the designated password can teleport
spell, the first time a creature makes the saving throw against
into the area as normal.
the spell during its duration, the saving throw DC is increased
by 10 for it. Forbiddance: Rapid Permanence. When you cast the
Forbiddance spell, it only takes three consecutive days of
Eyebite: Vision of the Void. When you cast the Eyebite spell,
casting the spell to make it last until dispelled, instead of 30.
for the spell's duration, you have Darkvision out to a range of
60 feet. Magical darkness doesn't impede this darkvision. Freezing Sphere: Animated Ice. When you cast the Freezing
Additionally, to the same range, you see invisible creatures as if Sphere spell, for each creature within 10-feet of the center of
they were visible. the explosion radius that is reduced to 0 hit points by the spell,
an Ice Mephit appears within 5 feet of it. A mephit created this
Find the Path: Fleet Foot Way. When you cast the Find the
way follows your mental commands, taking its turns
Path spell, magical energy carries your feet more easily along
immediately after yours. The mephits last up to 1 minute,
the revealed path. For the duration, you can travel on foot along
disappearing early if they drop to 0 hit points.
the path shown by the spell at twice the normal rate/speed. This
effect also benefits any mount that you ride, but it does not Freezing Sphere: Chilling Burst. When you cast the
affect vehicles or other means of travel (such as swimming, Freezing Sphere spell, a creature that fails its saving throw
flying, climbing, or burrowing). against the spell is Chilled for 1 minute. A creature that is
already Chilled instead becomes Restrained for the same
Find the Path: Instinctive Guide. When you cast the Find
duration, ending early if it becomes Scorched, takes fire
the Path spell, you can change the duration to 1 hour, not
damage, or once it has taken a total of 30 damage of any kind.
requiring concentration.
Freezing Sphere: Condensed Cold. When you cast the
Flesh to Stone: Gorgon's Touch. When you cast the Flesh to
Freezing Sphere spell, you can change the radius of the
Stone spell, you can change the range to touch. When you do,
explosion to 15 feet. When you do, the damage dice become
the target automatically fails its initial saving throw against the
d8s. Alternatively, you can change the radius to 30 feet,
spell.
although in this case, the damage dice are unchanged.
Flesh to Stone: Sculptor's Seduction. When you cast the
Freezing Sphere: Durable Ammunition. When you cast the
Flesh to Stone spell, a creature that is charmed by you has
Freezing Sphere spell and choose not to fire the globe when you
disadvantage on saving throws against the spell. Additionally, if
complete the spell, the globe lasts up to 1 hour, instead of 1
it fails its final saving throw and becomes petrified, it takes on a
minute, until it automatically explodes.
pose which you choose for it when you cast the spell.
Globe of Invulnerability: Gift Globe. When you cast the
NPC Idea: Sculptor's Seduction Globe of Invulnerability spell, you can change the range to
Touch, allowing you to confer the spell's benefits to a willing
This mastery might be popular with an evil spellcaster
creature you touch.
or monster that likes to turn their victims into living
statues for their own garden or personal collection, Globe of Invulnerability: Reflective Barrier. When you cast
since the caster can pose the creature in the final the Globe of Invulnerability spell, anytime a creature inside the
moments as it turns to stone. barrier is targeted by a spell that requires an attack roll or the
magic missile spell, the spell is reflected, using its caster as the
new target. Additionally, if a line spell would intercept the
globe, the line is reflected back in the same direction, using the
globe as its point of origin.

106
Globe of Invulnerability: Shatter. When you cast the Globe Heal: Elemental Purge. When you cast the Heal spell, the
of Invulnerability spell, when the spell ends due to the complete target is resistant to acid, cold, fire, lightning, and thunder
duration being achieved or your concentration being forcefully damage until the start of your next turn.
broken, the globe shatters. Creatures within 20 feet of it but that
were not inside of it must make a Dexterity saving throw. A
Rule Reminder: Damage Conditions
creature takes 8d6 force damage on a failed save, or half as
much on a successful one. The Elemental Purge mastery also effectively ends any
instance of the Corroding, Chilled, Scorched, Shocked,
Globe of Invulnerability: Sauna Sphere. When you cast the or Resonant conditions on the target, since a creature
Globe of Invulnerability spell, you can conjure an aura of resistant to the damage type for any damage condition
intense heat inside or outside the globe (your choice). In either is immune to that condition. See the reference section
case, the area inside the globe is heavily obscured by steam. For at the end of this document for more info on damage
the duration, each creature that starts its turn inside the globe (if conditions.
you chose inside) or outside the globe and within 10 feet of it
(if you chose outside) must make a Constitution saving throw. Heal: Golden Gift. When you cast the Heal spell, the positive
On a failed save, a creature is Scorched for 1 minute. energy manifests in a shimmering golden aura around the
target. Any excess healing granted by the spell is given to the
Globe of Invulnerability: Snowglobe. When you cast the
target as temporary hit points. While it has these temporary hit
Globe of Invulnerability spell, you can conjure an aura of frost
points, the target sheds bright light in a 10-foot radius, and dim
inside or outside the globe (your choice). In either case, the area
light for an additional 10 feet.
inside the globe is heavily obscured by snowy fog. For the
duration, each creature that starts its turn inside the globe (if Heal: Master Medic. (Tool Infusion). When you cast the
you chose inside) or outside the globe and within 10 feet of it Heal spell, if you are proficient with the Healing Kit and use a
(if you chose outside) must make a Constitution saving throw. set in the spell's casting, you can cast the spell using a casting
On a failed save, a creature is Chilled for 1 minute. time of 1 bonus action. Alternatively, you can use an action
while targeting a creature within 5 feet of you, causing the
Harm: Clinging Shadows. When you cast the Harm spell, the
target to regain extra hit points equal to your level.
dark aura of the disease is so palpable that it dims the light
around it. While affected by the spell, any non-magical bright Heal: Miracle. When you cast the Heal spell, there is a 50%
light within 10 feet of the target is dim light, and any other non- chance the target also receives one effect from the Greater
magical dim light within 10 feet of the target is darkness. Restoration spell.
Harm: Deadly Disease. When you cast the Harm spell, the Heal: Positive Energy Pandemonium. When you cast the
spell can reduce a creature's hit points below 1. Additionally, if Heal spell, you can incorporate elements of chaos magic.
the target is missing hit points, it has disadvantage on its saving Instead of regaining 70 hit points, the target regains 30 + 6d10
throw. If it has 50% or less of its hit points remaining, it has hit points. Additionally, the target rolls on the Sorcerer's Wild
disadvantage and rolls three times for the disadvantage, instead Magic table 1d4 times, becoming the source of each wild magic
of twice. effect.
Harm: Hunger of the Plaguemaker. When you cast the Heal: Rupturing Restoration. When you cast the Heal spell,
Harm spell, a creature reduced to 0 hit points by the spell leaves a burst of thunder rings out from the target. Each creature
behind a special corpse. You can spend 1 minute devouring the within 10 feet of the target must make a Constitution saving
best parts of the corpse to gain the following benefits: throw. On a failed save, a creature takes 2d8 thunder damage
and is pushed 10 feet away from you. On a successful save, the
You regain 7d6 hit points. You regain these hit points
creature takes half as much damage and isn't pushed. When you
even if magic would prevent you from regaining hit
cast the spell using a spell slot of 7th level or higher, this
points.
thunder damage increases by 1d8 for each slot level above 6th.
You are driven by a dark hunger for 24 hours. During
Heal: Shower of Energy. When you cast the Heal spell,
that time, you have advantage on attack rolls against
creatures of your choice within 10 feet of the target also regain
diseased creatures, and you can sense any diseased
10 hit points, and are cured of all diseases.
creature within 30 feet of you as though you had
Blindsight. Heroes' Feast: Quick Snack. When you cast the Heroes'
Feast spell, you can change the casting time to 1 minute, and
Harm: Toxic Touch. When you cast the Harm spell, you can
the feast only takes 10 minutes to consume. When you do, the
change the range to touch. When you do, if the target fails its
material component isn't consumed by the spell's casting, but
saving throw, it is also poisoned until the entire hit point
the spell's benefits only last for 1 hour.
reduction of this spell is returned to normal for it. If it succeeds
its saving throw, but only by a margin of 5 or more, it becomes
Poisoned until the end of your next turn.

107
Heroes' Feast: The Hero We Need. When you cast the Move Earth: Efficient Excavation. When you cast the Move
Heroes' Feast spell, you can change the spell's benefits to better Earth spell, changes take only 1 minute to occur, instead of 10
suit different situations. Instead of becoming immune to the minutes. You can also attempt to hasten this even further by
frightened condition, you can allow spell to grant immunity to making a DC 15 ability check with your spellcasting ability
one of the following: blinded, charmed, deafened, petrified, modifier. On a successful check, the changes occur in 1 round.
stunned. Additionally, you can change the Wisdom saving On a failed check, the changes are sabotaged and can't be
throw advantage to any other ability score of your choice. attempted again for at least 1 minute. In either case, you can
choose a new area of terrain every 1 minute, instead of 10.
Instant Summons: Summoner's Bond. When you cast the
Instant Summons spell, you can designate the target object as Programmed Illusion: Playwright's Ploy. When you cast
your Summoner's Bond object. When you do, you can call the the Programmed Illusion spell, the scripted performance can be
item to you as described in the spell without needing to crush up to 1 hour, instead of only 5 minutes. Additionally, if you are
the sapphire, and without ending the spell. You can only have proficient in the Performance skill when you cast the spell, the
one Summoner's Bond object at a time. Creating another ends DC for the spell increases by an amount equal to your Charisma
the spell on any previous Summoner's Bond item and destroys modifier. A creature immune to being charmed ignores this
the sapphire used in that casting. bonus.

Irresistible Dance: Contagious Caper. When you cast the Sunbeam: Apollo's Chariot. When you cast the Sunbeam
Irresistible Dance spell, any creature that starts its turn within 5 spell, you can manifest the spell as a golden chariot along
feet of a creature affected by the spell must also make the which you ride. The spell's duration becomes Instantaneous.
saving throw against the spell or become affected by it. You teleport to an unoccupied space at the end of the spell's
line, and until the start of your next turn, shed bright light in a
Irresistible Dance: Killer Karaoke. When you cast the 30-foot radius, and dim light for an additional 30 feet.
Irresistible Dance spell, if the target fails its saving throw, it
also starts to sing out loud until the spell ends. This prevents it Sunbeam: Branding Beam. When you cast the Sunbeam
from otherwise speaking or performing verbal components of spell, any creature that fails a saving throw against the spell is
spells. Branded until the end of your next turn. When you cast the spell
in this way, if you end your turn without having used your
Irresistable Dance: Luring Song. When you cast the action for the spell, the spell ends.
Irresistable Dance spell, you can cause the target to
immediately move up to its speed directly towards you, Sunbeam: Extraplanar Bane. When you cast the Sunbeam
avoiding obvious dangers such as pits or fire, but potentially spell, any creature not native to your current plane of existence
provoking opportunity attacks as normal. You can use your has disadvantage on saving throws against the spell.
action for the spell's duration to force the target to succeed a Additionally, such a creature is exposed to the spell's radiant
Wisdom saving throw or suffer the same effect again. damage.

Irresistible Dance: Snaring Song. (Tool Infusion) When


you cast the Irresistible Dance spell, if you are proficient with a Exposed
musical instrument and use it in the spell's casting, the saving An effect which imposes this condition always
throw DC increases by your proficiency bonus for any creature specifies one or more damage types. While exposed,
that can hear you. any immunity the target has to a specified damage type
is reduced to resistance, and any other resistance they
Mass Suggestion: Enduring Enchantment. When you cast would have to a specified damage type is nullified.
the Mass Suggestion spell, the first time you or one of your
companions damage a target, the spell doesn't automatically
Sunbeam: Lightweaver. When you cast the Sunbeam spell,
end. Instead, the target repeats the Wisdom saving throw
whenever you would create a line of light, you can instead
against the spell. If it succeeds, it is no longer affected.
create a 30-foot cone, or a 10-foot radius centered on yourself.
Otherwise, the effect doesn't end for it due to that instance of
damage. Sunbeam: Lunar Conversion. When you cast the Sunbeam
spell, you can change the spell's light from sunlight to
Mass Suggestion: Influencer's Ethos. When you cast the
moonlight. Any light created by the spell counts as moonlight,
Mass Suggestion spell, you can target a number of creatures
and affected creatures are Exposed to the spell's Radiant
equal to 6 times your Charisma modifier (minimum of 6).
damage. Additionally, a shapechanger makes its saving throws
Mass Suggestion: Mixed Messages. When you cast the Mass against the spell with disadvantage.
Suggestion spell, you can give up to three different suggestions
Sunbeam: Radiation Beam. When you cast the Sunbeam
to the various creatures targeted by the spell, distributed
spell, it deals 3d8 radiant and 3d8 poison damage. Additionally,
however you like. You can't give any one target more than one
a creature that fails its saving throw also becomes Sickened for
suggestion.
up to 1 hour.
Mass Suggestion: Peer Pressure. When you cast the Mass
Suggestion spell, choose one of the targets. If that target fails its
saving throw, the remaining targets have disadvantage on their
saving throw.

108
Transport via Plants: Exclusivity. When you cast the Wall of Thorns: Gardener's Guard. When you cast the Wall
Transport via Plants spell, only creatures you designate can pass of Thorns spell, for the duration, you have advantage on saving
through the plant. Other creatures can attempt to, but must throws to maintain concentration on the spell, you can move
succeed a Charisma saving throw against your spell saving through the spell's area without any speed penalty, and you take
throw DC. On a failed save, a creature is unable to pass through no damage from the spell. Additionally, while within the wall or
the plant via the spell's effect until the start of its next turn, at 5 feet of it, you have a +2 bonus to your AC, as some of the
which point it could attempt to do so again. vines and brambles shape themselves around you to protect
you.
True Seeing: Boon of the Seer. When you cast the True
Seeing spell, the target has advantage on all Wisdom ability Wall of Thorns: Grasping Growths. When you cast the Wall
checks and saving throws for the duration, but the spell ends of Thorns spell, for the duration, you can use an action to cause
early if you cast it again. the thorny plants to reach out and grasp at every creature within
10 feet of the wall. On a failed save, a creature is pulled up to
True Seeing: Dragonsight. When you cast the True Seeing 10 feet towards the wall, and into the wall if possible. This
spell, for the duration, the target has blindsight to a range of 10 forces a creature to make the saving throw against the wall if it
feet. Within that range, it can effectively see anything that isn't enters the wall's space this way.
behind total cover, even if it is blinded or in darkness.
Wall of Thorns: Toxic Thorns. When you cast the Wall of
True Seeing: Occular Inevitability. When you cast the True Thorns spell, any creature that fails its saving throw against the
Seeing spell, for the duration, the target is immune to the spell must also make a Constitution saving throw. On a failed
blinded condition. If an effect or environment would blind the save, it takes an additional 1d8 poison damage and is Poisoned
target, it can see normally instead. until the end of its next turn. On a successful save, it is
Sickened until the end of its next turn.
True Seeing: Shared Sight. When you cast the True Seeing
spell targeting yourself, for the duration, you can designate any Wall of Thorns: Vicious Hedge. When you cast the Wall of
number of creatures to also benefits from the spell's effects Thorns spell, the spell creates particularly sharp thorns that
while within 10 feet of you. In this form, the spell requires stick into a creature's body, keeping its wounds open. A creature
concentration. that takes damage from the spell regains half as many hit points
whenever it would regain hit points. Additionally, it has
True Seeing: The Third Eye. When you cast the True Seeing
spell targeting yourself, for the duration, you can concentrate on disadvantage on attack rolls and saving throws to maintain
concentration, and its speed is halved. These effects last until
two spells at once, provided one of those spells is a Divination
the creature uses an action to remove the thorns from itself or
spell. You must make separate saving throws to maintain
until it is no longer missing any hit points.
concentration on each spell, as needed.

Wall of Ice: True Winter. When you cast the Wall of Ice spell,
any creature that fails its saving throw against the spell is
Chilled until the end of its next turn, and its speed is halved for
the same duration. If it fails by a margin of 10 or more, it is
instead restrained. A creature resistant or immune to cold
damage ignores these effects.

Wall of Ice: Unbreakable Ice. When you cast the Wall of Ice
spell, the wall has three times as many hit points per section,
and its AC is 15, instead of 12.

Wall of Ice: Winter is Coming. When you cast the Wall of


Ice spell, for the duration, the spell deals no damage to Undead.
Additionally, any humanoid killed by the spell rises at the start
of its next turn as a zombie. This zombie has special properties:
it is immune to cold damage, and it deals an additional 1d4 cold
damage with any attack it makes that hits. A zombie created this
way lasts for 1 minute, ending early if the spell ends or if it
drops to 0 hit points. The zombie acts on the turns of the
creature it came from, following your mental commands (or
defending itself if you issue none).

Winter Is Coming: Zombie Initiative


If the creature the zombie came from wasn't in the
initiative order, you can either roll a new initiative for
the zombie, or simply have it act immediately after
your own turns.

109
Arcane Sword: Sword and Board. When you cast the Arcane
7th level Sword spell, the spell also summons a shield-shaped plane of
force that hovers within range, lasting for the duration. The
Arcane Sword: Bait and Switch. When you cast the Arcane
shield provides half cover to any creatures of your choice
Sword spell, for the duration, you can use an action to
within 5 feet of it. When you use the spell's bonus action to
magically swap places with the sword. You teleport to the
move the sword and/or attack with it, you can also move the
sword's location (provided it is in an unoccupied space with
shield up to 20 feet to a spot you can see.
room for you to appear), and the sword teleports to yours. If
there isn't room for you to appear, the effect fails. Conjure Celestial: Beasts of Heaven. When you cast the
Conjure Celestial spell, you can choose to conjure a Beast of
Arcane Sword: Battlemage's Blade. When you cast the
CR 4 or lower, instead of a celestial. When you do, the
Arcane Sword spell, for the duration, whenever you use the
following changes apply to the summoned beast:
spell's bonus action to attack with the sword, you can also make
one melee weapon attack as part of the bonus action. It counts as a Celestial creature
Arcane Sword: Blazing Blade. When you cast the Arcane Its Intelligence, Wisdom, and Charisma are 10 if they
Sword spell, the sword deals an additional 2d8 fire damage on a would be lower
hit, and ignites any target it hits. An ignited target takes 1d8 fire
damage at the end of each of its turns. f the target or a creature It understands Celestial and Common, but can't speak
within 5 feet of it uses an action to put out the flames, or if
It gains a flying speed of 60 feet (If it is size Large or
some other effect douses the flames (such as the target being
submerged in water), it is no longer ignited. The flames also smaller)
dissipate if the spell ends. It gains additional hit points equal to twice your level (if
it is size Huge or larger)
Arcane Sword: Cleaving Swings. When you cast the Arcane
Sword spell, whenever you attack with the sword, all creatures It gains resistance to radiant damage
within 5 feet of the target that the attack roll would also hit take
the spell's damage. Its weapon attacks deal an additional 1d4 radiant
damage
Arcane Sword: Dancing Sword. When you cast the Arcane
Sword spell, the spell doesn't require concentration for you, and It gains an innate spellcasting feature. Its spellcasting
you can move the blade up to three times as far. ability is Wisdom. It can cast the following spells,
requiring no components:
Arcane Sword: Ethereal Armament. When you cast the
Arcane Sword spell, the sword is invisible. Unless a creature At Will: Light, Spare the Dying
can see the sword (such as with a See Invisibility or True
Seeing spell), the sword's attacks against that creature have 1/day: Daylight
advantage. The sword's attacks also ignore all armor, shields,
Conjure Celestial: Desperate Intercession. When you cast
and spells of 7th level or lower that set or increase the target's
the Conjure Celestial spell, you can use a casting time of 1
AC. If a target is wearing armor, find its AC as though it was
action, but the duration becomes "Concentration, up to 1
not wearing any. Lastly, the blade can pass through magical
minute".
barriers, such as a Forcecage or Wall of Force, uninhibited.
Conjure Celestial: Guardian Angel. When you cast the
Arcane Sword: Power Attack. When you cast the Arcane
Conjure Celestial spell, for the duration, you have a +2 bonus to
Sword spell, you can use an action to make an attack with the
your AC while within 5 feet of the celestial. Additionally, if the
weapon, instead of (or in addition to) using a bonus action.
spell ends due to you losing concentration from taking damage,
When you attack with it as an action, the attack deals maximum
the celestial doesn't immediately disappear. Instead, it remains
damage on a hit, and scores a critical hit on a roll of 19 or 20.
for up to 1 minute.
Arcane Sword: Supernatural Sentinel. When you cast the
Conjure Celestial: Herald's Blessing. When you cast the
Arcane Sword spell, for the duration, you can use the sword to
Conjure Celestial spell, the celestial appears bearing a radiant
make opportunity attacks. Additionally, the sword has a 5-foot
gift for you. While within 5 feet of each other, you or the
reach and creature's leaving that reach can provoke an
celestial can use an action to bestow/receive the gift. When the
opportunity attack from you as though they left your own reach.
gift is bestowed/received, you regain 5d8 hit points and sprout
You can use this reaction once per round without requiring or
radiant angel wings until the spell ends. The wings grant you a
expending your reaction.
flying speed of 40 feet, and shed bright light in a 20-foot radius,
Arcane Sword: Swift Slash. When you cast the Arcane Sword plus dim light for an additional 20 feet.
spell, for the duration, you can make one attack with the sword
Conjure Celestial: Unicorn's Call. When you cast the
on each of your turns (no action required), but only if you
Conjure Celestial spell, you can conjure a Unicorn instead of
havn't attacked with it yet that turn. Once you do, you can't
choosing a celestial of challenge rating 4 or lower. The Unicorn
attack with the sword again until the start of your next turn.
can't use any legendary actions or regional effects when
summoned this way.

110
Delayed Blast Fireball: Alternate Expansion. When you Divine Word: Surging Statute. When you cast the Divine
cast the Delayed Blast Fireball spell, anytime the spell's damage Word spell, you can change the spell's range to "Self (120-foot
would grow by 1d6 during the duration, you can choose to cone)". When you do, you can't choose which creatures in the
forgo the additional damage and instead increase the radius of area are not affected.
the eventual explosion by 5 feet.
Divine Word: Thundering Chorus. When you cast the
Delayed Blast Fireball: Bomb Shelter. When you cast the Divine Word spell, any creature that fails its saving throw
Delayed Blast Fireball spell, your concentration can't be broken (regardless of its hit points) takes 3d10 thunder damage. This
by taking damage, and you take no damage from the spell's damage doesn't affect the creature's hit points in regards to the
explosion. thresholds for the spell.

Delayed Blast Fireball: Chaos Chronomancy. When you Etherealness: Apprentice of the Aether. When you cast the
cast the Delayed Blast Fireball, you can attempt to accelerate Etherealness spell, you can cast a special version of the spell
the flow of time around the spell itself via dangerous but using certain lower level spell slots. The duration changes
powerful chronomancy. Choose the point for the spell, then roll depending on the spell slot used, as shown below.
1d10. Reduce the remaining duration of the spell by a number
of rounds equal to the number rolled, and add the same number 4th level: Up to 1 minute
of d6s to the spell's damage. If you roll a 10, the spell
5th level: Up to 10 minutes
immediately erupts at the point you chose and then ends. If you
roll a 1-9, you can't willingly end the spell until the start of your 6th level: Up to 1 hour
next turn.
Etherealness: Ether Envoy. When you cast the Etherealness
Delayed Blast Fireball: Doomsayer. When you cast the spell, for the duration, you can use an action to allow yourself
Delayed Blast Fireball spell, you can use a bonus action on each to be perceived from the plane you originated from as normal.
of your turns for the spell's duration to increase the damage by This effect lasts until you use an action to end it, returning to
1d6, and reduce the remaining duration by 1 round (6 seconds). the normal state of the spell, or until the spell ends. Creatures
from the other plane that can perceive still can not interact with
Delayed Blast Fireball: Faultless Finesse. When you cast
you or affect you.
the Delayed Blast Fireball spell, you automatically succeed the
saving throw if you attempt to touch the bead. Additionally, if Etherealness: Momentary Return. When you cast the
another creature would attempt to throw the bead, you can use Etherealness spell, you can concentrate on the spell to add the
your reaction to end the spell before the bead is throwing, following feature: at any point during the duration, you can use
causing it to immediately erupt. an action to step back into the plane you originated from for up
to 1 minute without ending the spell. However, whenever you
Delayed Blast Fireball: Shockwave Swell. When you cast
do, there is a 20% chance the spell immediately ends. This
the Delayed Blast Fireball spell, when the bead explodes, any
chance increases by 20% each time you use this effect during
creature that fails its saving throw is pushed 15 feet away from the duration. When the 1 minute expires, you return to the
the bead. This distance increases by 5 feet each time the
ethereal plane in the space you currently occupy.
damage increases during the duration.
Finger of Death: Ghoul King's Claw. When you cast the
Divine Word: Epic Announcement. When you cast the Finger of Death spell, the range becomes 5 feet, and you make a
Divine Word spell, the range increases by a number of feet
melee spell attack instead of forcing the target to make a saving
equal to 10 times your spellcasting ability modifier.
throw. On a hit, the target takes the spell's damage and must
Additionally, a creature that can't hear you still makes the
make a Constitution saving throw if it is a humanoid. On a
saving throw, but with advantage. failed save, the target becomes Paralyzed until the end of your
Divine Word: Every Knee Shall Bow. When you cast the next turn. Lastly, if the target is an Elf and it is killed, you can
Divine Word spell, any creature that fails its saving throw choose for it to rise as a Ghoul, rather than a Zombie.
(regardless of its hit points) falls prone. Finger of Death: Mortality's Call. When you cast the Finger
Divine Word: Overwhelming Awe. When you cast the Divine of Death spell, a humanoid with 75 or less hit points remaining
Word spell, any creature that fails its saving throw (regardless has disadvantage on its saving throw, and you reroll 1s on the
of its hit points) is also Frightened of you for 1 minute. A damage dice if both of the d20s for its saving throw failed.
creature frightened this way can repeat the save at the end of
Finger of Death: Reaper's Hand. When you cast the Finger
each of its turns while you aren't in its line of sight, ending the
of Death spell, you can target up to 5 creatures within a 10-foot
effect on itself on a success.
radius centered on a point you can see within range, instead of
Divine Word: Mortal Command. When you cast the Divine targeting a single creature. When you do, don't add the +30 to
Word spell, any creature with 50 hit points or less has the spell's damage, and any creature that isn't missing hit points
disadvantage on its saving throw against the spell. Additionally, has advantage on its saving throw.
all hit point thresholds for the spell, including for this mastery,
are doubled for Humanoid targets.

111
Finger of Death: Undying Wilds. When you cast the Finger Fire Storm: Summer of Cinders. When you cast the Fire
of Death spell and kill a Beast of CR 3 or lower with it, you can Storm spell, you can concentrate on the spell. When you do, on
cause that beast to reanimate as an undead version of itself, with each of your turns for the duration, you can use an action to
the changes below to its stat block. The undead beast follows repeat the spell's effects, targeting the same area. Each time you
the same rules as a zombie created by the spell. do, the damage dice are reduced by one step from the previous
use. d10s become d8s, then d6s, then d4s. Once you use the
effect as d4s, the spell ends. Starting on your next turn, if you

Undead Beast Template end your turn without having used your action to repeat the
spell's effects, the spell also ends.

Damage Resistances necrotic Forcecage: Arcane Bypass. When you cast the Forcecage
Damage Immunities poison spell, for the duration, you can cast your Illusion spells that
Condition Immunities poisoned don't deal damage into and out of the Forcecage.

Forcecage: Death Box. When you cast the Forcecage spell,


Undead Nature. As an Undead, you don't require sleep,
for the duration, creatures inside the cage can't regain hit points.
food, or drink.
A creature that drops to 0 hit points inside the cage also can't be
Undying Fortitutde. If damage that isn't radiant or from made undead at any point. If it has a soul, the soul becomes
a critical hit reduces you to 0 hit points, make a captured into a tiny spherical orb of force. While the soul is
Constitution saving throw (DC 5 + the damage taken). contained within, the creature can't be raised from the dead by
If you succeed, you drop to 1 hit point instead. any effect that requires its soul to be free and willing. If the
spherical orb is targeted by a disintegrate spell, or a dispel
magic spell of 8th level or higher, it is destroyed and the soul is
Fire Storm: Absolute Apocalypse. When you cast the Fire freed.
Storm spell, you can choose 5 more 10-foot cubes. Additionally,
the spell deals double damage to objects and structures. Forecage: Forceful Appearance. When you cast the
Forcecage spell, a shockwave of arcane force eminates from the
Fire Storm: Breath of the Blazing Winds. When you cast cage in one direction of your choosing: a 5-foot radius around
the Fire Storm spell, you can summon a furious wind inside the the outside of the cage, or throughout the entire area inside the
storm. For each 10-foot cube, choose a direction. Each creature cage. Creatures in the affected area must make a Constitution
inside that cube must also make a Strength saving throw or be saving throw. On a failed save, a creature takes 4d6 force
pushed 10 feet in the chosen direction. A creature inside damage, is pushed up to 10 feet, and is knocked prone. On a
multiple affected cubes is only pushed in one direction. successful save, a creature takes half as much damage and no
other effect.
Fire Storm: Cataclysm Clouds. When you cast the Fire
Storm spell, each affected cube becomes filled with thick, black Forcecage: Illusory Prison. When you cast the Forcecage
smoke. The smoke lasts for up to 1 minute and spreads around spell, you can choose one of the following:
corners. Its area is heavily obscured. Each 10-foot cube of
smoke can be cleared by a wind of moderate or greater speed The cage isn't invisible. Instead, it is opaque and of a
(at least 10 miles per hour). single color you choose.

Fire Storm: Crusader's Conflagration. When you cast the The cage is invisible as normal, and any object or
Fire Storm spell, you can cast a version of the spell that only creature inside the cage also becomes invisible while
affects Fiends and undead. Objects, plants, and other creatures there.
are unharmed. Fiends and undead have disadvantage on saving
throws against the spell, and are exposed to the spell's damage.
Forcecage Updates
Fire Storm: Firestarter. When you cast the Fire Storm spell, The following changes are recommended for the
any creature damaged by the spell ignites with flames. A Forcecage spell due to its lack of interactivity.
creature ignited this way takes 1d10 fire damage at the start of
each of its turns. If the ignited creature or a creature within 5
The spell now requires concentration.
The spell can be dispelled by Dispel Magic, but
feet of it uses an action to put out the flames, or if some other
only if that spell is cast at a level equal to or higher
effect douses the flames (such as the target being submerged in
than the level of the Forcecage spell.
water), the effect ends.

Fire Storm: Primordial Uproar. When you cast the Fire Forcecage: Suppression Cage. When you cast the Forcecage
Storm spell, you can change the damage type to Acid, Cold, spell, for the duration, no sound can be created within or pass
Lightning, or Thunder (your choice). Additionally, you can through the cage. Any creature or object entirely inside the cage
choose for Beasts and/or Elementals in the area to be is immune to thunder damage, and creatures are deafened while
unaffected. entirely inside it. Casting a spell that includes a verbal
component is impossible there.
Fire Storm: Scattered Storm. When you cast the Fire Storm
spell, each cube you target doesn't need to be touching another
cube. However, the range is reduced to 50 feet.

112
Magnificent Mansion: Home Security System. When you Mirage Arcane: Enchanting Landscape. When you cast the
cast the Magnificent Mansion spell, you can cast the Mirage Arcane spell, you can lace the illusion with an
Clairvoyance spell at will while inside the mansion with a enchanting effect of your choice from the options below.
casting time of 1 action, but only targeting other areas within
the mansion. Spooky. Saving throws against the frightened condition
have disadvantage. A frightened creature has
Magnificent Mansion: Living Guest List. When you cast disadvantage on saving throws against illusion spells.
the Magnificent Mansion spell, you designate additional
creatures to be allowed into the mansion at any time throughout Charming. Saving throws against the charmed
the duration. Additionally, at any time (no action required) condition have disadvantage. A charmed creature has
during the duration, you can kick a creature inside the mansion disadvantage on saving throws against enchantment
out of it, shunting them out to a point within 10 feet of the spells.
entrance portal. The creature can't reenter the mansion unless Plane Shift: Inherit Adaptations. When you cast the Plane
you designate them as allowed again.
Shift spell, affected creatures gain the benefits below for 24
Magnificent Mansion: Luxury Accomodations. When you hours, as long as they remain on the target plane. A creature
cast the Magnificent Mansion spell, any creature that enters the only gains these benefits if the spell brought them to the target
mansion is immediately no longer frightened and can't be plane from a different plane.
frightened while inside. Additionally, when taking a short rest
Resistance to one damage type most closely associated
in the mansion, each hit die rolled counts for its maximum
with the target plane (DM's choice)
value. When taking long rests in the mansion, a creature can
benefit from one effect from the Greater Restoration spell of its The ability to read, write, speak, and understand the
choice, or it can gain 20 temporary hit points (which last until primary language of that plane (if there is one)
the next time it finishes a long rest).
The ability to breathe normally in any natural
Magnificent Mansion: Quick Conjuration. When you cast environment on the plane
the Magnificent Mansion spell, you can attempt to hasten the
casting, changing the casting time to 1 action. Roll a DC 20 Plane Shift: Temporary Shift. When you cast the Plane Shift
ability check with your spellcasting ability. On a failed check, spell, affected creatures teleport back to the place where they
you can either use the normal casting time, or waste the spell. were when you cast the spell after 1 hour. Alternatively, you can
concentrate on the spell for up to 24 hours. When the spell ends,
Magnificent Mansion: Spellscribe's Study. When you cast affected creatures teleport back to the place where they were
the Magnificent Mansion spell, you can create a special when you cast the spell.
enchanted room inside the mansion for studying and scribing
arcane scrolls and tomes. Copying spells into a spellbook and Prismatic Spray: Breath of Chromatic Tyrant. When you
creating spell scrolls takes half as much time in this part of the cast the Prismatic Spray spell, if you speak Draconic and use it
mansion. Additionally, ability checks to interact with any form as a verbal component in the spell's casting, the effects are
of arcane writing have advantage in this room. changed in the following ways:

Mirage Arcane: Celestial Shadow. When you cast the 1-5: The damage increases by 1d6
Mirage Arcane spell, you can also change the light levels inside
6-7: The target takes 4d6 thunder damage and must
the affected area to resemble any time of day or night. You can
succeed a Wisdom saving throw or become Frightened
also determine what sort of moon appears in the sky. These
of you for up to 1 minute (repeating the saving throw at
changes only affect the spell's area.
the end of each of its turns to end the effect)
Mirage Arcane: Chrono-control. When you cast the Mirage
8: Instead of rerolling twice, the target takes 5d6 fire,
Arcane spell, you can use any of the alternative casting times
acid, lightning, poison, and cold damage (each)"
below. Some casting times also change the duration of the spell
and its area of effect. Prismatic Spray: Color Conditions. When you cast the
Prismatic Spray spell, any creature that takes damage from the
Casting Time Duration Area of Effect
spell also gains the damage condition for the damage type that
1 minute 1 day 1 mile it took. The condition lasts up to 1 minute. An affected creature
can make a Constitution saving throw at the end of each of its
1 action 1 hour 1000 feet
turns, ending the condition on a success.
1 bonus action 1 minute 100 feet
Prismatic Spray: Color Control. When you cast the
Prismatic Spray spell, you can roll the d8 for each ray twice,
choosing which result to use.

113
Prismatic Spray: Consume Color. When you cast the Project Image: Invincible Illusion. When you cast the
Prismatic Spray spell, you gain 5 temporary hit points for each Project Image spell, the spell doesn't immediately end when the
affected target, or 10 for any target affected by two rays. While illusion takes damage if the damage is 10 or lower. Further, if
you have these temporary hit points, you appear gorged with the damage is 11 or higher, roll a Constitution saving throw to
light, as though glowing rainbow energy is about to burst from maintain concentration on the spell, using the normal rules for
your skin. The first time you take damage each turn, each taking damage and concentration. On a successful save, the
creature within 5 feet of you takes 5 radiant damage. spell doesn't end.

Prismatic Spray: Kaleidoscope. (Tool Infusion) If you are Regenerate: Biomancer's Graft. When you cast the
proficient with Glassblowers tools, you can craft a special piece Regenerate spell, you can use the spell to attach foreign limbs
of glass to use as a material component in casting the spell. The to the target's body. You can only attach limbs to the target that
process requires 15 gp of common glassblowing materials and a come from creatures no more than one size category smaller or
set of Glassblower's Tools. When you cast the Prismatic Spray larger than it. You can attach limbs that aren't normally part of
spell using the special glass, the spell's range becomes 60 feet. the creature's biology, such as tails, wings, etc. You can only
Rather than targeting an area, you can choose a number of attach a limb if the target has reasonable space to accomodate it.
creatures that you can see within range equal to 1d4 + your Most humanoids can't accomodate more than 4 of any one kind
spellcasting ability modifier to be affected. of limb. You can't attach limbs that aren't made at least partially
of flesh. Foreign limbs attached this way fall off when the spell
Prismatic Spray: Lingering Light. When you cast the ends. The target gains permanent (but harmless) scarring where
Prismatic Spray spell, a creature that fails its saving throw is the limbs were attached.
also Branded until the end of its next turn.
If you attach additional arms to the target, the extra arms don't
Prismatic Spray: Rainbow Rider. When you cast the
Prismatic Spray spell, a plane of prismatic force appears grant any special ability to make additional attacks or take
additional actions of any kind. The target can use the normal
beneath your feet until the end of your next turn, granting you a
reach of any additional limbs it gains. Having 3 or more arms
flying speed of 90 feet. You can choose to concentrate on the
grants advantage to Strength (Athletics) checks made to initiate
effect when you cast the spell, causing it to last up to 1 minute
or maintain a grapple using the arms.
instead.

Prismatic Spray: Spectrum Expanded. When you cast the If you attach an appropriately sized pair of matching wings to a
Prismatic Spray spell, roll a d10 for each ray, instead of a d8. target, it gains a flying speed of 40 feet.

8 - White: The target takes 5d6 radiant damage, or half If you attach a limb to the target that could function as a natural
as much on a successful one. On a failed save, the target weapon, the target can use it as a natural weapon in place of
is also Stunned until the end of your next turn. unarmed strikes. The damage is determined by the GM, but
typically the natural weapon deals 1d6 + the target's Strength
9 - Black: The target takes 10d6 necrotic damage, or
modifier as bludgeoning, piercing, or slashing damage. Some
half as much on a successful one. If this damage reduces
natural weapons, such as a Giant Scorpion's tail, might inflict
a humanoid target to 0 hit points, it rises as a zombie
other effects, such as poison, as described in the original stat
under your control at the start of your next turn,
block. The save DC for any such effect equals 8 + the target's
following your verbal orders to the best of its ability. It
proficiency bonus + its Constitution modifier.
remains animated until destroyed or for up to 24 hours,
at which point it becomes a normal corpse.
If you attach additional legs to the target, it gains advantage on
10 - Special: The target is struck by two rays. Roll saving throws against being knocked prone.
twice more, rerolling any 10.
If you attach appropriate limbs from a creature that would have
Prismatic Spray: Stained Glass Shield. When you cast the a climb speed due to those limbs, the limbs grant the target a
Prismatic Spray spell, residual color lingers around you, climb speed equal to its walking speed. Likewise, limbs adapted
forming a stained glass shield. For 1 minute, you shed bright for swimming can grant the target a swimming speed equal to
light in a 20-foot radius and dim light for an additional 20 feet, its walking speed.
you have a +2 bonus to your AC, and you are resistant to
radiant damage, as well as any damage type you dealt with the At the GMs discretion, uniquely adapted limbs might grant
spell. However, you are also vulnerable to bludgeoning, force, other special features."
and thunder damage.
Regenerate: Rapid Repair. When you cast the Regenerate
Project Image: Compelling Appearance. When you cast the spell, for the duration, the target regrows its severed body
Project Image spell, you can force each creature within 30 feet members at the start of each of its turns.
of the illusion when it first appears to make a Wisdom saving
throw. On a failed save a creature is charmed by and frightened
of the illusion for 1 minute. A creature immune to either
condition is unaffected. While charmed and frightened in this
way, a creature's speed is 0. The conditions end for a creature if
it takes damage, if another creature uses an action to shake it
out of its stupor, if the spell ends, or if the creature can no
longer see the illusion. 114
Regenerate: Troll Blood. When you cast the Regenerate spell, Reverse Gravity: Riptide. When you cast the Reverse Gravity
the spell doesn't restore any hit points when it is cast. However, spell, a magical force pulls creatures along with the spell.
the regenerative properties of the spell are empowered, so that Dexterity saving throws to avoid falling because of the spell
the target regains 5 hit points at the start of each of its turns (50 have disadvantage. Additionally, a creature anchored to the
hit points each minute). The target doesn't regain hit points this ground by its own strength must make a Strength saving throw.
way if it took Acid, Cold, Fire, or Lightning damage since the On a failed save, it is ripped from its anchor and falls. This
start of its last turn. version of spell also works underwater. Any creature
underwater in the spell's area is pulled up to 50 feet through the
Regenerate: Versatile Service. When you cast the Regenerate water in the direction of the spell's force. Lastly, any creature
spell, you can do so using lower level spell slots, with reduced flying in the spell's area must make a Strength saving throw. On
effects. Using a spell slot of 3rd or 4th level, you can instantly a failed save, it can't fly in the area until the spell ends. A flying
reattach severed limbs which you hold up to the target's body. creature affected this way can repeat the saving throw at the
The spell has no other effects cast at this level. Using a spell start of each of its turns, ending the effect on a success.
slot of 5th or 6th, the spell functions as normal but does not
grant the initial 4d8 + 15 healing, and the duration is only 10
minutes. Note: Riptide
Examples of a creature anchored by its own strength
Resurrection: Radiant Rush. When you cast the Resurrection include one grasping onto a rope, one holding onto a
spell, you can use a casting time of 1 action. When you do, the tree, etc. A creature chained to the ground by a metal
penalties imposed on you and the target due to the taxing nature chain, on the other hand, would remain unaffected as
of the spell don't take effect until after 1 minute has passed. normal.
During that time, both you and the target shed bright in a 20-
foot radius, and dim light for an additional 20 feet. Once the
Reverse Gravity: Titanic Tides. When you cast the Reverse
minute has passed, the penalties imposed by the spell take three
Gravity spell, the spell affects a 150-foot radius cylinder, and
times as long to wear off — for every long rest required in
the range becomes 150 feet.
recovery, one must complete three long rests.
Sequester: Chronoshield. When you cast the Sequester spell,
Reverse Gravity: Court of the Cosmomancer. When you
if damage would end the spell on a target, reduce the damage to
cast the Reverse Gravity spell, while inside the spell's area, a
0 (although the spell still ends).
spectral crown and cape adorn you, shimmering with light,
granting you the benefits below. If you leave the spell's area, the Sequester: Unending Destiny. When you cast the Sequester
crown and cape disappear, and the spell ends. spell, the trigger does not need to be visible or within 1 mile of
the target. Wherever the trigger occurs, the target can be
You have a flying speed of 100 feet
released from the spell. Additionally, 24 hours after being
You are immune to the charmed and frightened released from the spell, the target teleports back to where it was
conditions first targeted by the spell and comes under its effects again,
unless the target has been destroyed or reduced to 0 hit points.
Any creature charmed by you or frightened of you has
disadvantage on its saving throw against the spell Simulacrum: Illusory Army. When you cast the Simulacrum
spell, you can have multiple duplicates at a time, provided the
Reverse Gravity: Gravity Pulse. When you cast the Reverse combined CR (or level) of the duplicates doesn't exceed your
Gravity spell, it doesn't require concentration. At the start of level.
each of your turns, the radius of the spell's cylinder area is
reduced by 10 feet. Once the radius reaches 0 feet, the spell Simulacrum: Self-Sufficient Spells. When you cast the
ends. Simulacrum spell, the duplicate you create can regain 1st and
2nd level spell slots when it finishes a long rest.
Reverse Gravity: Reverse, Reverse! When you cast the
Reverse Gravity spell, you can use an action on subsequent Simulacrum: Vitality Well. When you cast the Simulacrum
turns for the duration to switch the direction of gravity again: if spell, the duplicate you create regains half its hit points when it
gravity is currently reversed, it returns to normal. If it is finishes a long rest, without needing to expend any components
currently normal, it is reversed as described in the spell's initial as with a normal repair.
effect. Each time you use this action, immediately after the
Symbol: Careful Creation. (Tool Infusion) When you cast
effect, you must make a saving throw using your spellcasting
the Symbol spell, if you are proficient with the Jeweler's Kit
ability, with a DC equal to 10 + 5 for each time you have used
and use a set in the spell's casting, you can roll a Dexterity
the action during the duration. On a failed save, the spell ends.
ability check in casting the spell, DC 15. On a successful check,
the spell doesn't consume the gem used in the casting. However,
lingering magic does remain on the gem, preventing it from
being used as a spell component again for 24 hours.
Additionally, the ability check DC to preserve any gem already
preserved by this mastery increases by 5 for each subsequent
attempt.

115
Teleport: Ensured Escape. When you cast the Teleport spell,
the spell is empowered by certain assurances to help guarantee 8th level
your escape:
Animal Shapes: Council of the Wildclans. When you cast
This spell can't be prevented by a Counterspell cast at a the Animal Shapes spell, affected targets can speak normally.
lower level. Casting spells remains impossible in the beast form, with the
following exception: a creature with using Druid spellcasting
For 1 minute after casting the spell, all magical can cast cantrips that don't require material components while
teleportation is impossible in a 1000-foot radius around in the beast form.
where you cast the spell, except by a spell cast at a level
higher than this spell. Animal Shapes: Elemental Avatars. When you cast the
Animal Shapes spell, you can choose a number of affected
For 1 hour after casting the spell, you and any creatures creatures up to your spellcasting ability modifier to infuse with
you brought with you are under the effects of the elemental energy for the duration. Choose one of the following:
Nondetection spell. cold, fire, lightning. While transformed into a beast by the spell,
each affected creature is resistant to the chosen damage type,
Teleport: Reliable Routefinder. (Tool Infusion) When you
and gains benefits as below:
cast the Teleport spell, treat any roll on the d100 of 24 or lower
as a 25. Additionally, you can spend 1 minute casting the spell, Cold: A creature's AC is 16 if it would be lower, or
instead of 1 action, to roll the d100 with advantage. If you are otherwise increases by +1. Additionally, it gains 5
proficient with Navigator's Tools, you can gain this advantage temporary hit points at the start of each of its turns.
using the normal casting time, or you can roll three times for
the advantage using a 1 minute casting time. Fire: A creature has advantage on initiative rolls and
adds 1d4 fire damage to its weapon attacks.
Teleport: Temporary Teleportation. When you cast the
Teleport spell, affected creatures teleport back to the place Lightning: A creature's speed increases by 15 feet, or
where they were when you cast the spell after 1 minute. by 30 while it has a flying speed. Additionally, a creature
Alternatively, you can concentrate on the spell for up to 1 hour. can use its bonus action to dash. When it does, it can
When the spell ends, affected creatures teleport back to the also disengage as part of the same bonus action.
place where they were when you cast the spell.
Animal Shapes: Free Will. When you cast the Animal Shapes
spell, each affected creature can use its own action to transform
itself into a new form. Additionally, an affected creature can
end the spell on itself and revert to its normal form as a bonus
action.

Animal Shapes: Pack Leader. When you cast the Animal


Shapes spell, you can choose one target as the Alpha. You can
designate a beast form up to CR 8 for the Alpha target.
Additionally, while within 15 feet of the Alpha, other affected
creatures in beast form have advantage on their attack rolls. You
can't transform the Alpha into a new form at any point during
the duration of the spell, but if you would use your action to
transform other creatures, the Alpha instead regains up to 30 hit
points if it is within range.

Antimagic Field: Anchored Area. When you cast the


Antimagic Field spell, you can change the range to 60 feet and
create the 10-foot radius sphere centered on a point you can see
within range. When created in this way, the sphere doesn't
move, and every 1 foot of movement inside the area costs 3
feet.

Antimagic Field: Destructive Dispulsion. When you cast


the Antimagic Field, any creature in the area that is under the
effects of an ongoing magical effect that is suppressed by this
spell must make a Constitution saving throw. A creature takes
5d10 force damage on a failed save, or half as much on a
successful one.

Antimagic Field: Fortress of the Mundane. When you cast


the Antimagic Field spell, the sphere of antimagic acts as a
protective shield around you, warding you from all effects. For
the duration, while you are inside the spell's area, your AC can't
be less than 20.

116
Antimagic Field: Pain Suppression. When you cast the Control Weather: Sudden Surge. When you cast the Control
Antimagic Field spell, for the duration, you don't have to make Weather spell, you can use a casting time of 1 action. For 1
Constitution saves to maintain concentration on the spell due to minute, each time you change the weather takes 1 round, with
taking 50 or less damage. changes occurring at the start of your next turn, rather than the
normal time the spell takes to shift the weather. When you cast
Antimagic Field: Spelleater Parasite. When you cast the the spell in this way, after 1 minute, you can no longer change
Antimagic Field spell, you can change the range to touch. You the weather expect by dismissing the spell.
target a creature within your reach, which must make a
Dexterity saving throw. On a failed save, it becomes affected by Demiplane: Chronal Suspension Cage. When you cast the
the spell, the radius centered on it and moving with it for the Demiplane spell to create a new Demiplane, if you include a
duration. The creature can use its action to make a Constitution large diamond worth 5000 gp in the spells casting (which is
saving throw, ending the spell on a success. consumed), the demiplane gains one of the properties below of
your choice. Time outside the demiplane is unaffected and
Antipathy/Sympathy: Immortal Intimidation. When you moves at its normal rate.
cast the Antipath/Sympathy spell and choose the Antipathy
effect, the spell lasts until dispelled and ignores immunity to the Accelerate: Time passes twice as quickly inside the
Frightened condition. demiplane
Deccelerate: Time passes half as quickly inside the
Clone: Accelerated Maturity. When you cast the Clone spell, demiplane
the clone only takes 30 days to reach maturity. If you include an
additional 2500 gp of silver dust in the spell's casting, it only
takes 15 days. If you include an additional 5000 gp and the Time Change Examples
blood of a celestial CR 10 or higher, the clone only takes 24 For example, in an accelerated demiplane, when 24
hours to reach maturity. hours inside the demiplane have passed, only 12 hours
outside the demiplane have passed. In a deccelerated
Clone: Respec. When you cast the Clone spell, you can demiplane, when 24 hours inside the demiplane have
rearrange any of the clone's ability scores, although the rest of passed, 48 hours outside the demiplane have passed.
its features remain unchanged. The ability score changes take
place once the clone matures.
Demiplane: Escape Access. When you cast the Demiplane
Control Weather: Avatar of Nature. When you cast the spell, you can end the spell early as an action. When you do, the
Control Weather spell, for the duration, while inside the area door closes at the start of your next turn.
affected by the spell, you are immune to the effects of the
Demiplane: Expansion Plans. When you cast the Demiplane
weather, as well as resistant to cold, fire, and lightning damage.
spell, you can do so with a casting time of 24 hours and a 250
Control Weather: Combat Climatology. When you cast the gp consumed material component to enlarge your existing
Control Weather spell, choose one of the following: demiplane, in addition to opening the door to the demiplane as
Precipitation, Temperature, Wind. For the duration, while the normal. You can either enlarge the main chamber by 10 feet on
chosen category is at its highest extremity, you also gain the each horizontal side, or add a new chamber half the size of the
following benefits: original chamber created by the spell, connected to the first by a
5x10x10 foot hallway. You can safely expand your demiplane a
Precipitation: You can cast the Call Lightning or Sleet number of times equal to your spellcasting ability modifier.
Storm spell (the GM chooses which is appropriate based Each expansion thereafter has a risk of failure. Make a
on your environment), at will, without requiring spellcasting ability check (DC 15+the number of expansions).
concentration, inside the area of the Control Weather On a failed check, the spell has no effect and is wasted.
spell.
Demiplane: Insider Access. When you cast the Demiplane
Temperature: You can use an action cause a heat spell, you can create a secret password for the demiplane (if you
weave in a 30 foot radius centered on a point you can create a new demiplane) or change the password for the
see within range, or in a 60 foot radius centered on you. demiplane (if you are accessing an existing one). Any creature
Creatures in that area must make a Constitution saving inside the Demiplane can use this password to leave the
throw. On a failed save, a creature takes 1d6 fire damage Demiplane, returning to the point at which it entered the
for each exhaustion level it has (minimum 1d6). Demiplane.
Wind: You can cast Control Winds at will, without Dominate Monster: Bond of Betrayal. When you cast the
requiring concentration, inside the area of the Control Dominate Monster spell, for the duration, the charmed creature
Weather spell. has advantage on attack rolls against creatures of its type.
Control Weather: Nature's Herald. When you cast the Dominate Monster: Bonds of Fear. When you cast the
Control Weather spell, it doesn't require concentration for you. Dominate Monster spell, a target that is frightened of you has
Additionally, you can choose for plants and/or beasts inside the disadvantage on its saving throw, and doesn't benefit from
spell's area to be unharmed by any of the weather changes advantage on the saving throw. If the target succeeds its saving
caused by the spell. throw, but only by a margin of 5 or less, its speed becomes 0
and it can't target you with attacks or harmful effects until the
end of your next turn, frozen by fear.
117
Dominate Monster: Eyes of the Enchanter. When you cast Feeblemind: Mindflayer's Maw. When you cast the
the Dominate Monster spell, for the duration, whenever you use Feeblemind spell, you can change the range to touch. When you
your action to control the target, you can also start using its do, if the target fails its Intelligence saving throw, you gain
vision and hearing until the start of your next turn. During that 12d6 temporary hit points. If it fails the saving throw, or
time, you are blind and deaf in regard to your own senses. succeeds by a margin of 5 or less, it also becomes Stunned until
Additionally, you can use an action at any time during the the end of your next turn.
duration to gain a sense of exactly where the charmed creature
is, including distance and direction from you. Feeblemind: Minor Mindwipe. When you cast the
Feeblemind spell, if the target succeeds its saving throw, you
Dominate Monster: Master of Many Minions. When you can concentrate on the spell to prevent it from ending for up to
cast the Dominate Monster spell, you can target a number of 1 minute. During that time, you can use your action on any of
creatures equal to your proficiency bonus. However, the total your turns to force the target to repeat the saving throw,
combined challenge rating of the creatures can't exceed your provided it is still within range and you can still see it. If the
proficiency bonus. If it does, the targets are unaffected in order target fails this saving throw, it becomes affected by the spell,
of lowest to highest CR, until the total combined CR of affected but only for 1 minute.
creatures reaches a valid total.
Feeblemind: Psychic Blast. When you cast the Feeblemind
Dominate Monster: Safeguard. When you cast the Dominate spell, you can change the range to Self (30-foot radius). When
Monster spell, for the duration, whenever the charmed creature you do, the duration also changes to Concentration, up to 1
would take damage while you are within 30 feet of it and can minute. Each creature in that area must make the saving throw
see it, you can use your reaction to instead redirect the damage against the spell. On a failed save, a creature is affected until
to yourself. This damage doesn't force you to make a saving the spell ends.
throw to concentrate on this spell.
Glibness: Gift of Glib. When you cast the Glibness spell, you
Earthquake: Flaming Fissures. When you cast the can do so with a range of touch. When you do, you ignore the
Earthquake spell, for the duration, any fissures created by the spell's effects while interacting with the target.
spell erupt with flames. A creature that falls into a fissure takes
3d8 fire damage. It also takes 5d8 fire damage if it starts its turn Glibness: Secret Spell. When you cast the Glibness spell, you
within 20 feet of the bottom of a fissure. can do so without requiring components. Additionally, the spell
is invisible to Detect Magic and any other spell that would
Earthquake: Intense Tremors. When you cast the sense the presence of magic on you.
Earthquake spell, every foot of movement in the affected area
costs 3 feet, instead of 2. Additionally, Constitution saving Glibness: Silvertongue Scribe. When you cast the Glibness
throws against the spell have disadvantage. spell, if you are proficient with calligrapher's supplies and use a
set in the spell's casting, any words you write during the spell
Earthquake: Quake Crafter. (Tool Infusion) When you cast are enchanted with charisma until dispelled. Magic that would
the Earthquake spell, if you are proficient with Mason's Tools or discern if the written words are truthful indicates they are
Drums and use a set in the spell's casting, you can change the truthful (even if they are not). The DC for any insight or
shape of the spell's area from a radius to a combination of 10 investigation checks to piece apart the words increases by 5,
squares, each 10 feet by 10 feet squares. Each square must and if the words relate to a Charisma check (for example, a
touch at least one other square on at least one side and must be letter written to persuade someone), you can replace the number
completely within the spell's range. rolled with a 15.

Earthquake: Quick Quake. When you cast the Earthquake Glibness: Silvertongue Serenade. When you cast the
spell, you can change the duration to 1d4+1 rounds, not Glibness spell, for the duration, you can cast the Charm Person
requiring concentration. The spell ends at the end of your turn spell at will at its lowest level, using the same spellcasting
on the last round. ability you used to cast Glibness.

Earthquake: Seismic Strike. When you cast the Earthquake Glibness: Tongues of the Traveler. When you cast the
spell, you can change the range to Self (150-foot radius). A 30- Glibness spell, for the duration, you can speak, read, write, and
foot radius around you is unaffected. The range instead understand all languages.
becomes Self (300-foot radius) if you wield a Heavy melee
weapon with which are proficient when you cast the spell, Holy Aura: Cleansing Light. When you cast the Holy Aura
striking the weapon into the ground. spell, for the duration, affected creatures are immune to the
Bane spell and resistant to necrotic damage. Additionally, you
Feeblemind: Dizzying Dumbness. When you cast the can use an action on any of your turns during the duration to
Feedblemind spell, an affected creature must make a Dexterity cast the Lesser Restoration or Remove Curse spell on an
saving throw the first time on each of its turns that it attempts to affected creature without expending a spell slot.
move 5 or more feet. On a failed save, it falls prone. On a save
that fails by a margin of 5 or more, it falls prone and its speed is Holy Aura: Deadly Dawn. When you cast the Holy Aura
reduced to 0 until the end of its turn. spell, creatures of your choice inside the spell's area when it is
cast must make a Constitution saving throw. A creature takes
4d6 radiant damage and is blinded until the end of its next turn
on a failed save, or takes half as much damage and isn't blinded
on a successful one.
118
Holy Aura: Righteous Retribution. When you cast the Holy Incendiary Cloud: Wildfire. When you cast the Incendiary
Aura spell, when an affected creature is hit with a melee cloud spell, the spell's radius increases by 5 feet at the start of
weapon attack by a creature within 5 feet of it, the attacker each of your turns for the duration. Additionally, you can't
takes 5 radiant damage. willingly end the spell by dropping concentration. If you
attempt to cast another spell that requires concentration, you
Holy Aura: Sacred Strikes. When you cast the Holy Aura must first succeed a DC 20 ability check with your spellcasting
spell, each affected creature adds 1d8 radiant damage to its first ability. On a failure, the new spell fails to cast and any slot or
weapon attack each turn that hits. resource used for it is wasted.
Holy Aura: Temporary Temple. When you cast the Holy Maze: Complex Conundrum. When you cast the Maze spell,
Aura spell, you can choose to center the spell's radius on a point the target must succeed three Intelligence checks to escape. For
you can see within 60 feet of you, rather than having the aura the first, the DC is 10. The second DC is 15, and the third DC is
surround you. The radius of the aura increases to 50-feet, and 20. Each time the target fails the check, the current DC
the aura can't be moved for the duration. increases by 1. This increase can stack up to 5 times.
Holy Aura: Unwavering Crusade. When you cast the Holy Maze: Deadly Denizens. When you cast the Maze spell, the
Aura spell, you don't have to make Constitution saving throws demiplane is inhabited by illusory minotaurs which hunt down
to maintain concentration on the spell due to taking damage. any creature trapped there. A creature that starts its turn in the
maze has a 5% chance of being found by a minotaur, increasing
Incendiary Cloud: Ashen Whispers. When you cast the
by 5% with each passing turn, and an additional 5% each time a
Incendiary Cloud spell, a creature that starts its turn inside the
creature fails an Intelligence check to escape. This chance never
area must make a Wisdom saving throw. On a failed save, it
becomes Frightened of the spell's area until the start of its next exceeds 75%. When an illusory minotaur finds a creature, the
illusion makes a melee spell attack against the banished
turn. While frightened in this way, its speed is 0.
creature using your spellcasting abilities. On a hit, the target
Incendiary cloud: Cloud Control. When you cast the takes force damage equal to 3d12 + your spellcasting ability
Incendiary Cloud spell, you can use a bonus action on each of modifier. The minotaur then disappears, but the chance of
your turns for the duration to move the cloud up to 20 feet in a another minotaur finding the creature remains the same.
direction of your choosing.
Maze: Minor Maze. When you cast the Maze spell, you can
change the duration to 1 minute, not requiring concentration.
Note: Moving The Cloud However, the DC to escape the maze decreases by 1 each round
Moving the cloud with masteries such as Cloud after the first.
Control or Smoke Shroud does not force creatures to
make a saving throw against the spell. Maze: Torture of Tartarus. When you cast the Maze spell,
each time the target fails the check to escape, it takes 1d6
psychic damage + 3 for each other time it has failed during the
Incendiary Cloud: Fading Flames. When you cast the duration of the spell.
Incendiary Cloud spell, you can change the duration to
Instantaneous. At the end of your next turn, the cloud begins to Maze: Treasure Hunt. When you cast the Maze spell, you can
clear, turning to a lightly obscured area instead of a heavily cast a special version of the spell which sends a willing target to
obscured area and dealing half as much damage. At the end of a special demiplane created by the an ancient being long ago,
your subsequent turn, the cloud clears completely. sometimes called the Master Maze. An unwilling creature is
unaffected. While in this special maze, the DC to escape is 30.
Incendiary Cloud: Fog of the Far Realms. When you cast
the Incendiary Cloud spell, it deals 4d8 fire, 4d8 cold, and 4d8 A creature that successfully escapes before the spell ends has a
psychic damage (or half as much on a successful save). 50% chance to discover a random magic item. The GM can
Additionally, any speech (other than Deep Speech or a similar choose what item is discovered, or roll randomly on a treasure
aberrant language, at the GM's discretion) inside the spell's area table in the DMG. The chances of finding treasure decrease by
is jumbled into aberrant nonsense. Creatures can not speak 5% (to a minimum of 5%) each time you cast the spell using
intelligibly or cast spells requiring verbal components in the this mastery, regardless of whether or not a creature escapes
spell's area. before the spell ends or finds any treasure.
Incendiary Cloud: Smoke Shroud. When you cast the
If a creature fails to escape before the spell ends, they are
Incendiary Cloud spell, you can change the range to Self (20-
trapped in the maze indefinitely. Another creature who knows
foot radius). For the duration, you ignore the spell's heavily
they are trapped there that enters the maze and succeeds in
obscured property and take no damage from the spell.
escaping has a 50% chance of rescuing their lost ally. This
Additionally, the spell moves with you, staying centered on
chance decreases by 5% for every 24 hours that passes, to a
you, for the duration. When you cast the spell in this way, you
minimum of 5%.
have disadvantage on saving throws to maintain concentration
on the spell.
No spell except the Maze spell using this mastery can pass into
or out of the Master Maze demiplane. Teleportation into or out
of it is impossible, Scrying or Sending spells fail, etc.

119
Mind Blank: Defensive Dome. When you cast the Mind Power Word Stun: Starstruck. When you cast the Power
Blank spell, you can change the range to Self (10-foot radius). Word Stun spell, the target must make a Constitution saving
When you do, the duration also changes to Concentration, up to throw (even if it has more than 150 hit points). It does so with
1 hour. For the duration, any creature inside the radius disadvantage if it has 150 hit points or fewer. It takes 6d10
(including you) gains the spell's benefits. radiant damage on a failed save, or half as much on a successful
one.
Mind Blank: Extended Enforcement. When you cast the
Mind Blank spell, the target also has advantage on saving Power Word Stun: Titan's Edict. When you cast the Power
throws against all Enchantment spells and against the frightened Word Stun spell, a target with more than 150 hit points must
condition. It can also refuse telepathy or Sending spells directed make a Constitution saving throw. A creature one or more sizes
towards it at will. smaller than you does so with disadvantage. On a failed save,
the target is affected by the spell as normal. On a successful
Mind Blank: Marks of the Mental Fortress. (Tool save that doesn't exceed the DC by a margin of 5 or more, the
Infusion) When you cast the Mind Blank spell, if you are target is Dazed until the end of your next turn.
proficient with Calligrapher's Supplies or Painter's Supplies and
use a set in the spell's casting, you can perform a special version Sunburst: Blade Burst. When you cast the Sunburst spell, if
of the spell. The casting time becomes 8 hours, and you must you are wielding a melee weapon with which you are proficient,
provide 2500 gp of magical ink, which the spell consumes. The you can channel the spell through that weapon. When you do,
target must remain within range throughout the casting process, the spell's range becomes Self (60-foot radius). You
as you mark its skin with an intricate web of magical tattoo automatically succeed the save and take no damage. Then, for 1
designs full of abjuration sigils. The spell lasts on the target minute, the weapon you used to channel the spell sheds bright
Until Dispelled. light for 10-feet and dim light for 10 more. For that time, the
weapon deals an additional 2d6 radiant damage on a hit, and a
Power Word Stun: Dragon Shout. When you cast the Power target takes 1d6 radiant damage on a miss.
Word Stun spell, if you speak Draconic and use it as a verbal
component in the spell's casting, you can cast the spell in a 30- Sunburst: Blazing Burst. When you cast the Sunburst spell,
foot cone originating from you. Creatures more than 10 feet you can change half the radiant damage to fire damage. A
from you are only affected if they have 100 hit points or fewer. creature that takes any amount of this fire damage ignites with
Creatures more than 20 feet from you are only affected if they an intense, radiant flame. While burning this way, a creature is
have 50 hit points of fewer. Scorched and takes 1d6 fire and 1d6 radiant damage at the start
of each of its turns.
Power Word Stun: Eldritch Utterance. When you cast the
Power Word Stun spell, if you speak Deep Speech and use it as Sunburst: Children of the Sun. When you cast the Sunburst
part of the spell's casting, saving throws to end the spell's spell, you can choose any number of creatures in the spell's area
effects are made with Intelligence, instead of Constitution. A to be unaffected.
target that also speaks Deep Speech can choose to ignore this
effect. Sunburst: Solar Flare. When you cast the Sunburst spell, you
can create an additional 120-foot radius outside the original 60-
Power Word Stun: Lost In Madness. When you cast the foot radius. This radius functions the same, but creatures have
Power Word Stun spell, an affected creature immediately gains advantage on their saving throws in this area, and take half as
an indefinite madness. Additionally, a creature that fails 3 much damage on a successful save, or none on a failed save.
saving throws against the spell gains a Long Term Madness.
Lastly, after failing 5 saving throws, a creature has disadvantage
on subsequent saves to end the spell. A creature resistant to
psychic damage ignores these effects.

Power Word Stun: Silvertongue Stun. When you cast the


Power Word Stun spell, it can't be prevented by Counterspell,
nor can its effects be dispelled or ended by spells such as Power
Word Heal. Additionally, creatures immune to the Stunned
condition can still be affected, but only for a maximum of 1
round (until the end of your next turn).

Power Word Stun: Sonic Stunwave. When you cast the


Power Word Stun spell, each creature within 15 feet of the
target that isn't deafened must succeed a Constitution saving
throw or become Dazed and Resonant until the end of your next
turn. A creature that fails by a margin of 5 or more becomes
Stunned instead of Dazed for the same duration.

120
Gate: Conjurer's Chains. When you cast the Gate spell and
9th level use it to summon a specific creature to you, the creature is
immediately surrounded by spectral chains that make it
Astral Projection: Arcane Insurance. When you cast the
restrained and unable to speak or cast spells. The chains last for
Astral Projection spell, for the duration, the spell is unaffected
up to 1 minute. The creature can make a Charisma saving throw
by Dispel Magic, Antimagic Field, Counterspell, and other
at the end of each of its turns, breaking the chains and ending
magic that might forcefully end or interrupt the spell.
the effect on a success.
Additionally, if the silver cord connecting a target's soul to its
body is severed, the creature doesn't die. Instead, the spell Gate: Epic Arrival. When you cast the Gate spell (without
simply ends early, and the soul returns to the target's body as choosing a specific creature to draw through the gate), all
normal, although the target does gain 1d4 levels of exhaustion. creatures within 30 feet of the gate at the destination side (as
opposed to the side from which you cast the spell) must make a
Astral Projection: Eldritch Sacrifice. When you cast the
Strength saving throw. On a failed save, a creature is pushed up
Astral Projection spell, you can forgo the material components
to 30 feet away from the gate, knocked prone, and Stunned until
by instead sacrificing the life and soul of a humanoid in the
the start of your next turn. On a successful save that doesn't
spell's casting. An unwilling humanoid must be incapacitated
succeed by a margin of 5 or more, a creature is pushed half as
and at 1 hit point, or must be dying, in order to be sacrificed.
far and Dazed until the start of your next turn. On a save that
Foresight: Deep Divination. When you cast the Foresight succeeds by a margin of 5 or more, a creature is unaffected.
spell, for the duration, if the target already has advantage on an
Gate: Guardian Gatekeeper. When you cast the Gate spell,
affected roll, the spell instead adds a 1d4 bonus to the roll.
you can forbid any number of creatures of your choice from
Foresight: Oracle Insights. When you cast the Foresight using the portal created by the spell for the duration. A
spell, for the duration, the target’s initiative is always 30 if it forbidden creature can attempt to use the portal by making a
would be lower. Additionally, it gains Blindsight to a range of Charisma saving throw against your spell save DC. On a failed
30 feet, and is immune to being Dazed, Stunned, or Paralyzed. save, the creature is not teleported and instead is pushed 30 feet
Lastly, it is unaffected by the Slow spell. away from the portal and takes 10d10 force damage. A creature
that fails the save can't attempt to move through the portal again
Foresight: Perfect Prediction. When you cast the Foresight until the start of its next turn. If a forbidden creature is
spell, once during the duration, the target can change any d20 it forcefully moved into the portal, it is automatically pushed
rolls for an attack roll, ability check, or saving throw to a 20. away as described, but takes no damage.
The target regains use of this effect whenever it rolls a 20 on a
d20 for an attack roll, ability check, or saving throw (without Gate: Warbanner. When you cast the Gate spell, you can
using this feature or another feature to change or override the create a special portal adorned with warbanners. Any creature
roll). friendly to you that enters the gate from the side you cast the
spell from gains the following benefits for up to 1 hour:
Foresight: Quick Chronomancy. When you cast the
Foresight spell, you can use a 1 action casting time along with a 20 temporary hit points
1 hour duration, or a 1 bonus action casting time along with a
The benefits of the Mage Armor spell
10 minute duration, or a 1 reaction casting time (which you take
whenever you or a willing creature within your touch range All of its weapon attacks are magical and have a +1
makes an attack roll, ability check, or saving throw) and 1 bonus to attack and damage rolls
minute duration. When you cast the spell as a reaction, the
target gains the spells benefits for the triggering roll. Advantage on saving throws against being frightened

Foresight: Sands of Time (Tool Infusion) If you are


proficient with Glassblower's Tools, you can create a special Imprisonment: Maximum Security Failsafe. When you cast
hourglass to store the spell and its magic over the course of 10 the Imprisonment spell, you can instill additional defenses
minutes, using 25 gp of common materials and expending a 1st against the spell being thwarted. If the spell is targeted by
level spell slot in the process. Then, when you cast the Dispel Magic, the caster must make a Charisma saving throw
Foresight spell, you can store the spell in the special hourglass, against your spell save DC. On a failed save, the Dispel Magic
filling it halfway with spectral sand. The spell has no effect fails and the caster takes 10d10 force damage and comes under
until the hourglass is broken as an action by a creature you the effects of the Banishment spell.
designate. You can designate any number of creatures. If a
nondesignated creature breaks the hourglass, nothing occurs.
After 8 hours the hourglass loses its magic. Once broken, the
creature that broke the hourglass gains the benefits of the spell
for 1 minute. In addition, for that duration, the creature is under
the effects of the Haste spell, and a 10-foot radius around them
(moving with them) is under the effects of the Slow spell. Any
creature that starts its turn in that radius must make the saving
throw against the Slow spell's effects. On a failed save, a
creature is affected until the start of its next turn.

121
Imprisonment: Mythic Menagerie. When you cast the Mass Heal: Refuge of Radiance. When you cast the Mass
Imprisonment spell, you can use the spell's special components Heal spell, any affected creature can use its reaction to enter a
to create multiple instances of the same kind of prison, ignoring radiant sphere of refuge, gaining total cover from all effects for
the normal restriction. However, you can't imprison two of the up to 1 minute. The creature can exit the sphere at start of its
same type of creature in the same type of prison. For example, turn. While inside the sphere, the affected creature is
you could use the Minimus Containment version of the spell to incapacitated. The only action it can take is to exit the sphere.
imprison a humanoid, a dragon, and a construct, but not to While inside the sphere, the creature regains 25 hit points at the
imprison three different humanoids. Additionally, when you start of each of its turns.
target a creature type that you don't currently have imprisoned
in any instance of the spell, the target has disadvantage on its
saving throw. Further, if such a target uses Legendary
Resistance against the saving throw, it doesn't automatically Radiant Elemental
succeed the save, but instead adds 1d10 to the saving throw. Medium elemental (Large if over 100 hit points, Huge
if over 200 hit points)
Imprisonment: Watchful Warden. When you cast the
Imprisonment spell, you can use an action to magically observe
Armor Class 14
one creature you currently have imprisoned via the spell. You
Hit Points — (Equal to 1/2 the healing remaining)
see the creature as though looking at it through a scrying orb. Speed 30 ft., fly 30 ft.
This effect ignores the spell's properties that prevent diving the
target. Additionally, if any of your Imprisonment spells are ever
targeted by Dispel Magic, whether or not the spell is successful, STR DEX CON INT WIS CHA
you instantly use your reaction to teleport to a point within 15
14 (+2) 14 (+2) 20 (+5) 5 (−3) 10 (+0) 5 (−3)
feet of the target.

Mass Heal: Animated Energy. When you cast the Mass Heal Saving Throws Dex +4, Con +7
spell, any of the spell's healing that you don't use coalesces into Damage Resistances bludgeoning, piercing, and
a radiant elemental (see stat block below). The elemental has hit slashing from nonmagical attacks
points equal to half the healing remaining (round up), and its Damage Immunities poison, radiant
size is determined by these hit points also, as shown in the stat Condition Immunities exhaustion, paralyzed, petrified,
block. The elemental lasts for up to 1 hour or until destroyed. It poisoned, unconscious
shares your initiative, taking its turns immediately after yours. Senses passive Perception 10
On each of your turns, you can use your bonus action to issue Languages Primordial
mental commands to the elemental while you are within 30 feet Challenge --
of it. If you don't issue a command to the elemental, it uses its
movement to stay as close to you as possible, but otherwise Vital Radiance. The elemental shes shed bright light in a
does nothing. 40-foot radius, and dim light for an additional 40 feet.

Mass Heal: Healing Wave. When you cast the Mass Heal Innate Spellcasting. The elemental can cast the Spare
spell, a wave of restorative light rushes out from you. All the Dying and Lesser Restoration spells at will.
Constitution is its spellcasting ability.
creatures of your choice in a 20-foot radius centered on you
regain 50 hit points. Additionally, positive energy lifts those
creatures up: they stand if they were prone. Actions
Multiattack. The elemental makes two Strike attacks. It
Mass Heal: Negative Energy Purge. When you cast the
can replace one or both with a Radiance attack.
Mass Heal spell, the spell can also restore any reduction to a
target's hit point maximum, and any creature affected by the Strike. Melee Weapon Attack: +your spell attack bonus
spell's healing is also cured of the Decaying condition. to hit. Hit: 4d6 radiant damage.
Additionally, you can choose any number of Undead creatures
Radiance. One creature of the elemental's choice within
within range to make a Constitution saving throw. For each
10 feet of it must make a Constitution saving throw. On
chosen undead, you can designate up to 50 hit points of the a failed save, the target is Blinded until the start of the
healing from the spell to channel towards that chosen Undead. elemental's next turn.
If the undead fails its save, it takes radiant damage equal to the
hit points you designated for it. On a successful save, it takes Lightburst. A 30 ft cone of radiance bursts out from the
half as much damage. elemental. Creatures in the area must make a Dexterity
saving throw, taking 6d6 radiant damage on a failed
Mass Heal: Reconciliation. When you cast the Mass Heal save, or half as much on a successful one. A creature
spell, all plants, objects, and structures in range become fully that fails is also blinded until the start of the elemental's
repaired or restored to life. This doesn't consume any of the hit next turn.
points designated for the spell's healing. Additionally, you can Healing Touch. The elemental touches a willing creature
expend 50 hit points from the spell to restore life to any creature within 5 feet of it. The elemental expends up to 50 of its
within range that died within the last minute. The creature hit points, and the target regains hit points in the same
returns to life with 1 hit point, plus any additional hit points you amount.
designate for it through the spell.

122
Meteor Swam: Avatar of Apocalypse. When you cast the Meteor Swarm: Tears of the Abyss. When you cast the
Meteor Swarm spell, as part of casting the spell, you can Meteor Swarm spell, you can conjure flaming stones from the
teleport to an unoccupied point inside the spell's area. You take fiendish plane of the Abyss. All creatures in the area are
no damage from the spell when you do so. Additionally, if you exposed to the spell's fire damage. A creature killed by the spell
do teleport into the area, you become shrouded in intense instantly loses its soul to the Abyss (a soul lost this way isn't
flames for 1 minute. During this time, you are immune to fire free to be returned to life). Additionally, for each point you
damage, and a creature that hits you with an attack while within choose for the spell, roll a d100. On a 50 or higher, a Hell
5 feet of you takes 10 fire damage. Hound appears in an unoccupied space as close to the point as
possible. The hell hounds act independently on their own turns
Meteor Swarm: Blazing Barrage. When you cast the Meteor in initiative, but are generally hostile towards any non-demon
Swarm spell, you can concentrate on the spell for up to 1 creature they can see, prioritizing the weakest looking creatures.
minute to control the spell more closely, allowing you to spread The hounds disappear after 1 minute, or when they are
out the arrival of the meteors. When you cast the spell, you destroyed.
choose only one point for the effect. Then, on each of your
turns for the duration, you can use an action to choose another
point. Once you have chosen 4 total points, the spell ends. If Hell Hound Stat Blocks
you don't use your action to choose a point, make a Constitution Hell Hounds can be found in the 5th edition SRD
saving throw (DC 15). On a failed save, the spell ends as rules, in the Monster Indexes section of the
though you lost concentration. Gamemaster's Rules.

Meteor Swarm: Cataclysmic Cold. When you cast the


Meteor Swarm spell, you can create huge orbs of ice and frost, Power Word Kill: Killer Chorus. When you cast the Power
instead of fire. The spell's fire damage becomes cold damage. Word Kill spell, if you cast the spell exactly the same time as
The spell no longer ignites flammable objects in the area. Any another creature casting the spell using this same mastery, you
creature that takes cold damage from the spell is also Chilled can combine the hit point pools of your castings against a single
for up to 1 hour by a clinging cold. Additionally, exposed target of your collective choice. For example, 3 creatures
flames in the area are doused, and the ground in the area is casting the spell simultaneously using this mastery could target
covered with slick ice for up to 1 hour, making it difficult one creature collectively, which would die if it had 300 hit
terrain. When a creature enters the affected area for the first points or less. A target must be within range of all combined
time on a turn or starts its turn there, it must make a Dexterity casters, or the effect fails. A creature can use a legendary
saving throw. On a failed save, it falls prone. resistance to ignore the increased hit point threshold, treating it
as the normal threshold instead.
Meteor Swarm: Lake of Fire. When you cast the Meteor
Swarm spell, a sheet of intense flames 5-feet high spurs up Power Word Kill: Killer Curse. When you cast the Power
along the ground in the entire affected area. A creature that Word Kill spell, if the target has more than 100 hit points, you
starts its turn in the area takes 10 fire damage. The flames last can choose to concentrate on the spell for up to 1 minute to
for up to 1 minute. leave a lingering curse over the target. For the duration, the
target is Decaying. Additionally, if the target reaches 100 hit
Meteor Swarm: Soul Cinders. When you cast the Meteor points or fewer, it dies. A Remove Curse cast on the target ends
Swarm spell, you can concentrate on the spell to infuse a touch the spell. The spell fails to take effect if the target isn't missing
of soul magic. When you do, any humanoid killed by this spell any hit points. If an affected target regains hit points so that it is
rises at the start of your next turn as a zombie that lasts until no longer missing any hit points, the spell immediately ends.
destroyed or until you no longer concentrate on the spell, at
which point the zombie turns to ash. A zombie created by this Power Word Kill: Lich's Breath. When you cast the Power
effect is immune to fire damage. Each zombie attacks any Word Kill spell, you can cast it in a 30-foot cone originating
creature that is your enemy (you can designate your enemies from you. However, each creature in the spell's area that would
mentally, no action required, out to any range). If a zombie can't be affected can make a Constitution saving throw to resist the
detect any enemies, it moves towards wherever you are (it can spell. A creature takes 50 damage on a successful save. A
automatically sense you to a range of 1000 feet). If it can't sense creature that succeeds by a margin of 5 or more suffers no
you, a zombie does nothing until it senses an enemy or senses effects. A creautre that fails suffers the spell's normal effects.
you. If a zombie doesn't sense you or an enemy for 1
Power Word Kill: Overpower. When you cast the Power
consecutive hour, it turns to ash.
Word Kill spell, if the target has more than 100 hit points,
instead of being unaffected, it must make a Constitution saving
throw. It takes 10d10+50 necrotic damage on a failed save, or
half as much on a successful save.

123
Power Word Kill: Verse-Master's Massacre. When you cast Prismatic Wall: Captivating Colors. When you cast the
the Power Word Kill spell, you can choose to concentrate on the Prismatic Wall spell, you can reduce the potent light of the wall
spell for up to 1 minute. When you do, you can repeat the to instead lace it with enchantment. If another creature that can
spell's effect on each of your turns as an action. Each time you see the wall moves to within 20 feet of it or starts its turn there,
repeat the effect, roll a Charisma (Performance) or Intelligence it is no longer forced to make a Constitution saving throw
(Performance) ability check (your choice, DC 15). On a failed against being blinded. Instead, it must make a Wisdom saving
check, the hit point threshold for the spell is reduced by 20 throw. On a failed save, the creature is compelled (which counts
immediately and for subsequent uses for the duration. On a as a charm effect) to approach the wall and attempt to pass
successful check, the effect occurs as normal. On a check that through it. This compulsion lasts for up to 1 minute. Each time
succeeds with a result of 20 or higher, the hit point threshold for the creature takes damage from the spell, it can repeat the
the spell is increased by 20 immediately and for subsequent saving throw, ending the effect on a success. Once a creature
uses for the duration. If the check succeeds with a result of 25 succeeds this save, it is immune to the compulsion for the
or higher, the threshold increases by 50 instead. remainder of the spell's duration.

Prismatic Wall: Killer Colors. When you cast the Prismatic


Design Note Wall spell, each layer has an empowered effect whenever a
Intelligence (Performance) is an intentional change to creature fails a saving throw against that layer by a margin of 5
extend usefulness to wizards while still capturing or more.
thematically appropriate elements: Performance
proficiency as the closest to one for poetry, and Red. The target gains 1 level of exhaustion, unless it is
Intelligence as representative of one's technical resistant or immune to fire damage.
mastery of language and poetic elements.
Orange. The target is Corroding for 1 minute.

Power Word Kill: Power Song Kill. (Tool Infusion) When Yellow. The target is Dazed, unless it is resistant or
you cast the Power Word Kill spell, if you are proficient with a immune to lightning damage.
musical instrument and use it in the spell's casting, the spell's
Green. The target is Poisoned for 1 minute, and uses its
range is doubled, and the target must make a Wisdom saving
action on its next turn to throw up violently (unless it is
throw. The target takes 8d10 thunder damage on a failed save,
resistant or immune to poison damage).
or half as much on a successful save. This damage occurs
before the rest of the spell's effects, potentially bringing a Blue. The target gains 1 level of exhaustion, unless it is
target's hit points in line with the spell's threshold. resistant or immune to cold damage.
Power Word Kill: Silent Killer. When you cast the Power Indigo. The target gains 1 additional failed save toward
Word Kill spell, it doesn't require a verbal component. petrification.
Additionally, the hit point threshold for a creature to be affected
is doubled while the target doesn't detect you, or tripled if the Violet. The target is also Deafened and gains an
target has never detected you in any way at any point. Indefinite Madness that states "I am terrified of vibrant
colors, especially rainbows and similar multi-colored
Power Word Kill: Touch of Destiny. When you cast the patterns".
Power Word Kill spell, you can change the range to touch.
When you do, roll a d20 and multiply the result by 10. The hit Prismatic Wall: Solar Shine. When you cast the Prismatic
point threshold for a creature to be affected increases by that Wall spell, the light created by the spell counts as Sunlight.
amount. If you are under the ongoing effects of a divination Additionally, if any of this spell's bright light overlaps with an
spell, you can also add the level of that divintaion spell to the area of darkness created by a spell of 9th level or lower, the
d20 roll. If you are under multiple such spells, use only the spell that created the darkness is dispelled. Lastly, any creature
highest level one for this effect. in the spell's bright light that isn't protected from the spell's
effects is Branded while there.
Power Word Kill: Umbral Echo. When you cast the Power
Word Kill spell, a creature killed by the spell leaves behind an
umbral echo. The echo uses the stats of a Shadow (found in the
SRD) and appears in the space left behind by the target. The
echo lasts until destroyed or until you create a new echo with
this feature. It shares your initiative, taking its turns
immediately after yours. On each of your turns, you can use
your bonus action to issue mental commands to the echo while
you are within 30 feet of it. If you don't issue a command to the
echo, it uses its movement to stay as close to you as possible,
but otherwise does nothing. The echo is instantly destroyed if it
becomes completely immersed in sunlight.

124
Shapechange: Adaptive Variants. When you cast the Storm of Vengeance: Intense Elements. When you cast the
Shapechange spell, whenever you take a new a form via the Storm of Vengeance spell, you can shrink the spell to a 100-foot
spell, you can choose two of the adaptation features below to radius to intensify its effects. The spell's damage increases by
benefit from while you remain in that form for the spell's 1d6 (for all of its damage dealing effects). Additionally, each
duration: round is empowered in the following way:

Your armor class is 20 if it would be lower. Round 1: A creature that fails its saving throw is also
Dazed until the start of your next turn.
You gain Darkvision to a range of 300 feet. This vision
isn't impeded by magical darkness. Round 2: A creature that fails its saving throw is also
Corroding until the spell ends.
You gain Blindsight to a range of 30 feet and have
advantage on Wisdom (Perception) checks. Round 3: A creature that fails its saving throw is also
Shocked until the spell ends. A creature that is already
You gain resistance to acid, cold, fire, and lightning Shocked is also Stunned until the start of your next turn.
damage, as well as immunity to poison damage and the
poisoned condition. Round 4: A creature that fails its saving throw is also
Chilled until the spell ends. A creature that is already
You gain resistance to one damage type of your choice Chilled is frozen, reducing its speed to 0 until the
and add +3 of that damage type to your damage rolls for Chilled condition ends on it.
melee weapon attacks.
Round 5-10: A creature that starts its turn inside the
Your speed increases by 15 feet and you have a climbing area must succeed a Strength saving throw or fall prone.
and swimming speed equal to your walking speed.
Storm of Vengeance: Might & Mercy. When you cast the
You have a flying speed equal to your walking speed. Storm of Vengeance spell, the radius increases to 1000 feet. The
storm is more intense within 100-feet of the center of the area:
Your size increases by 1 category, to a maximum of
saving throws in that radius have disadvantage, and the spell's
Huge. You have advantage on Strength ability checks
thunder, acid, and bludgeoning damage is maximized in that
and saving throws, and add +3 to damage rolls for your
area (instead of rolling). Additionally, you can choose any
melee weapon attacks.
number of creatures you know of within the entire spell's area
Shapechange: Evolutionary's Gift. When you cast the to be unaffected by the round 2, 3, and 4 effects of the spell.
Shapechange spell, you can change the range to Touch, The round 5-10 effects still apply normally.
allowing the spell to benefit one willing creature you touch. The
Storm of Vengeance: Relentless Storm. When you cast the
level of creature the target can transform into is based on its
Storm of Vengeance spell, the round 5-10 effects occur
own level, not yours. However, if the target's level is less than
throughout all rounds of the spell. Additionally, at the start of
half your level, it can use half your level instead to determine
each of your turns during each round from 5-10, you can choose
what it can transform into. The spell ends if you are more than
1000 feet from the target at any point during the duration. to repeat one of the effects from round 1, 2, 3, or 4. If you
repeat the effect from round 3, you create half as many
Shapechange: Legendary Form. When you cast the lightning bolts.
Shapechange spell, you can use the form's Legendary Action
trait if it has any, but only one legendary action per round. Storm of Vengeance: Vengeance Incarnate. When you cast
the Storm of Vengeance spell, as part of casting the spell, you
When you cast the spell in this way, for the duration, you can't
can teleport to an unoccupied point inside the spell's area. When
use the spell to take different forms throughout the duration.
you do, for the duration, you are immune to all the spell's
Shapechange: Skinshift. When you cast the Shapechange effects (including any damage, condition, or environmental
spell, you can do so without the spell requiring concentration. hazard). Additionally, while inside the spell's area, you are
However, when you cast the spell in this way, for the duration, shrouded in storm clouds and lightning in a 20-foot radius
you can't use the spell to take different forms throughout the around yourself, which moves with you. This shroud grants you
duration. a flying speed of 60 feet and immunity to lightning and thunder
damage, and deals 10 lightning damage to any creature that hits
you with a melee weapon attack while within the shroud or that
starts its turn in the shroud.

Storm of Vengeance: Wind Wings. When you cast the Storm


of Vengeance spell, for the duration, you have a flying speed of
100 feet, and you are unaffected by the spell's movement
inhibiting effects.

125
Time Stop: Arcane Eons. When you cast the Time Stop spell, True Polymorph: Rapid Evolution. When you cast the True
you can expend additional spell slots when you cast the spell to Polymorph spell, a willing creature can allow you to accelerate
gain extra rounds. For each spell slot you spend, you gain 1 the spell. Roll 1d4 when you cast the spell. After that many
extra round. A spell slot of 5th level or higher grants 2 extra rounds, at the end of your turn on the last round, the
rounds instead. transformation becomes permanent, lasting until it is dispelled.

Time Stop: Catnap. When you cast the Time Stop spell, you True Polymorph: Touch of the Full Moon. When you cast
can use forgo the +1 to the number of turns you gain from the the True Polymorph spell, you can change the range to Touch to
spell to immediately gain the benefits of a Short Rest. Once you impose disadvantage on an unwilling target's saving throw. If
benefit from this mastery, you can't do so again until you finish you do so while both you and target are in bright moonlight, the
a long rest. spell still affects a Shapechanger, and the target also subtracts
1d4 from its saving throw.
Time Stop: Chronal Shift. When you cast the Time Stop
spell, you immediately come under the effects of the Haste spell True Polymorph: Transformation Toll. When you cast the
for 1 minute. Additionally, every creature within 1000 feet of True Polymorph spell, you can choose to impose additional
you comes under the effects of the Slow spell, lasting for 1 negative effects. A target that fails its saving throw immediately
minute after this spell ends. A creature can make the saving gains a level of exhaustion. Additionally, whenever the
throw against the Slow spell at the end of each of its turns, transformation ends on the target, it gains 1d4 levels of
ending the effects on itself on a success. exhaustion, to a maximum of a 5th level.

Time Stop: Communal Chronomancy. When you cast the True Resurrection: Invoke Eternity. When you cast the True
Time Stop spell, instead of gaining 1d4+1 turns, you can choose Resurrection spell, you can resurrect the target regardless of
a number of willing creatures within 100 feet of you equal to how long it has been dead.
your spellcasting ability modifier. You and each chosen creature
gain 1 extra turn, in any order of your choosing. The spell ends True Resurrection: Rapid Return. When you cast the True
if one of the actions any affected creature uses during this Resurrection spell, you can use a 1 action casting time.
period, or any effects that a creature creates during this period, However, there is a 20% chance the spell fails. This chance
affects any creature other than you or one you targeted for the decreases by 5% if you personally knew the target during life,
spell, or an object being worn or carried by someone other than by a further 5% if the target died within the last 1 year, and by a
you or a creature you targeted for the spell. further 5% if you touch the target's corpse or a part of its corpse
in the spell's casting.
Time Stop: Lingering Limbo. When you cast the Time Stop
spell, creatures other than you that are frozen in time feel as True Resurrection: Share Soul. When you cast the True
though they experience an entire lifetime of being suspended in Resurrection spell, you can forgo providing a material
limbo. When the spell ends, all creatures other than you within component if you sacrifice one of your hit die in the casting.
1000 feet of where you cast the spell must make a Wisdom Your hit point maximum is reduced by the maximum value of
saving throw. On a failed save, a creature takes 6d10 psychic the hit die. You can't regain the hit die or reverse this reduction
damage and gains a Short Term Madness for 1 minute. On a to your hit point maximum by any means, even a Wish spell. If
successful save, a creature takes half as much damage and no this causes your hit point maximum to reach 0 or expends your
other effect. A creature resistant to psychic damage is last hit die, you instantly die and can't be revived by any means,
completely unaffected by these effects. even a Wish spell.

Time Stop: Rupturing Rift. When you cast the Time Stop
Weird Mastery Design Notes
spell, when the spell ends, a violent shockwave erupts in a
1000-foot radius centered on where you cast the spell. Each The Weird masteries may seem slightly higher in
creature (other than you) in that area must make a Constitution power level than others. This is to compensate for the
extreme disparity in power level between Weird and
saving throw, taking 12d10 force damage on a failed save, or
other 9th level spells.
half as much on a successful one. Additionally, a creature that
fails its save is knocked prone and Dazed until the start of your
next turn. If it fails by a margin of 5 or more, it is Stunned for Weird: Aberrant Apparitions. When you cast the Weird spell,
the same duration. You can choose a number of creatures up to you can change the saving throw to Intelligence, instead of
your spellcasting ability modifier to be unaffected by the Wisdom. Additionally, the first time a creature fails a saving
shockwave. throw against the spell, it instantly gains a Short Term Madness.
On a second failed save, a creature gains a Long Term Madness.
True Polymorph: Legend Incarnate. When you cast the True On a third failed save, a creature gains an Indefinite Madness.
Polymorph spell, you can allow the target to use the form's Each madness lasts for its set duration, even after the spell ends.
Legendary Action trait if it has any, but only one legendary The failed saves need not be consecutive.
action per round. This effect lasts only while you concentrate
the spell and doesn't extend into any permanent transformation
after the spell ends.

126
Weird: Circle of Craven Contagion. When you cast the Wish: Echo of The Epic Arcane. When you cast the Wish
Weird spell, an aura of contagious fear lingers in the spell's spell and use it to replicate a spell, you can also replicate
radius for the duration. Any creature that starts its turn there, another 9th level spell (not including Wish). This effect can
other than you or allies you designate to be unaffected, must cause you to suffer stress as with any other effect from the Wish
make the saving throw against the spell or become affected spell, but it can not cause you to never be able to cast the spell
until the spell ends. Additionally, when a creature is killed by again.
the spell, a 10-foot radius around the point where it dies also
becomes part of the spell's area. Lastly, a creature that fails a Wish: Fate's Touch. When you cast the Wish spell, you can
saving throw against the spell becomes Poisoned for as long as touch a willing creature to bestow the wish to them. The wish
it is affected by the spell, sickened by the weight of its own remains with the target until used or dispelled, or until the target
cowardice in the face of death. dies. The target can use the wish as an action, gaining the
benefits of the spell in doing so. The target becomes weakened
Weird: Dreadgaze. When you cast the Weird spell, you shroud by the stress of the spell once it uses the wish, and
yourself in illusion that makes you appear as the epicenter of automatically can't ever use a bestowed wish or cast the Wish
each creature's fears. For the duration, while an affected spell again. Additionally, when you bestow the wish, you also
creature can see you: become weakened by the stress of the spell (but you don't have
to roll the percentage chance for never casting the spell again),
If the creature attempts to target you with an attack or a and you can't cast the Wish spell again until the target uses the
harmful spell must first make a Wisdom saving throw. wish you bestowed to it.
On a failed save, the creature must choose a new target
or lose the attack or spell. Wish: Genie's Bargain. When you cast the Wish spell, you
can choose to take up an arcane bargain drawing on the power
It has disadvantage on saving throws against the spell. of genies. The spell causes three effects, instead of one. You can
While you are within 5 feet of the creature, it rolls three cause these effects to occur immediately (and simultaneously),
times for the disadvantage, instead of twice. in a specific order, or at a later time, depending on how you
word your wish. The stress of casting the spell automatically
You have advantage on attack rolls against it, and your
attacks against it deal an additional 1d10 psychic applies to you, and the percentage roll for the chance that you
can never cast the spell again has disadvantage. Regardless of
damage on a hit
that result, you can never cast the spell using this mastery again.
It can't speak, instead stuttering nonsensically. This
Wish: Reality Rift. When you cast the Wish spell, a
prevents it from casting spells with a verbal component.
shockwave emits from you as you shake the foundations of
Weird: Gripping Fear. When you cast the Weird spell, a reality. Each creature within 500 feet of you must make a
creature that fails its initial saving throw must succeed three Constitution saving throw. A creature within 100 feet has
total saving throws against the spell in order to end the spell on disadvantage. On a failed save, a creature takes 8d6 thunder
itself. The successful saves need not be consecutive. damage and is deafened. Objects automatically take this
Additionally, any creature with 100 hit points or fewer damage. A creature takes half as much damage on a successful
automatically fails its initial saving throw against the spell. save. A creature that fails while within 100 feet of you also falls
Lastly, a creature Frightened by the spell is Restrained. prone and is Dazed until the start of your next turn.

Weird: Othermind. When you cast the Weird spell, for the If, when you cast the Wish spell, doing so also results in you
duration, you can concentrate on any number of other Illusion never being able to cast the spell again, the damage of the
spells while also concentrating on the Weird spell. For each shockwave is tripled to 24d6, but you also must make the
additional spell you concentrate on, you suffer a -2 penalty to saving throw against the damage.
Constitution saving throws to maintain concentration. You roll
only one save for all the spells combined when an effect would Wish: Spellmaster's Secrets. When you cast the Wish spell
force you to make such a saving throw. If you fail a saving and use it to replicate a spell of 8th level or lower, you can use
throw to maintain Concentration while concentrating on the any number of masteries (basic and mythic) for it that you
both the Weird spell and another spell, you can choose to end know (ignoring normal stacking restrictions), along with up to
all other spells you are concentrating on, but to maintain one mastery you don’t know for it (basic masteries only). If two
concentration on the Weird spell. Doing so causes you to take masteries have conflicting effects, you choose which supersedes
one level of exhaustion. the other, or the GM rules they can’t be stacked.

Weird: Overwhelming Unreality. When you cast the Weird


spell, when a creature fails a saving throw against the spell, you
can use your reaction to force it to make a Constitution saving
throw. A creature with 50 hit points or more has advantage on
the save, and a creature with 150 or more hit points
automatically succeeds its save. On a failed save, the creature is
Stunned until the spell ends for it.

127
References & Change Logs

128
Lesser/Greater Conditions Damage Conditions
These conditions can be classified as a step up or down from Each damage condition is tied to a specific damage type, noted in
existing conditions, which helps to give them a sense of context. parentheses after the condition name.
A creature resistant or immune to the related damage
Condition Relationship type is also immune to the condition.
Dazed Lesser Stunned
Afflicted (Poison)
Shaken Lesser Frightened
An afflicted creature also has disadvantage on saving throws while
Sickened Lesser Poisoned it is poisoned. If an afflicted creature would gain this condition
again, it takes 1d6 poison damage.
Staggered Greater Prone
Unsighted Lesser Blind Branded (Radiant)
A branded creature sheds bright light in a 5-foot radius and dim
Any feature which resists, ends, or empowers the greater light for an additional 5 feet, and can't benefit from being invisible.
condition also affects the new condition. If a branded creature would gain this condition again, it takes 1d6
radiant damage.
Dazed
A dazed creature can't take reactions. Additionally, on its turn, it Chilled (Cold)
can take only an action or a bonus action -- not both. Lastly, it has A chilled creature can't increase its speed or gain additional
disadvantage on saving throws against being stunned. movement. If a chilled creature would gain the condition again, it
takes 1d6 cold damage. The condition ends early if the creature
Shaken becomes Scorched.
A shaken creature can't willingly move closer to the source of its
condition, and has disadvantage on saving throws against being Corroding (Acid)
frightened. A corroding creature takes 1d6 acid damage at the end of each of
its turns. If a corroding creature would gain this condition again, it
Sickened takes 1d6 acid damage.
A sickened creature can't roll ability checks or attack rolls with
advantage; if it would roll twice due to advantage, it rolls normally Decaying (Necrotic)
instead. A sickened creature also has disadvantage on saving When a decaying creature would regain hit points, it regains only
throws against being poisoned. half as many. If a decaying creature would gain this condition
again, it takes 1d6 necrotic damage.
Staggered
While staggered, a creature takes its turns on initiative count 0, Resonant (Thunder)
regardless of its actual initiative. Additionally, while staggered, A resonant creature is deafened and emits a constant throbbing hum
standing from prone costs twice as much movement. audible out to 100 feet. If a resonant creature would gain this
condition again, it takes 1d6 thunder damage.
Changes to Initiative Scorched (Fire)
Changes to initiative never allow a creature to take an
A scorched creature has disadvantage on Constitution saving
additional turn in a round.
throws to resist exhaustion or maintain concentration. If a scorched
creature would gain this condition again, it takes 1d6 fire damage.
Unsighted The condition ends early if the creature becomes Chilled.
An unsighted creature has disadvantage on all ability checks that
require sight, and on saving throws against being blinded.
Shocked (Lightning)
Additionally: A shocked creature can't take reactions. If a shocked creature
would gain the condition again, it takes 1d6 lightning damage.
Attack rolls against the creature roll normally if they would roll
with disadvantage. Stupefied (Psychic)
The creature's attacks roll normally if they would roll with A stupefied creature has disadvantage on Intelligence ability checks
advantage. and doesn't benefit from advantage when it makes Intelligence
saving throws. If a stupefied creature would gain this condition
again, it takes 1d6 psychic damage.

Weavebound (Force)
A weavebound creature can't teleport or enter the ethereal plane. If
a weavebound creature would gain this condition again, it takes
1d6 force damage.

129
New Conditions Condition Types
A condition Type can be added to a specific instance of a condition
Exposed to apply certain rules to it. The types are:
This condition always specifies one or more damage types.
Immunity to an exposed damage type is reduced to resistance, and Charm
any other resistance to the damage type is nullified. Features that resist, end, or empower the Charmed condition also
effect a Charm condition
Hobbled
Every one foot of movement for a hobbled creature costs two feet. Toxin
A hobbled creature also has disadvantage on Dexterity saving Features that resist, end, or empower the Poisoned condition also
throws. effect a Toxin condition
Photosensitive Psychosis
A photosensitive creature is hypersensitive to light. While in an
A creature resistant to psychic damage has advantage on saves
area of Bright light, a photosensitive creature is Blinded. While in against a Psychosis condition. A creature immune to psychic
an area of Dim light, a photosensitive creature is Unsighted. damage is immune to a Psychosis condition. A creature vulnerable
to psychic damage has disadvantage on saves against a Psychosis
Critical Sunlight Sensitivity condition.
Modifies any Sunlight Sensitivity trait
Examples
You are photosensitive, but only in light that counts as A special poison inflicts the Deafened condition. The
Sunlight. Other forms of light do not cause the
condition is toxic in nature, but the effects of the
condition's effects for you. Poisoned condition are too strong for what is intended.
Inflicting Deafened (Toxin) is the perfect solution.
Suppressed
A suppressed creature's magical abilities are limited. Any attack
roll or ability check it makes for a spell has disadvantage, and Other Notes: Variant Rules
saving throws against its spells have advantage. It also has To use Mythmaker homebrew to its greatest effect, consider using
disadvantage on saving throws to maintain concentration on a spell. the following variant rules.

Disarming and Flanking


Found in the 5th edition SRD, these optional rules are used in all
my home games, and thus influence the balance of my brews.

Standing From Prone


Standing from prone costs half a creature's movement, not
exceeding 15 feet.

130
Change Log Warlock Invocations
Custom Forged Familiar
V 2.1 (2.28.23) Tool Infusion Mechanics
Updated:
Material Infusions (Magical components revised)
Bardic Masteries
Change on level up
Magic Items
"Fool's Worm" Silk
Wizard Spellspinner subclass
Spellspinner Studies (more masteries known)
Cantrips
Evolved Spells (buffed + simplified) Acid Splash: Alchemist's Expertise (Tool Infusion)
Spellspinner Inspiration (now Improvised Inspiration, total Acid Splash: Caustic Compound
rework/buff) Acid Splash: Collateral Damage
Ultimate Evolution replaced with Artist of the Weave Dancing Lights: Graceful Flow
Dancing Lights: Reactive Sparks
Warlock Invocations Dancing Lights: Seeing Stars
Book of Magical Mastery (added info for mythical masteries) Druidcraft: Instinct
Witch's Craft (one free cast of Witch Bolt per LR) Eldritch Blast: Arcane Piercing
Eldritch Blast: Doom Bolts
Cantrips Eldritch Blast: Eldritch Arrows
Eldritch Blast: Weave Weakness
Acid Splash: Soaking Splash (uses Corroding)
Fire Bolt: Fuel For The Fire
Dancing Lights: Distracting Dance (now Defensive Dance)
Poison Spray: Toxic Overload (buffed) Guidance: Ally's Gift
Ray of Frost: Subzero (buffed) Guidance: Gamer's Gambit (Tool Infusion)
Guidance: Guiding Light
Shillelagh: Natural Armory (buffed)
Guidance: Stars Align
Thaumaturgy: Agent of Awe (total rework)
Light: Lenscraft (Tool Infusion)
Thaumaturgy: Miracle Maker (minor wording adjustments)
True Strike: Critical Edge (reworked) Light: Shining Spellcraft
True Strike: Deep Focus (buffed) Mage Hand: Deft Touch (Tool Infusion)
Mending: Artisan's Touch (Tool Infusion)
True Strike: Sharp Focus (now Arcane Accuracy, reworked)
Mending: Major Mend
1st level Poison Spray: Artisan Assassin (Tool Infusion)
Produce Flame: Arcane Purity
Bane: Brutal Blitz (now Blitz Bane, now bonus action, second
Produce Flame: Great Ball of Fire
effect added to new Bane: Tribulation)
Produce Flame: Seige Spell
Bless: Vital Blessing (buffed, wording improvement)
Produce Flame: Slow Burn
Burning Hands: Hot Hand (buffed)
Produce Flame: Spark Toss
Command: Imposed Will (now Authority)
Ray of Frost: Chilling Cold
Command: Repeated Doom (now Willbreaker)
Resistance: Even The Odds
Disguise Self: Vocal Change (renamed Voice Acting, buffed)
Resistance: Reactive Aid
False Life: Volatile Necromancy (renamed Risky Rites, buffed)
Resistance: Sparing Spell
Find Familiar: Aberrant Ally (buffed)
Resistance: Steelforged Resilience (Tool Infusion)
Find Familiar: Conjure Construct (now a Tool Infusion, buffed)
Sacred Flame: Divine Detection
Find Familiar: Elemental Ally (buffed)
Sacred Flame: Radiant Splash
Grease: Shape Splash (now a Tool Infusion, buffed)
Sacred Flame: Tongues of Fire
Guiding Bolt: Self-Guidance (renamed Light Seeker, drawback
Sacred Flame: Soulfire
removed, condition added)
Shillelagh: Blackthorn Bark
Added: Shillelagh: Handcraft Warcraft (Tool Infusion)
Shocking Grasp: Static Aura
Feats Spare the Dying: Arcane Operation (Tool Infusion)
Spare the Dying: Extend Spirit
Master Hunter
Thaumaturgy: Divine Spectacle
Fighting Styles Thaumaturgy: Theatrical Flare
True Strike: Force of Focus
Wild Spellmaster
True Strike: Light of Truth
Oathbound Spellmaster

Metamagic
Complex Spell

131
Hideous Laughter: One Liner.
1st level Hideous Laughter: Witty Opener
Alarm: All Accounted For Hunter's Mark: Death at Distance
Alarm: Unconventional Alarms Hunter's Mark: Expert Efficiency
Animal Friendship: Charismatic Connection Hunter's Mark: Lethal Aptitude
Animal Friendship: Envoy of the Planes Hunter's Mark: Predator & Prey
Animal Friendship: Natural Bonding Identify: Applied Insights
Bane: Tides of Tribulation Identify: Combat Analysis
Bless: Critical Aid Identify: Expertise
Bless: Ordained For Wisdom Illusory Script: Ageless Enchantment (Tool Infusion)
Burning Hands: Chef's Blaze (Tool Infusion) Inflict Wounds: Exposed Opening
Burning Hands: Finesse Flames (Tool Infusion) Inflict Wounds: Lingering Wound
Charm Person: Xenophile Inflict Wounds: Soured Scar (Tool Infusion)
Color Spray: Kaleidoscope (Tool Infusion) Inflict Wounds: Warrior's Craft
Color Spray: Lingering Light Protection from Evil and Good: Bulwark
Command: Compound Command Protection from Evil and Good: Sacred Stone (Tool Infusion)
Comprehend Languages: Insightful Intel Protection from Evil and Good: Shared Spell
Comprehend Languages: Speed Read Purify Food and Drink: Chef's Standard (Tool Infusion)
Comprehend Languages: Wordpiercer Purify Food and Drink: Feast Without Fear
Create or Destroy Water: Rituals of Rain and Ruin Sanctuary: Extraplanar Ward
Create or Destroy Water: Season Shaper Sanctuary: Mason's Mark (Tool Infusion)
Create or Destroy Water: Temperature Spike Sanctuary: Sacred Shielding
Cure Wounds: Cleanse
Cure Wounds: Create Tonic (Tool Infusion) 3rd Level
Cure Wounds: Healing Hand Fireball: Intense Explosion
Cure Wounds: Patient Procedure (Tool Infusion)
Detect Evil and Good: Guided Strikes Removed:
Detect Magic: Rapid Radar
Detect Poison and Disease: Keen Senses 3rd level
Detect Poison and Disease: Secondary Spell Fireball: Spell Sphere (Moved to Mythic Mastery due to power
Detect Poison and Disease: Toxin Ward level)
Detect Poison and Disease: Ultimate Awareness
Disguise Self: Quality Creation (tool Infusion)
Disguise Self: Subtle Shift
V 2.2 (4/7/23)
Divine Favor: Bestow Favor Updated:
Divine Favor: Call to Courage
Divine Favor: Smite the Shadows Warlock Invocations
Divine Favor: Warrior's Light Eldritch Mastery (wording)
Feather Fall: The Parachute Plan (Tool Infusion)
Find Familiar: Celestial Blessings 2nd Level
Find Familiar: Draconic Ally Barkskin: Verdant Vitality (formerly Mythic, adjusted power
Find Familiar: Fey Friend level)
Find Familiar: Fiendish Features Blindness/Deafness (reworked to fail by 5+ instead of
Find Familiar: Nature's Gift (Tool Infusion) concentration)
Find Familiar: Ooze Form (Tool Infusion) Blur: Shifting Steps (now Slip Away, wording)
Find Familiar: Undead Ally Continual Flame: Moonfire (formerly Mythic)
Floating Disk: Autopilot (Tool Infusion) Continual Flame: Sunfire (formerly Mythic)
Floating Disk: Body Bearer Darkness: Shadow Shield (added necrotic option)
Floating Disk: Close Control Flame Blade: Fiery Focus (Uses Con score instead of flat 15)
Floating Disk: Launch Pad Flaming Sphere: Explosive Impact (formerly Mythic)
Goodberry: Herbal Blend (Tool Infusion) Invisibility: Assassin's Opportunity (wording)
Goodberry: Motes of Memory Knock: Subtle Access (now Thief's Touch, Tool Infusion)
Goodberry: Mystic's Feast Lesser Restoration: Freedom (formerly mythic)
Goodberry: Preservation Lesser Restoration: Life Giver (formerly mythic)
Guiding Bolt: Lightning Rod Magic Weapon: Enhanced Armament (now Tool Infusion)
Healing Word: Corrupted Tongue See Invisibility: Shared Sight (now Revealing Touch, now Tool
Healing Word: Mind Message Infusion)
Healing Word: Titan's Recovery
Hellish Rebuke: Infernal Authority
Heroism: Fragile Confidence
Heroism: Heroic Leader
Heroism: Inspiring Epic
Hideous Laughter: Accompaniment (Tool Infusion) 132
Blur: Shifting Shadows
3rd Level Branding Smite: Beacon
Animate Dead: Bestial Bodies (wording) Branding Smite: Lingering Brand
Animate Dead: Self Destruct (wording, buffed burst dmg) Branding Smite: Violent Illumination
Beacon of Hope: Light the Beacon (formerly Mythic, adjusted Calm Emotions: Compromise
secondary effect) Calm Emotions: Icon of Peace
Bestow Curse: Seductive Curse (reworked bonus) Calm Emotions: Quell the Tides
Counterspell: Determined Defenses (wording) Continual Flame: Call Flame
Daylight: Moon Mirror (wording) Darkness: Dancing Darkness
Daylight: Warmth of the Sun (formerly Mythic, now Summer Darkness: Waning Gloom
Sun) Darkvision: Alert Instincts
Fear: Final Fright (now Overwhelming Fear, wording) Darkvision: Shared Sight
Mass Healing Word: Call & Response (formerly Mythic) Detect Thoughts: Aggressive Interrogation
Nondetection: Enhanced Hiding (renamed Stealth Shroud) Detect Thoughts: Dreamseer
Stinking Cloud: Toxic Air (added Tool Infusion effect) Detect Thoughts: Far Reach
Water Breathing: Fish Are Friends (formerly Mythic) Detect Thoughts: Violent Intrustion
Enthrall: Command Attention
Added: Enthrall: Enchanting Aura
Enthrall: Tunnel Vision
Feats Find Steed: Evolution Advantages
Arcane Alchemist Find Steed: Flash Find
Arcane Artisan Find Steed: Fund Steed
Illusion Artist Find Traps: Ambush Alert
Scribe of the Master Scrolls Find Traps: Precision Sense
Find Traps: Trapfinder 2000 (Tool Infusion)
Warlock Invocations Gentle Repose: Early Action
Avatar of Arcanum Gentle Repose: Garden of Grace
Mirror Mind Gentle Repose: Ghostly Refuge
Way of the Weave Heat Metal: Fires of the Forge (Tool Infusion)
Hold Person: Paralyzing Fear
Magic Items Invisibility: Shadow Synergy
Severian's Circlet of Secrets Lesser Restoration: Healing Supplement
Locate Animals and Plants: Attuned With Nature
Material Infusions Locate Animals and Plants: Scout's Census
Aesemite Fragment Locate Object: Lite Magic
Sylvan Spirit Core Locate Object: Long Range Radar
Magic Mouth: BOO!
Generic Masteries Magic Mouth: Mocking Mouth
Smite Spell: Bladecasting Mirror Image: Glass Echoes (Tool Infusion)
Smite Spell: Inevitable Wrath Pass Without Trace: Cloak and Dagger
Smite Spell: Spirit Strike Pass Without Trace: Shadow Cloak (Tool Infusion)
Smite Spell: Swift Smite Prayer of Healing: Enduring Boon
Power Word Spell: Tremble Before Me Prayer of Healing: Miraculous Intervention
Power Word Spell: Voice of Fate Protection from Poison: Purifying Tonic (Tool Infusion)
Ray of Enfeeblement: Infection (Tool Infusion)
2nd Level Rope Trick: Instant Escape
Acid Arrow: Archer's Acid Rope Trick: Shadow Spies
Acid Arrow: Calculated Shot Scorching Ray: Diminishing Heat
Acid Arrow: Consistent Coating Shatter: Potter's Wrath (Tool Infusion)
Acid Arrow: Impact Splash Spiritual Weapon: Godknight's Bond
Aid: Leader's Reach Spiritual Weapon: Guardian's Arm
Aid: Optimistic Advantage Spiritual Weapon: Weapon of Light
Augury: Divine Direction (Tool Infusion) Warding Bond: Distant Bond
Augury: Fateful Foresight Warding Bond: Ritual Rings (Tool Infusion)
Augury: Inquisitive Zone of Truth: Imposing Authority
Barkskin: Arborial Augment (Tool Infusion) Zone of Truth: Insightful Aura
Barkskin: Briefly Barked Zone of Truth: Queen/King of the Court
Barkskin: Grovekeeper's Reslience
Barkskin: Rooted
Barkskin: Thick Skin
Blindness/Deafness: Voice of Doom
Blur: Burst of Blur
133
3rd Level V 2.3
Animate Dead: Master's Bond
Animate Dead: Sculptor's Craft (Tool Infusion) Updated:
Beacon of Hope: Sage's Aura
Magic Items:
Beacon of Hope: Warcaster's Will
Beacon of Hope: Song of Hope (Tool Infusion) Shard of Astral Secrets (added Etherond the Elven Watcher and
Bestow Curse: Touch of Nightmares Zeinon the Soul Waker, 7 day cooldown (formerly 3))
Blink: Gift of the Otherworld
Conjure Animals: Primal Endurance
Cantrips
Conjure Animals: Speaker of the Sylfwood Druidcraft: Animal Spirits (improved second effect)
Conjure Animals: Supernatural Bond Eldritch Blast: Arcane Piercing (added Forcecage update note)
Daylight: Solar Purity Mage Hand: Floating Fist (added damage scaling)
Dispel Magic: Ring of Dispulsion (Tool Infusion) Shocking Grasp: Grasp of Shocking (added more Shock
Fear: Run support)
Fly: Air, Earth, & Sea Shocking Grasp: Lightning Leap (buffed)
Fly: Burst of Wind
Gaseous Form: Faded Form
1st level
Gaseous Form: Forced Dissipation Fog Cloud: Brief Bellows (added a second round effect for a bit
Gaseous Form: Subtle Touch more value)
Gaseous Form: Toxic Cloud (Tool Infusion) Grease: Corrosive Pool (buffed to deal damage over time, but
Glyph of Warding: Master Glyph added concentration)
Glyph of Warding: Metaglyph Magic Missile: Concussive Force (half damage only on success
Glyph of Warding: Speed Scribe by 5+)
Haste: Think Fast
Hypnotic Pattern: Captivate
2nd level
Hypnotic Pattern: Heightened Hypnosis Web: Treated Silk (now Frostweave, redesigned)
Hypnotic Pattern: Mesmerizing Burst
Hypnotic Pattern: Strokes of Color 3rd level
Lightning Bolt: Lightning Leap Haste: Think Fast (added downside to balance)
Magic Circle: Arcane Fortress Lightning Bolt: Shocking Burst (Buffed against already
Magic Circle: Rapid Runes Shocked targets)
Major Image: Compound Illusion
Mass Healing Word: Ensemble 4th level
Mass Healing Word: Shared Song (Tool Infusion) Confusion: Psychotic Snap (wording)
Plant Growth: Fields of Green Death Ward: Resilient Ward (clarified only works 1x)
Plant Growth: Lifetime Guarantee Freedom of Movement: Dexterous Blessing (wording, reduced
Plant Growth: Seasonal Spurt to +2)
Remove Curse: Risky Ritual Freedom of Movement: Fleet of Foot (added concentration)
Remove Curse: Suspend Curse Giant Insect: Maestro's Swarm (now Summoner's Swarm)
Remove Curse: Transfer Curse Guardian of Faith: Emergency Ally (adding clarification on
Revivify: Crafter's Care (Tool Infusion) trigger timing)
Revivify: Curing Combination Ice Storm: Giant Hailstones (adding small downside for
Revivify: Nine Lives balance)
Sending: Connected Conversation Polymorph: Dire Forms (added bonus action cost)
Sending: Handwritten Enchantment (Tool Infusion) Polymorph: Primordial Forms (added bonus action cost)
Sleet Storm: Cinder Storm
Speak With Dead: Cooperation 5th level
Speak With Plants: Sylvan Charm Cloudkill: Swarm of Clouds (Buffed)
Speak With Plants: Traveler's Tongue Mislead: Puppet Master (Now non-concentration requires
Spirit Guardians: Elemental Envoys action each turn)
Spirit Guardians: Fleeting Spirits
Spirit Guardians: Spirit Storm Added:
Spirit Guardians: Strength of Spirit
Stinking Cloud: Bottled Cloud (Tool Infusion) Magic Items:
Tiny Hut: Disguised Dome Electromancers Arcanosuit
Tiny Hut: Scout's Refuge Mortality's Bond
Tiny Hut: Superdome Rot Lord's Mantle
Tongues: Envoy's Aura
Water Breathing: Resilient Respiration Warlock Invocations:
Call of the Patron

134
Conjure Minor Elementals: Elemental Bond
Cantrips: Conjure Woodland Beings: Flash of Fey
Chill Touch: Doom of Decay Conjure Woodland Beings: Sylvan Spirit
Chill Touch: Icy Hand of Death Control Water: Ocean Mover
Chill Touch: Touch of the Reaper Death Ward: Necrobane
Eldritch Blast: Essence Infusion Death Ward: Shield of the Stormsoul
Fire Bolt: Ignite Dimension Door: Disappearing Act
Fire Bolt: Splashing Sparks Dimension Door: Revolving Door
Mage Hand: Buff Build Divination: Inspiring Premonitions
Poison Spray: Necrotic Toxin Dominate Beast: Alpha Energy
Ray of Frost: Frostfire Dominate Beast: Beastmaster's Bond
Ray of Frost: Heavy Hoarfrost Dominate Beast: Skilled Master
Ray of Frost: Ice Arrow Faithful Hound: Direct Command
Shocking Grasp: Electric Reach Faithful Hound: Mastiff Pounce
Vicious Mockery: Mental Mockery Faithful Hound: Pack Instincts
Vicious Mockery: Spit Venom Fire Shield: Absorption Shield
Fire Shield: Rip-roaring Riposte
1st level: Freedom of Movement: Vertical Grace
Bane: Impending Doom Giant Insect: Firebugs
Burning Hands: Icy Hot Giant Insect: Rage Spawn
Charm Person: Luminary Guardian of Faith: Forceful Spirit
Cure Wounds: Shared Healing Guardian of Faith: Unwavering Watcher
Entangle: Thicc Thicket Ice Storm: Caustic Cold
Entangle: Verdant Alliance Ice Storm: Hard Hitting Hail
Expeditious Retreat: Booming Boost Locate Creature: Long Range Location
Expeditious Retreat: Leaping Escape Locate Creature: Insightful Eye
Faerie Fire: Blazing Brilliance Phantasmal Killer: Crippling Fear
Faerie Fire: Shimmer Step Polymorph: Touch of the Full Moon
False Life: Gift From The Grave Resilient Sphere: Arcane Anchor
False Life: Ichorous Infusion Resilient Sphere: Caster's Refuge
Fog Cloud: Breath of the Morning Wind Resilient Sphere: Giant Globe
Healing Word: Arcane Addendum Secret Chest: Grand Vault
Magic Missile: Forceful Blasts Secret Chest: Insurance Policy
Magic Missile: Missiles of Mechanus (Tool Infusion) Stoneskin: Hardened Mind
Stoneskin: Stoneblood
2nd level: Wall of Fire: Moonfire
Spiritual Weapon: Heavy Strikes
Spiritual Weapon: Soulbound Weapon 5th level:
Web: Illusory Ambush Animate Objects: Active Animancy
Web: Spindle Splash Animate Objects: Animated Armory
Web: Sylvan Threads Animate Objects: Defensive Debris
Arcane Hand: Advanced Maneuvers
3rd level Awaken: Arcane Awakening
Lightning Bolt: Charged Bolt Awaken: Exclusive Bond
Cloudkill: Baneful Bellows
4th level Cloudkill: Heart of Rot
Arcane Eye: Paranoia Commune: Multiversal Survey
Arcane Eye: Superior Senses Cone of Cold: Frost Formation
Banishment: Shunt From Existence Cone of Cold: Icey Shards
Banishment: Touch of the Planeskeeper Conjure Elemental: Manifest Elements
Banishment: Traitor's Fate Contact Other Plane: Insider Insight
Banishment: Warden's Decree Dream: Touch of Nightmares
Black Tentacles: Growing Madness Geas: Ain't No Rest For The Wicked
Black Tentacles: Otherworldly Binding Geas: Rapid Reset
Blight: Gift of Decay Legend Lore: Stories In The Stars
Compulsion: By A String (Tool Infusion) Legend Lore: Technical Research
Compulsion: Command Charmed Mislead: Easy Illusion
Compulsion: Siren's Wave Raise Dead: Transfer Mortality
Confusion: Child of Chaos
Confusion: Deck of Fate (Tool Infusion)
Confusion: Psychotic Snap
Conjure Minor Elementals: Choice Conjuration
135
Conjure Celestial: Herald's Blessing
V 2.4 Delayed Blast Fireball: Alternate Expansion
Delayed Blast Fireball: Chaos Chronomancy
Updated Delayed Blast Fireball: Faultless Finesse
Divine Word: Epic Announcement
2nd level
Divine Word: Every Knee Shall Bow
Knock: Secret Password (added bonus for objects opened Divine Word: Overwhelming Awe
previously) Divine Word: Mortal Command
Etherealness: Ether Envoy
4th level Etherealness: Momentary Return
Black Tentacles: Growing Madness (added self risk) Finger of Death: Ghoul King's Command
Compulsion: By A String (added gp material cost) Finger of Death: Mortality's Call
Compulsion: Command Charmed (added downside for adv vs Finger of Death: Reaper's Hand
charm targets) Finger of Death: Undying Wilds
Compulsion: Lover's Call (improved immunity clause to relate Fire Storm: Absolute Apocalypse
to target speed/distance) Fire Storm: Firestarter
Death Ward: Shield of the Stormsoul (reduced to 2d10 dmg, Fire Storm: Summer of Cinders
added 1 at a time clause) Forecage: Arcane Bypass
Dimension Door: Disappearing Act (added concentration) Forcecage: Forceful Appearance
Ice Storm: Hard Hitting Hail (added debuff to con saves caused Forcecage: Illusory Prison
by damage, daze now 5+ margin only) Magnificent Mansion: Living Guest List
Stoneskin: Heavy Armor (nerfed by raising str prereq and Mirage Arcane: Chrono-control
halving speed) Plane Shift: Inherit Adaptations
Stoneskin: Thick Layers (nerfed, immediately ends when temp Plane Shift: Temporary Shift
hp depleted) Prismatic Spray: Color Control
Prismatic Spray: Kaleidoscope (Tool Infusion)
5th level: Prismatic Spray: Lingering Light
Cloudkill: Heart of Rot (reduced 50 ft max to 40 ft) Prismatic Spray: Spectrum Expanded
Cone of Cold: Yeti's Breath (added size clause) Project Image: Compelling Appearance
Insect Plague: Maddening Bites (rework) Project Image: Invincible Illusion
Regenerate: Rapid Repair
Added Regenerate: Troll Blood
Resurrection: Radiant Rush
Generic Masteries Reverse Gravity: Reverse, Reverse!
Aura Spell: Extended Aura Reverse Gravity: Riptide
Aura Spell: Lingering Aura Sequester: Chronoshield
Aura Spell: Ring of Radiance Sequester: Unending Destiny
Charm Spell: Silver Thread Simulacrum: Illusory Army
Charm Spell: Familiar Feeling Simulacrum: Self-Sufficient Spells
Hold Spell: Brief Bondage Simulacrum: Vitality Well
Hold Spell: Reel 'Em In Symbol: Careful Creation (Tool Infusion)
Wall Spell: Fearsome Fence Teleport: Ensured Escape
Wall Spell: Secret Passage Teleport: Reliable Routefinder (Tool Infusion)
Teleport: Temporary Teleportation
2nd level
Knock: Arcane Infiltration 8th level
Animal Shapes: Council of the Wildclans
4th level Animal Shapes: Elemental Avatars
Ice Storm: Tundra's Welcome Animal Shapes: Free Will
Wall of Fire: Electroflame Animal Shapes: Pack Leader
Antimagic Field: Anchored Aura
5th level Antimagic Field: Destructive Dispulsion
Arcane Hand: Manus Mount Antimagic Field: Pain Suppression
Cone of Cold: External Inception Antipathy/Sympathy: Immortal Intimidation
Insect Plague: Incessant Buzz Clone: Accelerated Maturity
Clone: Respec
7th level Control Weather: Avatar of Nature
Arcane Sword: Battlemage's Bond Control Weather: Combat Climatology
Arcane Sword: Cleaving Swings Control Weather: Sudden Surge
Arcane Sword: Ethereal Armament Demiplane: Escape Access
Arcane Sword: Power Attack Demiplane: Expansion Plans
Arcane Sword: Supernatural Sentinel Dominate Monster: Bond of Betrayal
Conjure Celestial: Guardian Angel 136
Dominate Monster: Eyes of the Enchanter
Dominate Monster: Safeguard 1st level
Earthquake: Flaming Fissure Detect Magic: Rapid Radar (Buffed, now uses normal duration)
Earthquake: Intense Tremors Expeditious Retreat: Leaping Escape (jump costs half
Earthquake: Quake Crafter (Tool Infusion) movement)
Earthquake: Quick Quake Fog Cloud: Breath of the Morning Wind (renamed Waxing
Earthquake: Seismic Strike Winds)
Feeblemind: Dizzying Dumbness Fog Cloud: Brief Bellows (specified no concentration required)
Feeblemind: Minor Mindwipe Fog Cloud: Expanded Cloud (added bonus upcast in naturally
Feeblemind: Psychic Blast moist conditions)
Glibness: Gift of Glib Fog Cloud: Freezing Fog (buffed to every turn)
Glibness: Secret Spell Fog Cloud: Friendly Fog (renamed Mistwalker, buffed w
Glibness: Silvertongue Serenade perception advantage in area)
Holy Aura: Cleansing Light Fog Cloud: Mistwalker (added Stealth advantage)
Holy Aura: Deadly Dawn Goodberry: Herbal Blend (removed restriction of one blend at a
Holy Aura: Righteous Retribution time)
Holy Aura: Sacred Strikes Guiding Bolt: Accurate Assistance (added bonus damage)
Holy Aura: Unwavering Crusade Hellish Rebuke: Devilish Interference (occurs on any failure)
Incendiary Cloud: Ashen Whispers Hellish Rebuke: Infernal Authority (damage type becomes
Incendiary Cloud: Cloud Control psychic vs fiends)
Incendiary Cloud: Fading Flames Heroism: Fragile Confidence (added Con save for spell ending)
Incendiary Cloud: Smoke Shroud Jump: Rabbit's Grace (added Dex saves but no effect while
Incendiary Cloud: Wildfire speed 0)
Maze: Complex Conundrums Jump: Swift & Soft (half all falling damage beyond 60 feet,
Maze: Deadly Denizens standing from prone costs 5 ft)
Maze: Minor Maze Jump: Thunderous Leaps (also disables opp attacks on failed
Maze: Torture of Tartarus save)
Maze: Treasure Hunt Longstrider: Long Leaps (added action jump feature)
Mind Blank: Defensive Dome Longstrider: Wild Stride (buffed to ignore exhaustion speed
Mind Blank: Extended Enforcement halved)
Power Word Stun: Lost In Madness Silent Image: Easy Animation (formerly Accelerated animation,
Power Word Stun: Startstruck now also removes concentration requirement)
Power Word Stun: Titan's Edict Thunderwave: Forceful Push (formerly Mythic)
Sunburst: Blade Burst Thunderwave: Wider Wave (only halves damage past 5 feet)
Sunburst: Blazing Burst
Sunburst: Children of the Sun 2nd level
Sunburst: Solar Flare Arcane Lock: Built-In Defenses (only triggers once but doesn’t
end the spell)
Removed Updated added clause recommended for Arcane Lock to
include Dispel Magic debuff at 4th level and higher
Cantrip Barkskin: Rooted (added "on solid ground" condition)
Light: Shining Spellcraft (erroneous design) Enlarge: Rapturous Growth (formerly Mythic)
Levitate: Drift (action changed to bonus action)
5th level Scorching Ray: Abundant Attacks (buffed, extra ray now does
Arcane Hand: Pair of Palms (moved to Mythic due to power normal damage instead of half)
level) Scorching Ray: Sunburn (only requires 2 missiles at target,
added Sickened)
V 2.5 (6.29.23) See Invisibility: Revealing Touch (renamed Tinker's Lens,
removed Touch range to focus on tool infusion, expanded tool
Updated: infusion options)
Silence: Maddening Silence (added scaling)
Generic Masteries Spike Growth: Even Arrangement (renamed Deadly Density, +1
Smite Spell: Inevitable Wrath (corrected to Charisma score, to the damage to be slightly better than average rolls, and added
instead of modifier) scaling)
Web: Webwalker's Way (Removed speed boost, added
Cantrips tremorsense in area, added ability to concentrate on spell while
Dancing Lights: Reactive Sparks (no concentration, last 1 also concentrating on Spider Climb spell)
round, cant control)
Ray of Frost: Frostfire (added extra movement debuff if target
chilled or scorched)

137
Longstrider: Charge of the Courageous
3rd level Protection From Evil and Good: Acid Aegis
Animate Dead: Self Destruct (changed damage to the hit point Protection From Evil and Good: Dragonward
maximum of the undead, simpler and synergizes with Protection From Evil and Good: Giant Slayer's Sanctuary
necromancer wizard subclass) Protection From Evil and Good: Monster Hunter's Mark
Bestow Curse: Hag's Claw (formerly Mythic) Sanctuary: Slayer's Safeguard
Slow: Focused Fusion (added disadvantage and increased dmg) Sanctuary: Refuge For Rest
Slow: Move Like Molasses (Rebalanced speed effect, added -3 Shield: Duck For Cover
instead of -2 to AC/dex saves) Shield: Glass Guardian
Shield: Proactive Protection
6th level Shield of Faith: Abjuration Expertise
Disintegrate: Minor Disintegration (typo, each level above 3rd) Shield of Faith: Guardian Angel
Eyebite: Instant Invocation (clarify duration) Shield of Faith: Temple of War
Thunderwave: Lift Off
8th level Thunderwave: Resonant Rift
Power Word Stun: Lost In Madness (buffed, easier to get Thunderwave: Sonic Sheathe
benefits)
Power Word Stun: Starstruck (clarified affects target even if it 2nd level (44)
has more than 150 hp, +1d10 damage) Blindness/Deafness: Mortality Shroud
Darkness: Shadow Sickness
Added (Masteries: 166) Detect Thoughts: Inscrutible Investigator
Enhance Ability: Bond Boon
Magic Items Enhance Ability: Chosen One
Spellsmiter's Sword Enhance Ability: Pack Boon
Enthrall: Maestro's Performance (Tool Infusion)
Cantrips (8) Enthrall: Powerful Pull
Dancing Lights: Soft Shine Find Steed: Nightmare
Druidcraft: Alter Elements Find Steed: Thunderhooves
Druidcraft: Nature's Nag Flame Blade: Dawnbrand
Druidcraft: Soothing Winds Flame Blade: Death Knight's Darkfire
Message: Imploding Earworm Flame Blade: Icebrand
Prestidigitation: Arcane Chemistry Flame Blade: Moonbrand
Shocking Grasp: Divine Lightning Flame Blade: Stormbrand
Thaumaturgy: Aftershock Flaming Sphere: Avalanche Orb
Flaming Sphere: Blazing Bodies
1st level (43) Flaming Sphere: Pinball
Burning Hands: Scalding Splash Heat Metal: Rot & Rust
Command: Discipline the Disobedient Levitate: Levitation Lasso
Comprehend Languages: Focused Fluency Mirror Image: Armored Entourage
Create or Destroy Water: Acidic Rain Misty Step: Arcane Afterboost
Divine Favor: Dark Divinity Misty Step: Elemental Chemistry (Tool Infusion)
Entangle: Vile Vines Misty Step: Gloomwalker
Expeditious Retreat: Zip & Zap Misty Step: Symphonic Step (Tool Infusion)
False Life: Vital Veracity Moonbeam: Bane Beam
Feather Fall: Insurance Moonbleam: Blood Moon
Fog Cloud: Breath of the Morning Breeze Moonbeam: Lunar Cycle
Fog Cloud: Poisonous Puff Scorching Ray: Acidic Orbs
Fog Cloud: Steam Surge Scorching Ray: Lightning Ray
Fog Cloud: Wall of Fog See Invisibility: Linked Senses
Goodberry: Food Poisoning (Tool Infusion) See Invisibility: Ocular Assault
Guiding Bolt: Critical Mark Shatter: Implosion
Healing Word: Bestow Blessing Shatter: Screams of the Damned
Hellish Rebuke: Booming Berating Shatter: Conductor's Cacophony (Tool Infusion)
Hellish Rebuke: Fell-tongued Forbiddance Silence: Haunted Aura
Heroism: Battle Blessing Silence: Sticky Specters
Heroism: Icon of Courage Spider Climb: Hunter's Grip
Heroism: Ode of the Brave(Tool Infusion) Spider Climb: Web Sense
Hideous Laughter: Brain Buster Spike Growth: Natural Camoflauge
Hunter's Mark: Paranoia of the Prey Spiritual Weapon: Ethereal Armament
Illusory Script: Illusory Illustrations Suggestion: Scribe Spell (Tool Infusion)
Inflict Wounds: Cheap Shot Suggestion: Subconscious Inception
Inflict Wounds: Crippling Injury Web: Whisperweave
Jump: Psionic Propulsion 138
True Resurrection: Share Soul
3rd level (7) Weird: Aberrant Apparitions
Bestow Curse: Ritual Mark Weird: Circle of Craven Contagion
Bestow Curse: Unsettling Utterance Weird: Dreadgaze
Stinking Cloud: Troglodyte King Weird: Gripping Fear
Slow: Chronocube Weird: Othermind
Slow: Spell Sap Weird: Overwhelming Unreality
Vampiric Touch: Minion's Maw Wish: Echo of the Epic Arcane
Wind Wall: Launch Pad Wish: Fate's Touch
Wish: Genie's Bargain
9th level (64) Wish: Reality Rift
Astral Projection: Arcane Insurance Wish: Spellmaster's Secrets
Foresight: Deep Divination
Foresight: Predictive Insights Theme Collections Lists
Foresight: Quick Chronomancy Acid
Foresight: Sands of Time (Tool Infusion) Charm
Gate: Conjurer's Chains Fear
Gate: Epic Arrival Fire
Gate: Guardian Gatekeeper Frost
Gate: Warbanner Fiend
Imprisonment: Maximum Security Failsafe Giant
Imprisonment: Mythic Menagerie Lightning
Imprisonment: Watchful Warden Necrotic
Mass Heal: Animated Energy Poison
Mass Heal: Healing Wave Psychic
Mass Heal: Negative Energy Purge Radiant
Mass Heal: Reconciliation Shadow
Mass Heal: Refuge of Radiance Thunder
Meteor Swarm: Avatar of Apocalypse
Meteor Swarm: Blazing Barrage
Meteor Swarm: Cataclysmic Cold
Meteor Swarm: Lake of Fire V 2.6 (7.31.23)
Meteor Swarm: Tears of the Abyss
Power Word Kill: Killer Curse
Updated
Power Word Kill: Overpower Cantrips
Power Word Kill: Power Song Kill (Tool Infusion)
True Strike: Force of Focus (damage increased to d6s)
Power Word Kill: Silent Killer
Power Word Kill: Touch of Destiny 1st level
Power Word Kill: Umbral Echo
Bless: Ordained for Wisdom (now also affects ability checks)
Power Word Kill: Verse-Master's Massacre
Shield: Proactive Protection (no longer increases AC)
Prismatic Wall: Captivating Colors
Prismatic Wall: Killer Colors
2nd level
Prismatic Wall: Solar Shine
Shapechange: Adaptive Variants Spike Growth: Exploding Spikes (damage increased to 2d4)
Shapechange: Evolutionary's Gift Spike Growth: Toxic Thorns (moved from Mythic)
Shapechange: Legendary Form
Shapechange: Skinshift
3rd level
Storm of Vengeance: Intense Elements Lighting Bolt: Lightning Leap (risk is removed if resistant to
Storm of Vengeance: Might & Mercy lightning)
Storm of Vengeance: Relentless Storm
5th level
Storm of Vengeance: Vengeance Incarnate
Time Stop: Arcane Eons Hold Monster: Silvermoon Chains (formerly Silvered Chains,
Time Stop: Catnap added moonlight effect)
Time Stop: Chronal Shift Wall of Stone: Permanent Placement (increased DC to 20)
Time Stop: Communal Chronomancy
Time Stop: Lingering Limbo
6th level
Time Stop: Rupturing Rift Freezing Sphere: Condensed Cold (added option for 30 foot
True Polymorph: Legend Incarnate radius also)
True Polymorph: Rapid Evolution Irresistible Dance: Song & Dance (renamed Killer Karaoke)
True Polymorph: Touch of the Full Moon Sunbeam: Lunar Conversion (added disadvantage for
True Polymorph: Transformation Toll shapechangers)
True Resurrection: Invoke Eternity
True Resurrection: Rapid Return 139
Added (Masteries: 100) 2nd level
Class Features Aid: Aura of the Unstained
Barkskin: Petrified Plating
Bard: Luminary Spirit Guide
Invisibility: Careful Casting
Cleric: Sage Spirit Guide
Invisibility: Slip Into Shadow
Druid: Primordial Spirit Guide
Sorcerer: Essence Spirit Guide 3rd level
Subclasses Animate Dead: Radioactive Zombies
Beacon of Hope: Bestow Beacon
Sorcerer: Weaveseeker
Bestow Curse: Accursed Veil
Feats Blink: Chaotic Calibrations
Blink: Elusive Ether
Arcane Armorer
Call Lightning: Ancient Ritual
Arcane Expertise
Daylight: Sun Sickness
Epic Spell Mastery
Fear: Afraid of the Dark
Spirit Guide Bond
Fireball: Bitter Boil
Spirit Guide Seeker
Haste: Burning Boost
True Strike Training
Haste: Energized Electricity
Haste: Stable Spell
Theme Collections
Hypnotic Pattern: Amnesic Aurora
Chaos
Hypnotic Pattern: Dazzling Disconnect
Dragon
Hypnotic Pattern: Deep Trance
Moon
Lightning Bolt: Dragon's Breath
Lightning Bolt: Vaporize
Cantrips
Acid Splash: Black Dragon's Breath 5th level
Chill Touch: Haunting Hand
Arcane Hand: Dragon's Claw
Eldritch Blast: Mindpiercer Blasts
Cone of Cold: Inverted Element
Eldritch Blast: Umbral Assassin
Conjure Elemental: Explosive Elements
Firebolt: Hellfire
Conjure Elemental: Primordial Elements
Guidance: Second Chances
Insect Plague: Heatswell
Light: Night Light
Telekinesis: Soul Control
Light: Shadowshine
Tree Stride: Grovewalker
Mage Hand: Arcane Prosthetic
Tree Stride: Lumber Lunge
Prestidigitation: Dragonmage's Ethos
Wall of Force: Launch Pad
Prestidigitation: Sprinkle of Chaos
Wall of Force: Magic Mirror
Produce Flame: Wanderer's Hearth
Wall of Stone: Hearthstones
Resistance: Inner Resilience
Sacred Flame: Dark Spark 6th level
Shillelagh: Poison Thorns
Blade Barrier: Bludgeoning Barrier
Shillelagh: Stormwood Strikes
Blade Barrier: Impassible Arsenal
Shillelagh: Sylvan Shine
Blade Barrier: Warrior's Wall
1st level Chain Lightning: Chain Rider
Chain Lightning: Multichain
Bane: Doomsayer's Gloom
Chain Lightning: Storm Whip
Bane: Doubled Doubts
Chain Lightning: Thunderburst
Bless: Augural Aura
Chain Lightning: Weave-Warden's Chain
Burning Hands: Whelp's Belch
Circle of Death: Bioplague
Charm Person: Curse of the Wyrm King's Greed
Circle of Death: Corpse Burst
Color Spray: Polychromatic Chaos
Disintegrate: Deathrattle
Faerie Fire: Pretty Lights
Disintegrate: Stunning Shock
Faerie Fire: Primordial Glitter
Eyebite: Aberrant Oracle's Eye
Grease: Blood Puddles
Eyebite: Optic Infection
Heroism: Dragon Slayer's Mantle
Find the Path: Fleet Foot Way
Jump: Gravity Pulse
Flesh to Stone: Sculptor's Seduction
Magic Missile: Chaos Quiver
Flesh to Stone: Stubborn as Stone
Sanctuary: Dread Edict
Freezing Sphere: Animated Ice
Sanctuary: Radiant Refuge
Freezing Sphere: Chilling Burst
Thunderwave: In Rolls The Rumbling Night
Globe of Invulnerability: Sauna Sphere
Unseen Servant: Soulbound Servant
Globe of Invulnerability: Snowglobe
Harm: Clinging Shadows
140
Heal: Elemental Purge Arcane Sword: Supernatural Sentinel (1x round use this
Heal: Master Medic (Tool Infusion) reaction for free)
Heal: Positive Energy Pandemonium Delayed Blast Fireball: Faultless Finesse (added reaction to end
Heal: Rupturing Restoration spell if someone else tries to throw the bead)
Irresistible Dance: Snaring Song (Tool Infusion) Finger of Death: Ghoul King's Command (renamed Ghoul
Mass Suggestion: Enduring Enchantment King's Claw, added swap to melee attack + chance for paralysis
Mass Suggestion: Influencer's Ethos vs humanoid targets)
Sunbeam: Extraplanar Bane Finger of Death: Mortality's Call (added bonus effect if both
True Seeing: Dragonsight saves fail)
True Seeing: The Third Eye Mirage Arcane: Chrono-Control (1 action cast now lasts 1 hour
Wall of Ice: Winter Is Coming (prev 1 minute), bonus action now lasts 1 min (prev 1 round)
Wall of Thorns: Gardener's Guard Regenerate: Rapid Repair (casting time now 1 action)
Wall of Thorns: Vicious Hedge Reverse Gravity: Riptide (Now works in water)

V 2.7 (7.31.23) Added (Masteries: 209)


Updated Cantrips
Firebolt: Overheat
Cantrip Guidance: Dragon's Pride
Acid Splash: Black Dragon's Breath (changed the prereqs for Guidance: Eldritch Oracle
bigger cone size) Ray of Frost: Blizzard Barrage
Resistance: Restorative Resilience
1st level Sacred Flame: Light Bite
Mage Armor: Arcane Adamantine (Doesn't end after 1st crit Sacred Flame: Lunar Purity
cancel. Reaction to repeat effect with chance of ending spell) Shocking Grasp: Arcane Attraction
Thunderwave: Lift Off (Added note about Jump spell and other Shocking Grasp: Caster's Currents
multipliers) Shocking Grasp: Electric Connection
Shocking Grasp: Energy Sense
3rd level Shocking Grasp: Propulsion Push
Animate Dead: Master's Bond (Added reaction to intercept Shocking Grasp: Psychic Shock
attack) Shocking Grasp: Spell Static
Fear: Focused Horror (increased damage by 1d8) Shocking Grasp: Static Tether
Fly: Wings of the Inner Self (renamed Psionic soar, only works True Strike: Amplified Arcana
with Intelligence, no longer shortens duration) True Strike: Gish Master's Gift
Lightning Bolt: Vaporize (removed innate spellcasting from True Strike: Oracle's Armor
summoned mephits) True Strike: Patient Approach
True Strike: Perfectionist's Oath
4th level True Strike: Snake Eyes
Blight: Infectious (renamed Infectious Burst, added chain into
secondary burst for slain creatures)
1st level
Death Ward: Necrobane (added "or Undead creatures") Bane: Blight Bane
Faithful Hound: Pack Instincts (also benefits your attacks, since Bane: Illforged Retribution
the hound is invisible and already gets advantage anyway Bane: Umbral Undoing
usually) Bless: Anointment
Fire Shield: Harmonious Hybrid (previously mythic, now deals Bless: Lifegiver's Boon
1d8 of each damage type) Disguise Self: Deep Cover
Greater Invisibility: Delicate Spell (action or bonus action to Disguise Self: Diplomat's Disguise
maintain, previously action) Disguise Self: Lingual Learning
Guardian of Faith: Emergency Ally (added wording fix to Disguise Self: Mask of the Facechanger
ensure target is within guardian's reach) Disguise Self: Undercover Arcana
False Life: Desperate Dealings
5th level False Life: Lifestealer
Teleportation Circle: Risky Rush (clarified wording) Healing Word: Intervention
Hellish Rebuke: Psychic Snapback
7th level Hunter's Mark: Hunter's Pact
Arcane Sword: Battlemage's Blade (total rework) Mage Armor: Minor Warmage Memories
Arcane Sword: Cleaving Swings (no longer halves damage) Protection From Evil and Good: Holy Ward
Protection From Evil and Good: Squire's Safeguard
Arcane Sword: Ethereal Armament (sword is also invisible)
Arcane Sword: Power Attack (buffed to deal max damage
instead of adding dice, but only crits on 19 or 20 now, vs
previous 18-20)

141
Compulsion: Succubus Seduction
2nd level Control Water: Master of the Sea
Aid: Epic Inspiration Death Ward: Grave Kight's Armor
Aid: Nature's Bounty Dimension Door: Death's Door
Aid: The Chosen One Dimension Door: Ether Echo
Blur: Dizzying Distractions Dimension Door: Ghost's Gateway
Continual Flame: Annointed Aura Dimension Door: Secret Tunnel
Continual Flame: Creator's Control Dimension Door: Way of the World Tree
Continual Flame: Purging Presence Faithful Hound: Eldritch Guardian
Continual Flame: Will O Wisp Faithful Hound: Winged Watcher
Darkvision: The Unclosing Eye Fire Shield: Dragonscales
Detect Thoughts: Infiltrate Intellect Fire Shield: Elemental Armor
Detect Thoughts: Probe Pulse Fire Shield: Guardian Gift
Detect Thoughts: Unwitting Invitation Fire Shield: Harmonious Hybrid
Enhance Ability: Evolution: Owlbear Freedom of Movement: Course Control
Enhance Ability: Reinforced Resilience Freedom of Movement: Oozeflesh
Hold Person: Headhunter's Pact Giant Insect: Aberrant Insects
Misty Step: Pixie's Portal Giant Insect: Blight Bugs
Misty Step: Sylvester's Spatial Yo-Yo Giant Insect: Hell Swarm
Greater Invisibility: Illusory Assassin
3rd level Greater Invisibility: Smuggler's Shroud
Blink: Blood Blink Greater Invisibility: Unseen Step
Dispel Magic: Consume Arcana Guardian of Faith: Chariot Charge
Dispel Magic: Dispulsion Propulsion Guardian of Faith: Divine Battlecry
Dispel Magic: Specialized Sanctification Guardian of Faith: Guardian Angel
Fear: Banshee Scream Guardian of Faith: Imposing Visage
Fireball: Archdevil's Eruption Guardian of Faith: Shieldbearer
Fireball: Eldritch Flames Hallucinatory Terrain: Immersive Illusion
Fly: Celestial Ascension Hallucinatory Terrain: Terraformer
Fly: Dragon Flight Locate Creature: Innate Sense
Fly: Fiendish Flight Locate Creature: Pinpoint
Fly: Stormcrow's Call Locate Creature: Spirit Survey
Haste: Hurried Spell Locate Creature: Tracker's Sense
Haste: Rapid Dodge Phantasmal Killer: Aberrant Illusion
Haste: Rapid Regeneration Phantasmal Killer: Dire Dread
Haste: Wind Walker Phantasmal Killer: Hand Crafted Horror
Hypnotic Pattern: Colors Out of Space Phantasmal Killer: Lord of Nightmares
Lightning Bolt: Red Lightning Phantasmal Killer: Mortal Coil
Nondetection: Graceful Getaway Phantasmal Killer: Phantom Rite
Nondetection: Inscrutible Visage Phantasmal Killer: Psychic Swords
Nondetection: Silvermoon Sigils Phantasmal Killer: Serial Killer
Nondetection: Stronghold of the Unseen Phantasmal Killer: System Overload
Plant Growth: Baneful Sprouts Phantasmal Killer: Traumatic Terror
Protection From Energy: Absorb Energy Polymorph: Creator's Connection
Protection From Energy: Otherworldly Aegis Polymorph: Elemental Beast
Protection From Energy: Primordial Protection Resilient Sphere: Sonic Sphere
Remove Curse: Comprehensive Cleansing Stone Shape: Careful Craft
Remove Curse: Lycan's Bane Stoneskin: Hardened Heart
Sending: Chronocall Stoneskin: Stoneshifter
Sleet Storm: Astral Ice
Slow: Absorb Energy 5th level
Slow: Encumbering Acid Antilife Shell: Arcane Bulwark
Spirit Guardians: Bolstered Spirit Antilife Shell: Sacred Sphere
Antilife Shell: Spirit Barrier
4th level Antilife Shell: Titan's Castle
Banishment: Enticing Exile Hold Monster: Monster Hunter's Pact
Banishment: Flight of the Fearful
Black Tentacles: Abyssal Arms
Black Tentacles: Darkness Decay
Black Tentacles: Mindwrack
Blight: Munching Maggots
Blight: Putrid Poison
Compulsion: Beckoning Of The Beyond 142
Incendiary Cloud: Fog of the Far Realms
6th level Mind Blank: Marks of the Mental Fortress
Blade Barrier: Active Arsenal
Blade Barrier: Lord of the Sword
Blade Barrier: Swordspinner's Dance
V 2.8 (4.1.24)
Circle of Death: Grave Geometry New (62)
Circle of Death: Hunger of Hades
Circle of Death: Reaper's Ring Cantrips
Circle of Death: Reverberating Ripple Eldritch Blast: Cackling Caws
Disintegrate: Deathseeker Fire Bolt: Heat Lightning
Disintegrate: Touch of Oblivion Fire Bolt: Pheonix Fire
Harm: Hunger of the Plaguemaker Guidance: Rite of Fortune
True Seeing: Occular Inevitability Mage Hand: Integrated Illusion
Mage Hand: Marksman's Ally
7th level Mage Hand: Sticky Fingers
Arcane Sword: Bait and Switch Message: Enchanted Foreword
Arcane Sword: Blazing Blade Message: Obscured Outreach
Arcane Sword: Dancing Sword Minor Illusion: Smuggler's Veil
Arcane Sword: Swift Slash Poison Spray: Fangs of Loqh'Shul
Arcane Sword: Sword and Board Resistance: Dragon Turtle's Determination
Conjure Celestial: Beasts of Heaven Sacred Flame: Elven Moonfire
Conjure Celestial: Desperate Intercession Shillelagh: Elfwood Invocation
Conjure Celestial: Unicorn's Call Shocking Grasp: Blightning
Delayed Blast Fireball: Bomb Shelter Vicious Mockery: Dwarven Dulling
Delayed Blast Fireball: Doomsayer
Delayed Blast Fireball: Shockwave Swell 1st Level
Divine Word: Surging Statute Alarm: Arcane Alert
Divine Word: Thundering Chorus Alarm: Watch Dog
Etherealness: Apprentice of the Aether Animal Friendship: Ringmaster's Wardrobe
Fire Storm: Breath of the Blazing Winds Bless: Blessings of the Stonefathers
Fire Storm: Cataclysm Clouds Burning Hands: Rolling Flames
Fire Storm: Crusader's Conflagration Charm Person: Alms For The Poor
Fire Storm: Primordial Uproar Charm Person: Come Hither
Fire Storm: Scattered Storm Command: Edicts of Elvenkind
Forcecage: Death Box Entangle: Elder Growth
Forcecage: Suppression Cage Expeditious Retreat: Aerial Escape
Magnificent Mansion: Home Security System Find Familiar: Spawn of Loqh'Shul
Magnificent Mansion: Luxury Accomodations Illusory Script: Word Web
Magnificent Mansion: Quick Conjuration Sanctuary: Stonehewn Sanctuary
Magnificent Mansion: Spellscribe's Study Sleep: Trance Chant
Mirage Arcane: Celestial Shadow Thunderwave: Antisound
Mirage Arcane: Enchanting Landscape
Prismatic Spray: Breath of Chromatic Tyrant 2nd Level
Prismatic Spray: Color Conditions Darkness: Grimwidow's Nest
Prismatic Spray: Consume Color Enlarge/Reduce: Duergar's Gift
Prismatic Spray: Rainbow Rider Heat Metal: Forgemaster's Focus
Prismatic Spray: Stained Glass Shield Invisibility: Duplicate Distraction
Regenerate: Biomancer's Graft Knock: Thunderous Seige
Reverse Gravity: Court of the Cosmomancer Misty Step: Jailbird's Jailbreak
Reverse Gravity: Gravity Pulse Moonbeam: Sylvan Tears
Reverse Gravity: Titanic Tides Web: Silktrapped Tome

8th level 3rd Level


Antimagic Field: Fortress of the Mundane Bestow Curse: Curse of Quiet
Antimagic Field: Spelleater Parasite Fireball: Holy Hand Grenade
Control Weather: Nature's Herald Spirit Guardians: Ancestral Vengeance
Demiplane: Chronal Suspension Cage Spirit Guardians : Retribution
Demiplane: Insider Access Spirit Guardians : Spirit Stronghold
Dominate Monster: Bonds of Fear Spirit Guardians : Undying Tribes
Dominate Monster: Master of Many Minions Tongues: Runic Secrets
Feeblemind: Mindflayer's Maw
Glibness: Tongues of the Traveler
Holy Aura: Temporary Temple 143
Revivify: Poltergheist Procession
5th Level Revivify: Radiant Reanimation
Flame Strike: Djinni's Wrathful Whirlwind Revivify: Rebuild
Flame Strike: Doom of the Dao Revivify: Vital Pulse
Flame Strike: Efreeti's Ignition Sending: Disguised Dispatch
Flame Strike: Hellborn Heat Sending: Forbidden Words
Flame Strike: Marid's Maleficence Sending: Herald's Call
Sending: Minor Messages
6th level Sending: Visions
Disintegrate: Heart Melt Sending: Voice From Beyond
Irresistable Dance: Luring Song Slow: Deep Freeze
Slow: Drowned Doom
8th level Slow: Valley of Souls
Glibness: Silvertongue Scribe Stinking Cloud: The Spins
Power Word Stun: Dragon Shout Stinking Cloud: Violent Regurgitation
Power Word Stun: Eldritch Utterance Tongues: Temple of Tongues
Power Word Stun: Silvertongue Stun Tongues: Voices From Beyond
Power Word Stun: Sonic Stunwave Tongues: Words of the Wild
Vampiric Touch: Seductive Exsanguination
9th level Vampiric Touch: Shadow Hand
Astral Projection: Eldritch Sacrifice Vampiric Touch: Thrall's Honor
Power Word Kill: Killer Chorus Water Breathing: Leviathan's Heart
Power Word Kill: Lich's Breath Water Breathing: Lone Shark
Storm of Vengeance: Wind Wings Water Walk: Minor Miracles
Wind Wall: Breath of Undeath
Updated Wind Wall: Deafening Winds
Blade Barrier: Lord of the Sword (take damage if you start your Wind Wall: Fairwind Fortress
turn in the wall) Wind Wall: Stormwinds
Blade Barrier: Steel Sentry (Updated targeting text for clarity - Wind Wall: Wild Winds
can only hit the triggering creature)
4th level
V 2.9 (4.1.24) Black Tentacles: Eldritch Storm
Black Tentacles: Master of Madness
New (70) Black Tentacles: Thought Probe
Black Tentacles: Unleashed Abyss
1st Level Blight: Bloodspeaker
Cure Wounds: Cause Harm Death Ward: Death's Door
Guiding Bolt: Divine Trident Death Ward: Fear The Reaper
Magic Missile: Dazzling Darts Death Ward: Hellfire Retaliation
Death Ward: Radiant Refuge
2nd Level Death Ward: Soul Guardian
Moonbeam: Sylvan Starlight Death Ward: Spectral Salvation
Ray of Enfeeblement: Chemical Weakness Phantasmal Killer: Seductive Destruction
Ray of Enfeeblement: Necromancer's Ray Polymorph: Reverse Polymorph
Ray of Enfeeblement: Undermine Undead Stoneskin: Atlantean Anchor
Stoneskin: Gorgon's Touch
3rd Level Stoneskin: Lightning Rod
Daylight: Celestial Spirit Stoneskin: Stone Giant's Blessing
Daylight: Light of Life
Daylight: Shining Shield
5th level
Daylight: Sunblazed Blade Telekinesis: Telepathic Telekinesis
Daylight: Sunrise
Fear: Dread Echoes
7th level
Fear: Eldritch Horror Regenerate: Versatile Service
Fear: Mortality's Call
Fear: Phantoms of Fright Updated
Fear: The Ferryman's Visage
Revivify: Agent of Undying
3rd level
Revivify: Arise, Again! Wind Wall: Gale Force (clarified DC scaling)
Revivify: Diamond Skin
Revivify: Flowers of the Grave
Revivify: Jump Start
144
Spike Growth: Secret Snare
V 3.0 (5.29.24) Zone of Truth: Greater Revelations
Zone of Truth: Soul Shackles
New (60)
3rd Level
Cantrips
Bestow Curse: Hag's Hex
Message: Bind Minds Daylight: Divine Daylight
Message: Chain Link
Message: Frequency Finder 5th Level
Sunbeam: Apollo's Chariot
1st Level
Sunbeam: Radiation Beam
Bless: Bursting Blessedness
Bless: Soulbound Tether
Bless: Warrior's Blessing
Cure Wounds: Lay On Cures
Divine Favor: Battle Zeal
Divine Favor: Burning Zeal
Divine Favor: Chains of the Crusade
Divine Favor: Divination Favor
Divine Favor: Elegant Evangelism
Divine Favor: Enduring Faith
Divine Favor: Final Judgement
Divine Favor: Frost God's Fury
Divine Favor: Giant Slayer's Glory
Divine Favor: God's Gavel
Divine Favor: Guardian's Glow
Divine Favor: Holy Heavy Hitter
Divine Favor: Paladin's Punishment
Divine Favor: Primitive Priesthood
Divine Favor: Rend the Unredeemed
Divine Favor: Shining Spear
Divine Favor: Smiter's Shield
Divine Favor: Soul Harvest
Divine Favor: Tempest God's Fury
Hunter's Mark: Ominous Warning
Protection From Evil And Good: Divine Reflex
Shield of Faith: Blessed Buckler
Shield of Faith: Bulwark of Belief
Shield of Faith: Channeled Protection
Shield of Faith: Spell-Wrought Tower Shield
Shield of Faith: Winged Shield

2nd Level
Aid: Extended Aura
Aid: Invigoration
Barkskin: Bolstered Bark
Barkskin: Ironwood
Gentle Repose: Boon from Beyond
Gentle Repose: Crypt Keeper's Command
Gentle Repose: Edict of Natural Expiry
Gentle Repose: Whiteflower Ward
Lesser Restoration: Compound Cure
Lesser Restoration: Helping Hand
Lesser Restoration: Herald of Healing
Lesser Restoration: Preemptive Purge
Lesser Restoration: Restoring Touch
Lesser Restoration: Revitalize
Lesser Restoration: Ritual Restoration
Lesser Restoration: Soothing Spirit
Magic Weapon: Crusade Blade
Magic Weapon: Monster Slayer
Magic Weapon: Spellfused Strikes
Scorching Ray: Seige Blasts
145
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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
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Attribution 4.0 International License available at
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