Quick viewing(Text Mode)

Archetypal Spell Compendium: Artificers & Arcanists

Archetypal Spell Compendium: Artificers & Arcanists

Archetypal Spell Compendium: Artificers & Arcanists By Jeremy Forbing

HOW TO USE THIS BOOK 2 Lifetap 20 Artificer Spells 3 Looming Shadow 20 Bard Spells 3 Love’s Lament 20 Cleric Spells 3 Magnetism 21 Druid Spells 3 Major Telekinetic Weapon 21 Paladin Spells 4 Mantle of the Slime Lord 21 Ranger Spells 4 Spell Lore: Mantle of the Slime Lord 22 Sorcerer Spells 4 Mark of the Unfaithful 22 Warlock Spells 5 Martyr's Cry 22 Wizard Spells 5 Mindspeak 22 Spell Descriptions 6 Minor Telekinetic Weapon 22 Acidic Armor 6 Misdirected Mark 23 Adept Skill 6 Mycontil’s Last Resort 23 Alienated Mind 6 Spell Lore: Mycontil’s Last Resort 23 Spell List 6 Pain 24 Anathema 8 Pocket Cave 24 Changing 8 Spell Lore: Pocket Cave 24 Arcane Springboard 9 Predatory Shards 24 Ashen Reformation 9 Predictive Focus 24 Barbed Construct 9 Premonitory Vision 25 Bastion of Clarity 9 Prescient Sense 25 Spell Lore: Bastion of Clarity 9 Project Object 25 Berserk 9 Protection from Aerial Attack 25 Blood Curse 10 of the Shining South 25 Spell Lore: Blood Curse 10 Psychic Shield 26 Brand of Fire 10 Psychic Shock 26 Caging Glaive 10 Punishing Strike 26 Catfeet 10 Quickling Step 26 Challenger’s Mark 10 Ray of Reprisal 26 Spell Lore: Challenger’s Mark 11 Read Object 26 Control Thoughts 11 Reaver’s Touch 27 Corpse Mask 11 Redirect Spell 27 Crown of Light 11 27 Create Item 11 Servant Army 27 Create Poison 12 Shadow Missile 27 Dead Man’s Tell 12 Shifting Shadow 28 Spell Lore: Dead Man’s Tell 12 Soul Homunculus 28 Dread Mercy 13 New : Soul Homunculus 29 Dread Provocation 13 Speed of Thought 29 Echoing Blow 13 Steal Speed 30 Ego Lash 13 Strahd's Baneful Attractor 30 Blade 13 Spell Lore: Strahd’s Baneful Attractor 30 Elemental Burst 14 Sustaining Meditation 30 Spell Lore: Elemental Burst 14 Tattoo Projectiles 30 Enrage Animals 15 Telekinetic Slam 31 Eye for an Eye 15 Telepathic Link 31 Far Hearing 15 Thought Blast 31 Fiery Wrath 15 Thought Projection 31 Fist of Rage 15 Thundering Armor 31 Forceful Missile 16 Thunderous Reprisal 32 Fortifying Cry 16 Uncanny Balance 32 Four-Winds Bag 16 Undersong 32 Frightful Strike 17 Unleash Instincts 32 Frostwind Blade 17 Unluck 32 Fungal Bloom 17 Wall Run 33 Glasya’s Stride 17 Warning Roar 33 Spell Lore: Glasya’s Stride 17 Weightless Pursuit 33 Gravedust Cloud 17 NEW ARCHETYPES 34 Greater Acupuncture 18 Arcane Sleuth 34 Spell Lore: Greater and Lesser Acupuncture 18 Clockwork Engineer 35 Greater Water to Poison 18 Eradicator 37 ’s Defiance 18 Prodigy 38 Hornet Shot 18 The Challenge of the Prodigy 40 Intellect Redoubt 19 An Added Challenge 40 Internal Compass 19 Defier Domain 41 Invasive IdSample 19 file Shugenja 42 Spell Lore: Invasive Id 19 Shugenja in the 42 Iron Scarf 19 Shou Towns 42 Lesser Acupuncture 19 Shugenja Elemental Disciplines 44 Lesser Chainfire 19 Guild Wizardry 45 Spell Lore: Lesser Chainfire 20 Variant: Academic Wizardry 45 Lesser Water to Poison 20

1

This work contains material that is copyright How to Use This and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. Book All other original material in this work is copyright 2017 by Jeremy This is a big book of spells! It also includes new Forbing and published under the Community Content Agreement for Dungeon Masters Guild archetype options for some of the main Cover Art by Tan Ho Sim spellcasting classes—the cleric, sorcerer, and Some art from Publisher's Choice Quality Stock Art © Rick Hershey/ wizard, as well as three archetypes for Wizards Fat Games of the Coast’s new artificer class, recently added Most interior art pieces come via Sine Nomine Publishing, who to DM’s Guild by from the rendered a great service to small publishers everywhere by releasing playtest article series on the all the art paid for by the kickstarters for their games Godbound, D&D website. Scarlet Heroes, Silent Legions, Spears of the Dawn, and The House of Bone and Amber into the public domain as a free resource. If you In many cases, spells previously appearing in appreciate publishers who take the time to contribute to the DM’s Guild works by this author or others have industry as a whole, please check out their stuff! been tweaked or rewritten, for purposes of With additional art from the public domain, or as provided by clarity or balance, or to provide additional Wizards of the Coast for DM's Guild use with permission. guidance for certain situations that make come DUNGEONS & , D&D, Wizards of the Coast, Forgotten Realms, the up in play. ampersand, Player’s Handbook, , ’s Guide, D&D Adventurers League, all other Wizards of the Coast product In addition, several “Spell Lore” sidebars names, and their respective logos are trademarks of Wizards of the Coast in appear, presenting a sense of the origin and use the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the of certain spells, giving a sense of the history and copyright laws of the United States of America. Any reproduction or setting connections for each one. Most specific unauthorized use of the material or artwork contained herein is prohibited details are given for the and Forgotten without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Realms settings, but this document is not tied to Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. any one universe, and can be used easily in any Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, of the worlds of D&D—including the ones you Middlesex, UB11 1ET, UK. invent yourself!

A Note on Spells: Spells and cantrips marked with asterisks should be noted as follows: *=This is a new spell described in this document. **=This spell appears in the Elemental Evil Player's Companion. ***=This spell appears in the Sword Coast Adventurers Guide.

Some spells appearing in this document are adapted from the works of other DM’s Guild authors, including The Sterling Vermin Anthology by Benjamin Huffman (corpse mask, fungal bloom), Spells of Ravenloft by Nathan England (berserk, Strahd’s baleful attraction), and Race Compendium Volume One by Juan MarcanoSample (ashen reformation). Special thanks to file these authors for adding their work to the body of DM’s Guild’s community content!

2

love’s lament (enchantment)* tattoo projectiles (illusion)* New Spells These new spells supplement those in the Player’s lesser water to poison (transmutation)* Handbook or the D&D Basic Rules. Per the spell lists below, pain (enchantment)* the spells detailed in this document can be cast by many of premonitory vision (, ritual)* the existing classes. After each spell, its school of magic is prescient sense (divination)* listed in parentheses, as is whether it can be cast as a ritual. greater water to poison (transmutation)* servant army (conjuration)*

read object (divination, ritual)* create poison (transmutation, ritual)* martyr’s cry (evocation)* dead man’s tell (divination, ritual)* iron scarf (transmutation)* soul homunculus (conjuration, ritual)* speed of thought (transmutation)* blood curse ()* thundering armor (abjuration)* challenger’s mark (enchantment)* weightless pursuit (enchantment)* fortifying cry (enchantment)* lesser acupuncture (necromancy)* arcane springboard (transmutation)* protection from aerial attack (abjuration)* elemental blade (transmutation)* reaver’s touch (necromancy)* greater acupuncture (necromancy)* lifetap (necromancy)* frightful strike (enchantment)* major telekinetic weapon (conjuration)* shadow missile (conjuration)* thundering armor (abjuration)* four-winds bag (conjuration)* magnetism (transmutation)* bastion of clarity (abjuration)* predatory shards (transmutation)* elemental blade (transmutation)* tattoo projectiles (illusion)* greater acupuncture (necromancy)* lifetap (necromancy)* eye for an eye (abjuration)* major telekinetic weapon (conjuration)* forceful missile (transmutation)* unluck (enchantment)* lesser water to poison (transmutation)* thunderous reprisal (evocation)* berserk (enchantment)* control thoughts (enchantment)* predatory shards (transmutation)* redirect spell (abjuration)* create item (conjuration)* echoing blow (abjuration)* crown of light (abjuration)* far hearing (divination)* forceful missile (transmutation)* mindspeak (divination)* thunderous reprisal (evocation)* project object (conjuration)* remote viewing (divination)* caging glaive (conjuration)* warning roar (evocation)* lesser chainfire (enchantment)* pocket cave (conjuration)* alienated mind (enchantment)* corpse mask (transmutation, ritual)* gravedust cloud (necromancy)* create poison (transmutation, ritual)* martyr’s cry (evocation)* fortifying cry (enchantment)* frightful strike (enchantment)* mantle of the Slime Lord (abjuration)* misdirected mark (illusion)* mark of the unfaithful (enchantment, ritual)* psychic shield (abjuration)* shadow missile (conjuration)* brand of fire (evocation)* thundering armor (abjuration)* undersong (transmutation)* anathema (enchantment)* elementalSample blade (transmutation)* file unluck (enchantment)* catfeet (abjuration)* berserk (enchantment)* create item (conjuration)* control thoughts (enchantment)* far hearing (divination)* dread mercy (enchantment)* frostwind blade (evocation)*

3

fungal bloom (conjuration)* eye for an eye (abjuration)* internal compass (divination)* hero’s defiance (enchantment)* lesser acupuncture (necromancy)* mindspeak (divination)* caging glaive (conjuration)* punishing strike (necromancy)* quickling step (transmutation)* reaver’s touch (necromancy)* uncanny balance (transmutation)* create poison (transmutation, ritual)* warning roar (evocation)* dread mercy (enchantment)* enrage animals (enchantment)* create poison (transmutation, ritual)* iron scarf (transmutation)* dead man’s tell (divination, ritual)* shadow missile (conjuration)* elemental burst (transmutation)* speed of thought (transmutation)* enrage animals (enchantment)* weightless pursuit (enchantment)* fiery wrath (conjuration)* frightful strike (enchantment)* elemental blade (transmutation)* frostwind blade (evocation)* tattoo projectiles (illusion)* ashen reformation (transmutation)* four-winds bag (conjuration)* elemental blade (transmutation)* sustaining meditation (transmutation, ritual)* greater acupuncture (necromancy)* lifetap (necromancy)* forceful missile (transmutation)* lesser water to poison (transmutation)* four-winds bag (conjuration)* premonitory vision (divination, ritual)* predatory shards (transmutation)* prescient sense (divination)* sustaining meditation (transmutation, ritual)* tattoo projectiles (illusion)* hornet shot (transmutation)* greater water to poison (transmutation)* lesser water to poison (transmutation)* pain (enchantment)* premonitory vision (divination, ritual)* prescient sense (divination)* adept skill (divination)* challenger's mark (enchantment)* hornet shot (transmutation)* create item (conjuration)* greater water to poison (transmutation)* echoing blow (abjuration)* pocket cave (conjuration)* far hearing (divination)* fist of rage (enchantment)* acidic armor (abjuration)* frostwind blade (evocation)* unleash instincts (transmutation)* lesser acupuncture (necromancy)* mindspeak (divination)* mantle of the Slime Lord (abjuration)* minor telekinetic weapon (conjuration)* mark of the unfaithful (enchantment, ritual)* looming shadow (illusion)* quickling step (transmutation)* brand of fire (evocation)* project object (conjuration)* remote viewing (divination)* anathema (enchantment)* shifting shadow (conjuration)* steal speed (necromancy)* punishing strike (necromancy)* dread mercy (enchantment)* elemental burst (transmutation)* dread provocation (enchantment)* fiery wrath (conjuration)* frightful strike (enchantment)* frightful strike (enchantment)* thundering armor (abjuration)* predictive focus (divination)* protection from aerial attack (abjuration)* protection from aerial attack (abjuration)* weightless pursuit (enchantment)* psychic shield (abjuration)* shadow missile (conjuration)* bastion of clarity (abjuration)* soul homunculus (conjuration, ritual)* elemental blade (transmutation)* speed of thought (transmutation)* major telekineticSample weapon (conjuration)* telekinetic slam (evocation) * file weightless pursuit (enchantment)* redirect spell (abjuration)* ray of reprisal (evocation)* bastion of clarity (abjuration)* elemental blade (transmutation)*

4

greater acupuncture (necromancy)* invasive id (enchantment)* major telekinetic weapon (conjuration)* predatory shards (transmutation)* unluck (enchantment)* tattoo projectiles (illusion)* four-winds bag (conjuration)* forceful missile (transmutation)* invasive id (enchantment)* lesser water to poison (transmutation)* predatory shards (transmutation)* pain (enchantment)* redirect spell (abjuration)* Strahd’s baneful attractor (evocation)* tattoo projectiles (illusion)* thunderous reprisal (evocation)* lesser water to poison (transmutation)* caging glaive (conjuration)* pain (enchantment)* greater water to poison (transmutation)* premonitory vision (divination, ritual)* hornet shot (transmutation)* prescient sense (divination)* pocket cave (conjuration)* Strahd’s baneful attractor (evocation)* servant army (conjuration)* greater water to poison (transmutation)* acidic armor (abjuration)* lesser chainfire (enchantment)* gravedust cloud (necromancy)* unleash instincts (transmutation)* read object (divination, ritual)* unleash instincts (transmutation)* Glasya’s stride (transmutation)* mantle of the Slime Lord (abjuration)* mantle of the Slime Lord (abjuration)* barbed construct (conjuration)* brand of fire (evocation)*

Mycontil’s last resort (evocation)* adept skill (divination)* blood curse (necromancy)* challenger’s mark (enchantment)* blood curse (necromancy)* create item (conjuration)* challenger’s mark (enchantment)* echoing blow (abjuration)* echoing blow (abjuration)* far hearing (divination)* far hearing (divination)* frostwind blade (evocation)* frostwind blade (evocation)* looming shadow (illusion)* fungal bloom (conjuration)* project object (conjuration)* looming shadow (illusion)* punishing strike (necromancy)* project object (conjuration)* quickling step (transmutation)* punishing strike (necromancy)* reaver’s touch (necromancy)* quickling step (transmutation)* shifting shadow (conjuration)* reaver’s touch (necromancy)* steal speed (necromancy)* shifting shadow (conjuration)* uncanny balance (transmutation)* steal speed (necromancy)* wall run (transmutation)* alienated mind (enchantment)* warning roar (evocation)* corpse mask (transmutation, ritual)* create poison (transmutation, ritual)* alienated mind (enchantment)* dead man’s tell (divination, ritual)* corpse mask (transmutation, ritual)* elemental burst (transmutation)* create poison (transmutation, ritual)* fiery wrath (conjuration)* dead man’s tell (divination, ritual)* frightful strike (enchantment)* dread provocation (enchantment)* iron scarf (transmutation)* enrage animals (enchantment)* protection from aerial attack (abjuration)* frightful strike (enchantment)* shadow missile (conjuration)* shadow missile (conjuration)* speed of thought (transmutation)* speed of thought (transmutation)* telekinetic slam (evocation)* weightless pursuit (enchantment)* thundering armor (abjuration)* weightless pursuit (enchantment)* ashen reformation (transmutation)* elementalSample blade (transmutation)* arcane springboard (transmutation) file* lifetap (necromancy)* ashen reformation (transmutation)* elemental blade (transmutation)* berserk (enchantment)* lifetap (necromancy)* four-winds bag (conjuration)* unluck (enchantment)*

5

Once before this spell ends, you can roll a die and add it to berserk (enchantment)* one ability check of your choice. You must roll this die control thoughts (enchantment)* before making the ability check. invasive id (enchantment)* If you do not already add your proficiency bonus to this magnetism (transmutation)* ability check, the die rolled is a d4. If you are adding your predatory shards (transmutation)* proficiency bonus to the ability check, or if you are rolling redirect spell (abjuration)* an initiative check, you roll a different die depending on tattoo projectiles (illusion)* your level, as follows: Level Adept Skill Die Rolled forceful missile (transmutation)* 1st-4th d4 lesser water to poison (transmutation)* 5th-8th d6 pain (enchantment)* 9th-12th d8 prescient sense (divination)* 13th-16th d10 Strahd’s baneful attractor (evocation)* 17th-20th d12 thunderous reprisal (evocation)* The spell ends when the die is used. caging glaive (conjuration)* Alienated Mind greater water to poison (transmutation)* hornet shot (transmutation)* 1st-level enchantment pocket cave (conjuration)* Casting Time: 1 action servant army (conjuration)* Range: Self Components: V, S acidic armor (abjuration)* Duration: 1 round gravedust cloud (necromancy)* You garble your own thought processes into maddening read object (divination, ritual)* , then force those thoughts onto everyone around you. Each living creature (not a construct or undead) mantle of the Slime Lord (abjuration)* within a 15-foot sphere originating from you must make an Intelligence saving throw. On a failed save, a creature barbed construct (conjuration)* takes 2d10 psychic damage, and until the end of your next turn it forgets any languages that it knows and is Mycontil’s last resort (evocation)* incapable of meaningful communication. On a successful save, the creature takes half as much damage but suffers Spell Descriptions no other effects. At Higher Levels. When you cast this spell using a spell All new spells referenced in this document are listed slot of 2nd level or higher, the damage increases by 1d10 alphabetically in this section. for each slot level above 1st. Acidic Armor 6th-level abjuration Alienated mind is one of many sorcerer spells in this document Casting Time: 1 action which arose from arcane spellcasters with psionic potential, who Range: 60 feet harnessed that power into their spells rather than pursuing psychic Components: V, S abilities as a separate discipline. For players who wish to portray a Duration: Concentration, up to 1 minute psionic character without using a new class or archetype beyond the You conjure a layer of translucent green main D&D rule set (such as the mystic), a sorcerer who sticks to the resembling plate armor, which emits noxious fumes and list of psychic spells can provide most of the powers traditionally corrodes attacking enemies. Choose an ally you can see within range. That ally gains resistance against acid associated with psionic characters. A list of psychic spells—from damage, and until the spell ends, any creature that touches both this document and the existing corpus of D&D spells—follows that ally or hits it with a melee attack while within 5 ft. of below: it takes 1d10 acid damage. At Higher Levels. When you cast this spell using a spell adept skill (abjuration)* slot of 7th level or higher, the acid damage increases by booming blade (evocation)*** blade ward (abjuration) 1d10 for each slot level above 5th. catfeet (abjuration)* challenger’s mark (enchantment)* Adept Skill control flames (transmutation)** Divination cantrip create item (conjuration)* Samplefar hearing (divination)* file Casting Time: 1 action Range: Self fist of rage (enchantment)* Components: V, S friends (enchantment) gust (transmutation)** Duration: Concentration, up to 1 minute internal compass (divination)*

6

mage hand (conjuration) enthrall (enchantment) mindspeak (divination)* heat metal (transmutation) minor illusion (illusion) heroism (enchantment) minor telekinetic weapon (conjuration)* hold person (enchantment) mold earth (transmutation)** invisibility (illusion) quickling step (transmutation)* lesser restoration (abjuration) project object (conjuration)* levitate (transmutation) psychic shock (illusion)* locate animals or plants (divination, ritual) resistance (abjuration) major telekinetic weapon (conjuration)* remote viewing (divination)* mirror image (illusion) shape water (transmutation)** phantasmal force (illusion) shifting shadow (conjuration)* protection from poison (abjuration) steal speed (necromancy)* pyrotechnics (transmutation)** thaumaturgy (transmutation) rope trick (transmutation) thought blast (enchantment)* shatter (evocation) thought projection (enchantment)* silence (illusion, ritual) thunderclap (evocation)** spider climb (transmutation) true strike (divination) suggestion (enchantment) uncanny balance (transmutation)* wall run (transmutation)* (divination) warning roar (evocation)* control thoughts (enchantment)* erupting earth (transmutation)** absorb elements (abjuration)** fear (illusion) alienated mind (enchantment)* feign death (necromancy, ritual) animal friendship (enchantment) fly (transmutation) beast bond (divination)** haste (transmutation) catapult (transmutation)** intellect redoubt (abjuration)* charm person (enchantment) invasive id (enchantment)* command (enchantment) magnetism (transmutation)* comprehend languages (divination, ritual) major image (illusion) dread mercy (enchantment)* protection from energy (abjuration) detect poison and disease (divination, ritual) read object (divination, ritual)* earth tremor (evocation)** sending (evocation) ego lash (enchantment)* slow (transmutation) expeditious retreat (transmutation) sustaining meditation (transmutation)* false life (necromancy) tongues (divination) feather fall (transmutation) water breathing (transmutation, ritual) fiery wrath (conjuration)* water walk (transmutation, ritual) frightful strike (enchantment)* jump (transmutation) arcane eye (divination) longstrider (transmutation) compulsion (enchantment) predictive focus (divination)* confusion (enchantment) psychic shield (abjuration)* control water (transmutation) silent image (illusion) dominate beast (enchantment) speed of thought (transmutation)* freedom of movement (abjuration) soul homunculus (conjuration, ritual)* greater invisibility (illusion) telekinetic slam (evocation)* hallucinatory terrain (illusion) telepathic link (divination, ritual)* locate creature (divination) weightless pursuit (enchantment)* pain (enchantment)* phantasmal killer (illusion) aid (abjuration) premonitory vision (divination, ritual)* alter self (transmutation) prescient sense (divination)* animal messenger (enchantment, ritual) staggering smite (evocation) augury (divination, ritual) bastion of clarity (abjuration)* antilife shell (abjuration) beast sense (divination, ritual) dominate person (enchantment) blindness/deafness (necromancy) dream (illusion) blur (illusion)Sample geas (enchantment) file calm emotions (enchantment) hold monster (enchantment) crown of madness (enchantment) legend lore (divination) darkvision (transmutation) lesser chainfire (enchantment)* detect thoughts (divination) mislead (illusion) enhance ability (transmutation) modify memory (enchantment)

7

Rary’s telepathic bond (divination, ritual) • They cannot benefit from any of your faith’s services, (divination) such as spellcasting provided by a temple of your faith, seeming (illusion) or naming, marrying, or burial services. telekinesis (transmutation) • If they die, their soul is barred from entry into your wall of force (evocation) ’s plane, just as though they had never declared allegiance to your deity. (In the Forgotten Realms, eyebite (necromancy) faithless souls are condemned to eternally writhe in the find the path (divination) Wall of the Faithless on the Fugue Plane.) globe of invulnerability (abjuration) investiture of fire (transmutation)** You can pronounce an anathema effect upon any investiture of stone (transmutation)** creature, even if they are on a different plane. You cannot magic jar (necromancy) pronounce an anathema against someone who is already mass suggestion (enchantment) dead. Some deities do not allow an anathema to be move earth (transmutation) pronounced against the innocent or against their chosen, primordial ward (abjuration)** while others grant their most powerful servants free use true seeing (divination) of this most terrible of divine curses. unleash instincts (transmutation)* On a more personal level, the anathema spell marks the wind walk (transmutation) subject as accursed to others of your faith. If they are aware that a creature is anathema, members of your faith etherealness (transmutation) feel instinctively that they will displease their deity if they forcecage (evocation) speak to that creature, look at them, or even acknowledge mirage arcane (illusion) their existence. The common members of the faith are ’s sword (evocation) only aware that the creature is anathema if so informed by plane shift (conjuration) a member of your church hierarchy; however, clerics, project image (illusion) paladins, druids and rangers of your faith automatically regenerate (transmutation) detect an anathema effect simply by looking at the subject. reverse gravity (transmutation) The effect is permanent until lifted, either by you or sequester (transmutation) another member of your faith of higher level who can cast this spell. This spell is unaffected by dispel magic or antipathy/sympathy (enchantment) counterspell, and it can be neither copied nor undone by a control weather (transmutation) wish spell. earthquake (evocation) For less traditional faiths (such as the worship of whole feeblemind (enchantment) pantheons or gods with multiple aspects), the DM glibness (transmutation) mind blank (abjuration) determines how the effects of this spell will work and power word stun (enchantment) explains them before the spell is cast. Divine spellcasters (evocation) or creatures with the Channel Divinity feature can regain their lost divine powers by choosing a new deity to (necromancy) worship. foresight (divination) power word kill (enchantment) storm of vengeance (conjuration) It is possible for a cleric or paladin to abandon their chosen deity time stop (transmutation) and take up the faith of another. In doing so, the divine spellcaster weird (illusion) severs ties with the organized clergy of the abandoned deity, and must choose a new Domain or Oath appropriate to the new deity. (If Anathema the existing Domain or Oath is one the new deity provides, it may be 9th-level enchantment retained, and the transition may be easier.) Casting Time: 1 action Once this conversion is made, the cleric or paladin receives the Range: Special powers of their new Domain or Oath on a provisional basis. Before Components: V, S, M (a book or scroll inscribed with the the next time they gain a level, they must find a cleric of the new target’s name and especially consecrated for this purpose, deity (this may be a paladin of the new deity if the character is a detailing the crimes (real or imagined) for which the paladin) and perform a similar act of devotion to the absolution a subject is being condemned) paladin who breaks a vow must seek. This may be an all-night Duration: Permanent vigil, a fast, or even a quest for the new church (often recovering a You can permanently exclude a creature from the benefits lost relic valued by the deity). After rites of devotion confirming the of your faith. The chosen creature suffers the following character's devotion to their new deity, the character starts fresh. effects: Sample If the character does not receivefile this confirmation in their new • They can no longer cast any cleric, druid, paladin, or faith before they accumulate enough experience to gain a new level, ranger spells gained from the worship of your deity. they have two choices: They may delay the process of leveling • They can no longer use the Channel Divinity feature if it (continuing to accrue experience points but without the benefit of is derived from the worship of your deity. gaining a level) until they are confirmed in their new faith, or they

8

may continue adventuring without the benefits of a Domain or Oath celestial, it defends itself from hostile creatures and uses until they attain confirmation. They can still cast spells as normal its Shield reaction to protect you but otherwise takes no for their class, but do not gain the spells from their Domain or Oath, actions. The DM has the barbed construct's statistics. nor any other Domain or Oath features. If this continues too long, a paladin in this position may be forced to accept the Oathbreaker Bastion of Clarity paladin option described in the Dungeon Master's Guide, and a cleric 2nd-level abjuration may be forced to convert to the Defier Domain (a new domain Casting Time: 1 reaction, which you take when you roll introduced in this document). an Intelligence or Charisma save Range: 10 feet Arcane Springboard Components: V, S Duration: 1 round 2nd-level transmutation You erect a psychic shield to protect your mind from Casting Time: 1 action assault, and you ward your allies as well. Choose any Range: 60 feet number of creatures within range of this spell. Until the Components: V, S, M (a small square of specially prepared end of your next turn, you and the creatures you choose cloth) have advantage on Intelligence and Charisma saves Duration: Concentration, up to 1 minute (including against the triggering effect). You infuse a section of the ground with arcane energy, creating a bouncy surface that launches any who step on it in a desired direction. Choose a 5-foot square space within range. Any creature who enters that space can use The mysterious race who first developed this technique were known immediately their reaction to make a Jump check. Their as the kalashtar. They were said to be hybrid creatures, with their jump distance for that check is multiplied by 5. humanoid bodies providing refuge for bodiless refugees who fled the Plane of Dreams. They intended it as a defense against psionic Ashen Reformation attacks, especially those of the horrors who forced them to flee their home plane. They were able to teach their technique to certain 2nd-level transmutation psychically-gifted sorcerers, who developed it into a spell. Casting Time: 1 reaction, which you take in response to being damaged by an attack Range: Self Berserk Components: V, S 3rd-level enchantment Duration: Instantaneous Casting Time: 1 action When part of you is subjected to harm, you can shed that Range: 120 feet part into a cloud of swirling ashes that reforms whole and Components: V, S, M (a bear claw) intact. The attacker must make their damage roll twice. Duration: Concentration, up to 1 minute You take the lower of the two damage rolls. You can You drive an intelligent creature around you into a choose to cast this spell after the initial damage roll is frenzied rage. Choose one creature within range, which made, but before it is applied to your hit points. must make a Wisdom saving throw. On a failure, the creature gains temporary hit points equal to your Barbed Construct proficiency bonus + your spellcasting ability score, and is 8th-level conjuration temporarily overwhelmed by an unreasoning battle fury. Casting Time: 1 minute While berserk, the target has the following traits: Range: 90 ft • They have advantage on Strength checks, Strength Components: V, S, M (a small knot of inscribed barbed saving throws, and melee weapon attacks. wire) • When they make a melee weapon attack using Strength, Duration: Concentration, up to 1 minute they add their proficiency bonus to damage if the attack You hurl a small knot of inscribed barbed wire, which hits. grows and springs to life, attacking your foes and • They have resistance to nonmagical bludgeoning, protecting you from harm. The magical construct you piercing, and slashing damage. summon appears in an unoccupied space that you can see • They are unable to cast or concentrate on spells. within range. The barbed construct has the same statistics • Attack rolls against them have advantage. as a shield guardian, except that it does not have the spell In addition, at the beginning of their turn, if the creature storing trait, its fist attacks inflict piercing damage, and has no creatures within reach, they must move towards the to which it is bound appears as a temporary the nearest creature and attack it. Otherwise, the target glowing Sampletattoo around your neck. The barbed construct must use its action before movingfile on each of its turns to disappears when it drops to 0 hit points or when the spell make a melee attack against a creature other than itself. If, ends. after moving at its full speed towards the nearest creature, The barbed construct obeys any verbal commands you the target still has no creatures within reach, it uses its issue to it. Roll initiative for the barbed construct, which action to dash towards the nearest creature. If it cannot do has its own turns. If you don't issue any commands to the so, it attacks an object within range, which may be the

9