Spells and Magic Tattoos
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UNEARTHED ARCANA 2020 Spells and Magic Tattoos This document provides a magical miscellany: new spells and a new type of magic item, magic Paladin Spells tattoos. Most of the spells focus on an alternative 3rd Level style of summoning: conjuring forth a spirit that Spirit shroud (necromancy) assumes a physical form you customize to suit the situation. 5th Level Summon celestial spirit (conjuration) This Is Playtest Material The material in this article is presented for playtesting Ranger Spells and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not 2nd Level refined by full game design and editing. They aren’t Summon bestial spirit (conjuration) officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be Sorcerer Spells refined based on your feedback, and then it will appear in a D&D book. 1st Level Acid stream (evocation) Spells 3rd Level The new spells appear on these spell lists. Summon fey spirit (conjuration) Summon shadow spirit (conjuration) Bard Spells 4th Level 3rd Level Summon aberrant spirit (conjuration) Summon fey spirit (conjuration) Summon elemental spirit (conjuration) 6th Level Druid Spells Otherworldly Form (transmutation) 2nd Level Summon bestial spirit (conjuration) Warlock Spells 3rd Level 3rd Level Summon fey spirit (conjuration) Spirit shroud (necromancy) Summon fey spirit (conjuration) 4th Level Summon shadow spirit (conjuration) Summon elemental spirit (conjuration) Summon undead spirit (necromancy) 4th Level Cleric Spells Summon aberrant spirit (conjuration) 3rd Level 6th Level Spirit shroud (necromancy) Otherworldly form (transmutation) Summon fiendish spirit (conjuration) 5th Level Summon celestial spirit (conjuration) 6th Level Otherworldly form (transmutation) ©2019 Wizards of the Coast LLC 1 Uttering an incantation, you draw on the magic Wizard Spells of the Lower Planes or Upper Planes (your 1st Level choice) to transform yourself. You gain the Acid stream (evocation) following benefits until the spell ends: 3rd Level • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic Spirit shroud (necromancy) Summon fey spirit (conjuration) damage (Upper Planes). Summon shadow spirit (conjuration) • You are immune to the poisoned condition Summon undead spirit (necromancy) (Lower Planes) or the charmed condition (Upper Planes). 4th Level • Spectral wings appear on your back, giving you Summon aberrant spirit (conjuration) a flying speed of 40 feet. Summon elemental spirit (conjuration) • You have a +2 bonus to AC. • All your weapon attacks are magical, and when 6th Level you make a weapon attack, you can use your Otherworldly form (transmutation) spellcasting ability modifier, instead of Summon fiendish spirit (conjuration) Strength or Dexterity, for the attack and damage rolls. Spell Descriptions • You can attack twice, instead of once, when you take the Attack action on your turn. You The spells are presented in alphabetical order. ignore this benefit if you already have a feature, like Extra Attack, that gives you extra Acid Stream attacks. 1st-level evocation Casting Time: 1 action Spirit Shroud Range: Self (30-foot line) 3rd-level necromancy V, S, M (a bit of rotten food) Components: Casting Time: 1 bonus action Concentration, up to 1 minute Duration: Range: Self A stream of acid emanates from you in a line 30 Components: V, S feet long and 5 feet wide in a direction you Duration: Concentration, up to 1 minute choose. Each creature in the line must succeed You call forth spirits of the dead, which flit on a Dexterity saving throw or be covered in acid around you for the spell’s duration. The spirits for the spell’s duration or until a creature uses are intangible and invulnerable, and they are its action to scrape or wash the acid off itself or good or evil (your choice). another creature. A creature covered in the acid Until the spell ends, any attack you make deals takes 3d4 acid damage at start of each of its 1d8 extra damage when you hit a creature turns. within 10 feet of you. This damage is radiant if At Higher Levels. When you cast this spell the spirits are good and necrotic if they are evil. using a spell slot of 2nd level or higher, the Any creature that takes this damage can’t regain damage increases by 1d4 for each slot level hit points until the start of your next turn. above 1st. In addition, any creature of your choice that you can see that starts its turn within 10 feet of Otherworldly Form you has its speed reduced by 10 feet until the 6th-level transmutation start of your next turn. Casting Time: 1 action At Higher Levels. When you cast this spell Range: Self using a spell slot of 4th level or higher, the extra Components: V, S, M (an object engraved with a damage increases by 1d8 for each slot level symbol of the Outer Planes, worth at least 500 above 3rd. gp) Duration: Concentration, up to 1 minute ©2020 Wizards of the Coast LLC 2 Summon Aberrant Spirit spell save DC or take 3d6 psychic damage, provided that the aberration isn’t incapacitated. 4th-level conjuration Casting Time: 1 action ACTIONS Range: 90 feet Multiattack. The aberration makes a number of attacks Components: V, S, M (a pickled tentacle and an equal to half this spell’s level (rounded down). eyeball in a crystal vial worth at least 400 gp) Eye Ray (Beholderkin Only). Ranged Spell Attack: +3 + Duration: Concentration, up to 1 hour the spell’s level to hit, range 30 ft., one creature. Hit: You call forth a spirit from the Far Realm or 1d8 + 3 + the spell’s level psychic damage. another alien realm of madness. The spirit Claws (Slaadi Only). Melee Weapon Attack: +3 + the manifests physically in an unoccupied space that spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + you can see within range. This corporeal form the spell’s level slashing damage. If the target is a uses the Aberrant Spirit stat block below. When creature, it can’t regain hit points until the start of the you cast the spell, choose Beholderkin, Slaadi, or aberration’s next turn. Star Spawn. The creature physically resembles Psychic Slam (Star Spawn Only). Melee Spell Attack: +3 your choice, which also determines some of the + the spell’s level to hit, reach 5 ft., one creature. Hit: traits in its stat block. The creature disappears 1d6 + 3 + the spell’s level psychic damage. when it drops to 0 hit points or when the spell ends. Summon Bestial Spirit The creature is friendly to you and your 2nd-level conjuration companions for the spell’s duration. In combat, Casting Time: 1 action the creature shares your initiative count, but it Range: 90 feet takes its turn immediately after yours. It obeys Components: V, S, M (a feather, tuft of fur, and verbal commands that you issue to it (no action fish tail inside a gilded acorn worth at least required by you). If you don’t issue any, it 200 gp) defends itself but otherwise takes no action. Duration: Concentration, up to 1 hour At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the You call forth the spirit of a beast. The spirit creature assumes the higher level for that manifests physically in an unoccupied space that casting wherever it uses the spell’s level in its you can see within range. This corporeal form stat block. uses the Bestial Spirit stat block below. When you cast the spell, choose an environment: Air, ABERRANT SPIRIT Land, or Water. The creature physically Medium aberration, neutral evil resembles an animal of your choice that is native to the chosen environment, which also Armor Class 11 + the level of the spell (natural armor) determines one of the movement modes in the Hit Points equal the aberration’s Constitution modifier + creature’s stat block. The creature disappears your spellcasting ability modifier + ten times the when it drops to 0 hit points or when the spell spell’s level ends. Speed 30 ft., fly 30 ft. (Beholderkin only; hover) The creature is friendly to you and your STR DEX CON INT WIS CHA companions for the spell’s duration. In combat, 16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 ( 2) the creature shares your initiative count, but it takes its turn immediately after yours. It obeys Damage Immunities psychic − verbal commands that you issue to it (no action Senses darkvision 60 ft., passive Perception 10 required by you). If you don’t issue any, it Languages Deep Speech, understands the languages you defends itself but otherwise takes no action. speak At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Regeneration (Slaadi Only). The aberration regains 10 creature assumes the higher level for that hit points at the start of its turn if it has at least 1 hit casting wherever it uses the spell’s level in its point. stat block. Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your ©2020 Wizards of the Coast LLC 3 BESTIAL SPIRIT required by you). If you don’t issue any, it Small beast, unaligned defends itself but otherwise takes no action. At Higher Levels. When you cast this spell Armor Class 11 + the level of the spell (natural armor) using a spell slot of 6th level or higher, the Hit Points equal the beast’s Constitution modifier + your creature assumes the higher level for that spellcasting ability modifier + ten times the spell’s casting wherever it uses the spell’s level in its level stat block.