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  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dun-
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  Credits
  Project Lead: Micah Wa� 
  Wri� ng: Sco�  Bean, Phil Beckwith, Dante Cifaldi, 
  Elise Cretel, Jeremy Forbing, Bryan Holmes, Ryan 
  Langr, Robyn Nix, Iam Pace, and Micah Wa� 
  Edi� ng: Justyn Johnston
  Layout: Micah Wa� 
  Cover Art: Dante Ezio Cifaldi
  Page Backgrounds Dante Ezio Cifaldi
  Artwork: Dante Ezio Cifaldi, Dean Spencer, Eric Pommer, Bob 
  Greyvenstein, Forrest Imel, DM’s Guild Creator Resources
  Blackstaff's 
  Tome of Wizardry
  
  3
  Introduction
  4
  Origins of Magic & Paths to 
  Discovery
  5
  Wizardly Origins
  6
  School of Alchemical Artillery
  7
  Arcane Experimenter
  9
  School of Astromancy
  11
  School of Battlemagi
  13
  School of Binding
  15
  School of Dimensionalism
  18
  Elemental Traditions
  20
     School of Aeromancy
  21
     School of Floralmancy
  23
     School of Geomancy
  25
     School of Hydromancy
  27
     School of Pyromancy
  29
  School of Emomancy
  31
  School of Ferromancy
  34
  School of Fleuremancy
  36
  School of Golemancy
  38
  The Green Star Adepts
  40
  Guild Wizardry
  42
  School of Hedge Magi
  45
  School of Incantation
  47
  School of Jaunting
  49
  School of Kinetics
  51
  School of Lunar Magi
  53
  School of Mentalism
  55
  School of Nethermancy
  57
  School of Puppetry
  59
  School of Reanimation
  63
  School of Runecraft
  67
  School of Scrymancy
  71
  School of Soulbinding
  73
  Symbarch Teachings
  75
     Magical Lore - the Simbul
  78
  School of Voidmancy
  79
  Bestiary
  81
  Spell Index - by Name
  87
  Spell Index - by Level
  88
  Spell Index - by Spell School
  89
  Contributor Biographies
  90
  Table of Contents
  
  4
  Introduction
  Vajra surveyed the bustling streets of Waterdeep from her 
  balcony, watching the citizens go about their lives, blissfully 
  ignorant of the hidden dangers they were protected from every 
  day by herself and those like her. It was a heavy burden, this 
  responsibility, but one she accepted with resolve. She was best 
  placed to carry it, and her sense of duty would allow no less 
  than her best efforts in service to the city. The fact that the 
  citizens were ignorant, was a blessing that allowed them to 
  carry on without fear. She needed no acknowledgment to feel 
  proud of her role in their lives.  
  A now familiar pull brought her from her reverie – a subtle 
  tugging at her mind that reminded her time was of the essence. 
  Sighing, she turned and walked into the tower, toward her 
  study. 
  As she left, a spectral figure manifested in her wake, slipping 
  silently along behind her. The clack of her staff on the plush 
  carpet covering the marble floors, was audible, sounding in 
  time with her strides as she traversed halls longer than the 
  building dimensions should have allowed. Still, the silent shade 
  pursued her, inching closer to her back. By the time she reached 
  the door to her study, the figure was almost within arm’s reach. 
  She approached a desk with a large black book upon it, as the 
  specter slowly raised a hand… 
  She sighed, exasperated “I can sense your presence you know, 
  no need for theatrics.” 
  The shade of Khelben smiled a slightly mischievous grin “A 
  little theatrics never hurt anyone. I’m still getting used to 
  being…whatever this is. I look like a ghost, and occasionally 
  the desire overtakes me to act like one.”
  Vajra raised an eyebrow “Hardly becoming behavior for an all-
  powerful archmage”, she said archly.  
  “That’s no longer my role. I remain to advise. You are the 
  Blackstaff now”, he countered. 
  Vajra’s face sobered, their banter a welcome distraction, but 
  fading in the face of more serious matters. “You feel it too don’t 
  you? There are new magics rising across Faerûn. I fear there 
  are many out there opening doors to powers they have little 
  understanding of, and less control.” 
  He solemnly agreed. “New magics, and very old magics too – 
  uncovered again after a long dormancy. We will need to educate 
  this new wave of wizards, lest they harm themselves. The 
  young are often impatient and impetuous, to their detriment” 
  Vajra smiled “Only the young? I would wager a lack of good 
  sense is not limited by age”, she said slyly, eyeing the spectral 
  mage. 
  Khelben returned the smile with humor “You are not wrong”, 
  and then with more seriousness continued “Shall we begin?” 
  Vajra turned back to the large tome and opened it with purpose. 
  Welcome to Blackstaff’s Tome of Wizardry, a scholarly 
  account of both new and old magical traditions, 
  revealed and annotated by Khelben Arunsun 
  and Vajra Safahr, former and current holders 
  respectively, of the title and the artifact known
  as the Blackstaff. 
  This tome serves to educate the 
  novice and master alike, in 
  the powers and pitfalls of 
  some rare arcane
  disciplines in the fervent 
  hopes practitioners do 
  themselves, and others, no 
  harm in their pursuit of 
  esoteric knowledge.
  4
  
  5
  The Origins of Magic
  The origins of magic are one of the most important, and most 
  widely debated and disputed, philosophical topics of the 
  wizarding world.  
  The evidence certainly suggests it existed and was wielded, long 
  before the relatively young world of Toril was spun into existence 
  at the metaphorical hands of Ao, the Overgod of the Realms, and 
  some say the creator of the very multiverse itself (though again, 
  this is heavily disputed1).   
  What is known is the origins of magic on Toril. As the gods 
  Selûne and Shar warred for control of the world, their released 
  energies caused both the Weave and, secretly, the beginnings of 
  the Shadow Weave. With the event of the Weave came Mystryl, 
  the ﬁ rst goddess of magic.  At this time magic was raw and 
  unfettered, and the Weave was open to all to use freely. This 
  free use created and recreated the Weave, creating new patterns, 
  designs, and ﬂ aws. From this unrestricted use rose Netheril, the 
  Empire of Magic, whose arcanists commanded powers undreamt 
  of by wizards today. It also gave rise to their enemies, the 
  Phaerimm, and planted the seeds of their own destruction, and 
  that of Mystral too, when Karsus usurped the goddess's power 
  and the Weave failed. 
  From this catastrophe rose a new goddess of magic, Mystra, and 
  a new ordering of magic that has persisted - more or less - to this 
  very day. While the Weave, and Toril, have undergone incredible 
  strain and changes - and a cataclysm or two - the fundamental 
  nature of how wizards access the Weave has remained. Gone is 
  the dangerous, world-altering freedom to use the Weave as whims 
  dictated. Magic is now more controlled, and harder to access, for 
  wizards of the Realms than it once was. 
  Paths to Discovery
  That doesn't mean that discoveries and innovations are withheld. 
  Far from it, the nature of wizards is to study and test the limits 
  of what is possible with magic. It is what fundamentally sets 
  them apart from all other users of the Weave; the desire to push 
  forward – or to look back – and discover or uncover ways of using 
  magic that are not currently known. Whether uncovering a long 
  lost art form or forging a new path into magical theory, wizards 
  are forever opening doors and stepping boldly through into new 
  frontiers of magic. 
  1 It was in fact revealed that AO is creator and caretaker of only Abier and 
  Toril in the novel Waterdeep of the Avatar Trilogy by Troy Denning
  Many wizardry schools and lone mages hold their own 
  speculations on the beginnings of arcane practice, and the nature 
  of discovery and development, which they impart to apprentices 
  to continue the search. Because of this, as wizards journey, they 
  investigate; documenting, collecting, and researching the ruins 
  explored and creatures slain, all in the hopes of ﬁ nding that next 
  clue to the true origins of the arcane, and the inﬁ nite possibilities 
  held within.
  Sometimes these researches lead to breakthroughs that forever 
  change the nature of how magic is thought of or taught, gaining 
  the wizard fame (or infamy) that lives on long after they are gone. 
  The names Bigby, Tenser, and Mordenkainen are synonymous 
  with magical spells that are known to all wizards, though few 
  on Toril know the speciﬁ cs of who these great wizards were. 
  Occasionally a wizard's legacy leaves an indelible mark on magic 
  itself. While not all such marks or reputations are lauded, one 
  never knows how history will record them.
  Of course, far more often a wizard – and any contributions 
  to magic they make – fade into oblivion with their passing; 
  unremarkable, unrecorded, and unlamented. 
  In my experience, adventuring wizards often fall into the latter 
  category, as their danger-fraught occupation tends to end careers 
  before they reach their natural peak. The researchers tend to live 
  safer if less exciting lives. That being said, such intrepid wizards 
  are far more likely to uncover long lost caches, libraries, and 
  laboratories of the ancient, and long lost magic-using cultures that 
  have vanished from the world, rediscovering esoteric knowledge 
  that may shed light on such mysteries.
  Finally one cannot discount the power of desperation on discovery. 
  Many an adventurer has discovered a revelation in magical 
  theory in an often expedient and desperate attempt to stave off 
  impending death or the threat of existential terror. As mortals, we 
  have an amazing depth 
  of resolve in delaying 
  the inevitable.           
  One never knows where 
  the next great discovery 
  will be found.
  
  6
  Wizardly Origins
  Wizards are made, not born. Greatness comes from the 
  pursuit of ideals, and the persistance to follow these 
  through to their natural conclusion with long hours of 
  research and experimentation. While others are born 
  naturally gifted, or make pacts with powers, or flirt 
  with arcana through other means, wizards expand their 
  talents with hard work and perseverence.
  When creating a wizard character you may want to 
  consider selecting from the following characteristics to 
  add depth to the character's origin story.
  Magical Theory
  While the belief that all wizards access the Weave for 
  magc is universal, exactly how a specific wizard does so 
  is very personal. No two wizards explain the process in 
  the same way 
  d8 
  Magical Theory
  1
  Magic is a fundamental force of nature, 
  like the wind, or sunlight. It sits just below 
  the surface of the tangible world, waiting 
  to be drawn upon.
  2
  The oldest discovered scripts of magc are 
  in Draconic. Dragons are the true masters 
  of magic and their script and grammar are 
  the keys to unlocking magic. 
  3
  Magic is derived from the feywild. The 
  fey are innately creatures of magic and 
  understanding their essential nature is the 
  the first steps to arcane knowledge.
  4
  The ubiquity of elemental magic suggests 
  that magic is derived from the elemental 
  planes and arcane script is merely a 
  codification of symbols allowing us to 
  understand how to combine these elements 
  in ways to produce magic effects. 
  5
  The Astral plane connects all things and is 
  the source of magic too. All manifestations 
  of magic are generated by tapping the 
  silver sea as a conduit.
  6
  Its no conincidence that the runes of the 
  giant folk both permeate various languages 
  and have symbolic and iconic power. This 
  is the language of magic. 
  7
  I am the source of my magic. It exists 
  because I exist, and naturally draw energy 
  because of this fact. Each wizard must find 
  their own personal focus to unlock the 
  potential within. 
  8
  There is no magic...
  Initiation to Magic
  All wizards are exposed to magic at some point, in 
  order to set their feet on the path of study. How each 
  was first influenced forever informs their attitudes and 
  behaviours toward their career.
  d12 
  Inititation
  1
  A strange, shadowy figure came to you 
  in your dreams, and over the course of 
  months, instilled in you a facination with 
  magic.
  2
  As a child, you found an old tome in a 
  cluttered attic. Once you realized what it 
  was, what it held, you became shaped by it. 
  3
  When you were young, you became lost 
  and wandered into a vast temple glittering 
  with sigils, and from those runes poured 
  into you the knowledge of magic.
  4
  A parent instructed you in the ways of 
  magic, with traditions unique to your 
  family.
  5
  At a young age, you were sent to live 
  with an eccentric hermit who taught you 
  esoteric knowledge while you tended to 
  tedious chores.
  6
  It was a custom in your village to send 
  the brightest children to study at a remote 
  monastery of scholars and mages. 
  7
  A secret society of mages located you and 
  brought you to learn in an arcane academy 
  hidden beneath ancient ruins.
  8
  Your great-great-grandmother once loyally 
  served a dragon, who repaid this loyalty by 
  teaching you arcane secrets.
  9
  An 
  enigmatic 
  traveler 
  noticed 
  your 
  precocious mind and sent you to study 
  with the fey in an isolated land concealed 
  by mists.
  10
  You attended a grand university of magic 
  where alchemists, artificers, and wizards of 
  all sorts come to study.
  11
  As a child you discovered a cursed object 
  and fell under its sway. A guild wizard was 
  brought in to break the curse and noted 
  your magical aptitude, recommending you 
  for enrolement.
  12
  You discovered a tiny sliver of blue-
  white crystal while playing as a child, and 
  instantly your mind was filled with arcane 
  symbols and eldritch incantations you 
  couldn't possibly understand. From that 
  day forward your insatiable hunger for 
  magical knowledge was born. 
  
  7
  School of Alchemical Artillery
  The alchemical artillerist is an expert at infusing 
  magic with other components to create a strong 
  offense from long range. They use unique alchemical 
  components to enhance their spellcasting capabilities. 
  They are commonly seen along military lines, 
  assisting adventurers, or aiding political leadership 
  facing difficult challenges that require a lot of arcane 
  firepower.   
  Alchemical Artillerist Features
  Wizard Level     Feature
  2nd
  Alchemical Expert, Siege Artillerist
  6th
  Fog of War
  10th
  Intense Elements
  14th
  Concentration or Dilution
  Alchemical Expert
  Starting at 2nd level, you are proficient in the Arcana 
  skill, as well as with alchemist's supplies.
  Siege Artillerist 
  Starting at 2nd level, if you use your alchemist’s 
  supplies as the material component of your spells, you 
  can imbue a spell to deal double damage to objects and 
  structures. You can use this ability a number of times 
  equal to your Intelligence modifier (minimum of once). 
  You regain all expended uses when you finish a long 
  rest. 
  Fog of War 
  Beginning at 6th level, using your alchemist’s supplies 
  as a material component of your spells, you can add a 
  lasting smoke to any instantaneous area of effect spell 
  you cast. Once the spell effect ends, it leaves behind 
  a thick cloud of alchemical smoke for a short time. 
  The residual smoke covers the same area as the spell, 
  creating a heavily obscured area until the end of your 
  next turn, and lightly obscured area until the end of 
  your turn after that. You can use this ability a number of 
  times equal to your Intelligence modifier (minimum 1). 
  You regain all expended uses of this ability when you 
  finish a long rest.   
  Intense Elements
  Beginning at 10th level, you are able to mix in 
  alchemical concoctions to your elemental spells that 
  allow them to increase in intensity, clinging to their 
  targets for added effect. When you cast a spell that 
  deals acid, cold, fire, or lightning damage, you can 
  intensify it using your alchemist's supplies as a material 
  component. Any 1s rolled on the damage dice of the 
  spell are automatically treated as a 2 instead. You regain 
  the use of this ability after finishing a short or long rest.          
  Concentration or Dilution
  At 14th level, you have mastered alchemical mixtures 
  capable of concentrating or dispersing your area of 
  effect spells. When you cast a damage-dealing, area of 
  effect spell, you can either:
  •
  Choose to concentrate the spell effect, halving the
  area of effect but forcing saving throws to resist its
  effects to be made with disadvantage.
  •
  Choose to dilute the spell effect, doubling its area of
  effect, but each affected creature gains resistance to 
  the diluted damage type for this spell. 
  After using this ability you cannot use it again until 
  after you finish a long rest. 
  New Alchemical Artillery Spells
  Alchemical Grenade
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (alchemist's supplies)
  Duration: Instantaneous 
  You generate a partially magical, partially alchemical 
  sphere and hurl it at a point within range. On impact it 
  explodes in a 5-foot radius sphere of shrapnel. Creatures 
  within the area must make a successful Dexterity saving 
  throw or take 1d6 piercing damage. 
  Arcane Ball Bearings
  3rd-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, S, M (a single ball bearing)
  Duration: Instantaneous 
  A wave of glowing arcane ball bearings is flung in a 
  60-foot cone from a point you choose within range. The
  ball bearings pulse with an energy type of your choice
  from fire, lightning, or radiant. Creatures in the affected
  area must make a Dexterity saving throw, taking 2d6
  bludgeoning damage and 4d6 damage of the damage
  type you chose on a failed save, or half as much damage
  on a successful one. After the initial wave, the ball
  bearings cease dealing damage but remain in the area
  for 10 minutes before vanishing. Anytime a creature
  attempts to move in or through the area, it must succeed
  on a Dexterity saving throw or fall prone. Crawling
  creatures and those immune to the prone condition do
  not need to make this saving throw.
  
  8
  Fires of Avernus
  5th-level evocation
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S, M (a chunk of basalt)
  Duration: Instantaneous 
  Crackling hellish fl ame and acrid smoke pour forth 
  from your hands, engulfi ng a 60-foot cone area of your 
  choice. Creatures within the area of effect must make 
  a successful Dexterity saving throw or take 10d6 fi re 
  damage and become incapacitated until the end of their 
  next turn, as their lungs fi ll with the poisonous smoke. 
  A creature that succeeds on its saving throw takes half 
  as much damage and isn’t incapacitated. Creatures 
  immune to poison are immune to the incapacitating 
  effects of this spell.    
  At Higher Levels.  When you cast this spell using 
  a spell slot of 6th level or higher, the fi re damage 
  increases by 1d6 for each slot level above 5th.
  Shrapnel Ray
  1st-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (an orange topaz worth at least 
  50gp)
  Duration: Instantaneous 
  An electrical bolt streaks toward a target in range, 
  gathering rocks, dust, or other debris. Make a ranged 
  spell attack. On a hit, the target takes 2d8 lightning 
  damage and a 15-foot radius dust cloud centered on the 
  target forms, creating a lightly obscured area. This cloud 
  lasts for 1 minute. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you create one 
  additional bolt for every two slot levels above 1st.
  Elise Cretel
  Warfare by magic is nothing new. Sadly, 
  one of the greatest motivations for 
  magical innovation is conﬂ ict. Alchemical 
  artillerists take this to new heights, 
  combining the pseudo-arcane discipline of 
  alchemy and wizardry, to produce some of 
  the most terrifyingly effective combat magic 
  ever conceived.
  
  9
  Arcane Experimenter
  The wizardry disciplines tend towards fastidious 
  structure, dedicated study, and cautious 
  experimentation. The formulas for new spells and 
  magical items can take decades of research and testing 
  before they are proven stable.
  But there are those who believe to truly learn, to 
  truly understand, requires not only careful analysis 
  but practice; even if that process is considered reckless. 
  The quickest way to test if a spell formula works 
  isn’t to pore over it for months or years, assessing its 
  flaws, but to simply try it in a variety of situations and 
  environments, and against a variety of foes.
  Arcane Experimenter Features
  Wizard Level     Feature
  2nd
  Experimenter's Kit, Arcane 
  Superiority
  6th
  Prepared Superiority
  10th
  Improved Superiority
  14th
  Relentless
  Experimenter's Kit
  At 2nd level, you gain proficiency with alchemist’s 
  supplies, a fundamental of arcane experimentation.
  Arcane Superiority
  You push your magic further than other arcane 
  traditions. What your magic lacks in elegance, it makes 
  up for in power.
  At 2nd level, you learn arcane maneuvers that are 
  fueled by special dice called superiority dice.
  Maneuvers. You learn three arcane maneuvers 
  of your choice. Many maneuvers enhance your 
  spellcasting in some way. You can only use one 
  maneuver per spell cast (maximum of 1 per turn). 
  You learn one additional maneuver of your choice at 
  6th level, 10th level, and 14th level. Each time you learn 
  a new maneuver, you can choose one of the maneuvers 
  you know and replace it with another maneuver from 
  the list of maneuvers available to you.
  Superiority Dice. You have four superiority dice, 
  which are d6s. A superiority die is expended when you 
  use it. You regain all of your expended superiority dice 
  when you finish a short or long rest. You gain another 
  superiority die at 7th level and one more at 15th level.
  Saving Throws. Some of your arcane maneuvers 
  require your target to make a saving throw to resist the 
  maneuver's effects. The saving throw DC is calculated 
  as follows:
  Maneuver save DC = 8 + your proficiency bonus + your 
  Intelligence modifier.
  Arcane Maneuvers
  The maneuvers are presented in alphabetical order
  Arcane Stability. If you are required to make 
  a Constitution saving throw to maintain your 
  concentration, as a reaction, you can expend one 
  superiority die and add twice the number rolled on the 
  superiority die to your saving throw. You apply this 
  bonus after you roll the die, but before the outcome is 
  determined.
  Experimental Formula. When you cast a spell that 
  requires a saving throw, as a reaction, you can expend 
  one superiority die and increase the spell save DC by 
  half the number rolled on the superiority die (rounded 
  down). You apply this bonus before the saving throw is 
  rolled.
  Imbued Alacrity. When you roll initiative, as a 
  reaction, you can expend one superiority die and 
  add the result of the superiority die to your initiative 
  score. In addition, you gain bonus movement for the 
  first round of combat equal to 5 feet x the result of the 
  superiority die roll.
  Occult Insight. When you make an Intelligence check, 
  as a reaction, you can expend one superiority die and 
  add the number rolled on the superiority die to your 
  check. You apply this bonus after you roll the die, but 
  before the outcome is determined.
  Power Surge. When you hit a creature with an attack, 
  or it fails a saving throw against a spell you cast, as a 
  reaction, you can expend one superiority die and deal 
  force damage equal to the result of the superiority die. 
  If the spell affects more than one creature, you choose 
  which creature takes the additional damage. At 11th 
  level this additional damage becomes 2x the amount 
  shown on the superiority die.
  Spell Dispersal. If you are required to make a saving 
  throw against a spell or magical effect, as a reaction, you 
  can expend one superiority die and add the number 
  rolled on the superiority die to your saving throw. You 
  apply this bonus after you roll the die, but before the 
  outcome is determined. 
  Weave Ward. If you are hit by an attack whilst not 
  wearing armor, as a reaction, you can expend one 
  superiority die and add the number rolled to your AC 
  until the end of this turn. If the attack still hits, you take 
  half damage instead. You can apply this bonus after the 
  die is rolled, but before the outcome is determined.
  Prepared Superiority
  At 6th level you gain the following abilities:
  •
  If you roll a 20 on the die when making an
  Intelligence saving throw or an Intelligence ability
  check, you regain one superiority die.
  •
  The first time you expand all of your highest level
  spell slots, you regain a superiority die. You cannot
  benefit from this ability until you have completed a
  long rest.
  
  10
  Improved Superiority
  Your superiority die changes when you reach certain 
  levels in this class. The die becomes a d8 at 10th level, 
  and a d10 at 18th level.
  Relentless
  Starting at 14th level, when you roll for initiative and 
  have no superiority dice remaining, you regain 1 
  superiority die.
  New Arcane Experimenter Spells
  Ablative Body Ward
  3rd-level abjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (gem dust worth at least 50 gp, 
  which the spell consumes)
  Duration: 1 minute
  You are imbued with a sheen of glittering dust that 
  guards against fatal blows. While the spell is active, 
  when damage reduces you to zero hit points, you can 
  make a Constitution saving throw with a DC of 5 + the 
  damage taken. On a success, you drop to 1 hit point 
  instead.
  At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the duration increases by 1 
  minute for each slot level above 3rd.
  Greater Charm of Second Chance 
  4th-level divination
  Casting Time: 1 reaction, which you take when you 
  make a saving throw, ability check, or attack roll
  Range: Self 
  Components: V, S, M (a weighted die)
  Duration: Instantaneous
  Twisting the Weave of magic in your favor, you 
  influence the world with uncanny luck. After rolling 
  a die, you can use your reaction to reroll it and add or 
  subtract an amount equal to your spellcasting ability 
  modifier, but you must accept the new result. 
  Lesser Charm of Second Chance
  2nd-level divination
  Casting Time: 1 reaction, which you take when you 
  make a saving throw, ability check, or attack roll
  Range: Self 
  Components: V, S, M (a weighted die)
  Duration: Instantaneous
  Pulling at the thread of the Weave, you subtly shape 
  events. After rolling a die for the triggering event, you 
  can use your reaction to reroll it, but you must accept 
  the new result.
  Prismatic Cloud
  5th-level conjuration
  Casting Time: 1 action
  Range: 60 feet 
  Components: V, S, M (a prism)
  Duration:  Concentration, up to 1 minute
  You cause a glittering cloud of scintillating energy to 
  form momentarily at a point within range, filling a 
  20-foot-radius sphere. Each creature in the sphere must
  succeed on a saving throw or be affected by one of the
  following conditions (roll 1d6 for each creature):
  1.
  Paralysis. The creature must succeed on a
  Constitution saving throw or be paralyzed for 1
  minute. A creature can repeat the saving throw at
  the end of each of its turns, ending the effect on
  itself on a success.
  2.
  Poisoned. The creature must succeed on a
  Constitution saving throw gain the poisoned
  condition for 1 minute. The target can repeat the
  saving throw at the end of each of its turns, ending
  the effect on itself on a success.
  3.
  Frightened. The creature must succeed on a
  Constitution saving throw or be frightened for 1
  minute, with you being the cause of its fear. The
  target can repeat the saving throw at the end of each
  of its turns, ending the effect on itself on a success.
  4.
  Slumber. The creature must succeed on a
  Constitution saving throw or fall unconscious for
  1 minute. The target can repeat the saving throw
  at the end of each of its turns, ending the effect on
  itself on a success. If the creature suffers damage the
  effect immediately ends.
  5.
  Blind. The creature must succeed on a Constitution
  saving throw or be blinded for 1 minute. The target
  can repeat the saving throw at the end of each of its
  turns, ending the effect on itself on a success.
  6.
  Charmed. The creature must succeed on a
  Constitution saving throw or be charmed by you
  for 1 minute. The target can repeat the saving throw
  at the end of each of its turns, ending the effect on
  itself on a success.
  Iam Pace
  
  11
  School of Astromancy
  Wizards who practice astromancy learn to harness 
  the full power of both the heavens and the earth; to 
  aid, hinder, or destroy. With an extreme love of the 
  celestial bodies, they learn to extend their awareness 
  of the weave to the stars. Having a deep respect for the 
  power of Toril’s own power, they are able to manipulate 
  the power of gravity itself. While scoffing at the idea 
  that their school is in any way related to the predictive 
  nature of astrology (a common mistake among the 
  uninitiated), their powers are more often employed 
  in professions where security or displays of force are 
  required.
  Astromancer Features
  Wizard Level     Feature
  2nd
  Star Sight, Reactive Levitation
  6th
  Power of the Stars
  10th
  Radiant Armor
  14th
  Master of Gravity
  Star Sight
  At 2nd level, your eyes glow with a flicker of starlight, 
  even in the darkest dark. You gain darkvision out to 
  a range of 30 feet and it can’t be impeded by magical 
  darkness. If you already have darkvision, its range 
  increases by 30 feet.
  Reactive Levitation
  Beginning at 2nd level, your spellcasting attunes you to 
  the forces of gravity. Whenever you use your action to 
  cast a spell, you can use your bonus action to hover 1 
  foot off the ground until the start of your next turn. You 
  can end this ability as a reaction.
  Power of the Stars
  Starting at 6th level, you are able to harness the powers 
  of the stars themselves. You are resistant to radiant 
  damage. Additionally, when you deal fire damage or 
  lightning damage with a spell, you can choose to change 
  the type of damage it deals to radiant. You can use this 
  ability twice, regaining expended uses after completing 
  a long rest.
  Radiant Armor
  Starting at 10th level, as a bonus action, you can expend 
  a spell slot to manifest a glimmering, radiant cuirass on 
  your body. This cuirass lasts for 1 minute, and grants 
  you a bonus to your AC equal to half the level of the 
  spell slot expended (minimum of 1). Additionally, for 
  the duration of this effect, when you are hit with a 
  weapon attack from a creature you can see within 60 
  feet of you, the attacker takes 1d6 radiant damage.
  Master of Gravity
  At 14th level, you’ve mastered manipulating the gravity 
  of Toril itself. You know the reverse gravity spell and 
  copy it into your spellbook. You can cast it once per 
  long rest without expending a spell slot. Additionally, 
  while the spell is active, you gain a fly speed equal to 
  your movement speed.
  New Astromancer Spells
  Gravity Ward
  2nd-level transmutation
  Casting Time: 1 minute (ritual)
  Range: 30 feet
  Components: V, S
  Duration: 1 day
  You ward a two-dimensional area up to five consecutive 
  5-foot squares, with a gravity ward. Unless a creature 
  knows the password, any creature touching the surface 
  of the ward is affected by the increased gravity of the 
  area. Affected creatures must succeed on a Strength 
  saving throw or have their movement speed reduced 
  by half. The area of the ward is also considered difficult 
  terrain for affected creatures. Triggering the ward does 
  not dispel it, and dispel magic can remove five 5-foot 
  squares.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can ward an 
  additional five 5-foot squares, and the effect lasts an 
  additional day, for each slot level above 2nd. If you cast 
  this spell using a 9th-level spell slot, the effect lasts until 
  dispelled. 
  Melf's Most Mintue Meteor
  Evocation cantrip
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of meteorite)
  Duration: Instantaneous
  You summon a small meteor to fall from the sky and 
  crash into your opponents. You target one creature 
  you can see within range. The target must make a 
  Dexterity saving throw or take 1d6 fire damage and 1d6 
  bludgeoning damage. 
  The spell’s fire damage increases by 1d6 when you 
  reach 5th level (2d6), 11th level (3d6), and 17th level 
  (4d6).
  Pulsar Shield
  5th-level evocation
  Casting Time: 1 reaction, which you take when you are 
  targeted by an attack or spell effect.
  Range: Self
  Components: V, S, M (a star ruby worth at least 1,000      
        gp)
  
  12
  Duration: 1 round
  A glowing barrier of radiance appears to protect you. 
  Until the start of your next turn, you gain a +5 bonus 
  to AC and have resistance to fi re, radiant, lightning, 
  and force damage. Your body shines brightly, shedding 
  bright light in a 30-foot radius, and dim light for an 
  additional 15 feet. Any creature within 30 feet of 
  you when the spell is cast must make a successful 
  Constitution saving throw or be blinded until the end 
  of its next turn. A creature can avoid this effect by using 
  their reaction to drop whatever is in their hands and 
  covering their eyes.
  Remove Gravity
  3rd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (two magnets)
  Duration: Concentration, up to 1 minute
  You target one creature you can see within range. The 
  creature must succeed on a Strength saving throw or 
  begin fl oating 1 foot off the ground. The target’s speed 
  is reduced to 5 feet and it has disadvantage on Dexterity 
  checks and Dexterity saving throws, as well as on 
  attack rolls, as they spin uncontrollably in the air. The 
  target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If 
  the target gains a fl ying speed, the effect automatically 
  ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th or higher, you can target one additional 
  creature for every two slot levels above 3rd.
  Singularity
  9th-level transmutation
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a sliver of meteoric iron, which 
  the spell consumes)
  Duration: Concentration, up to 1 minute.
  You target a point you can see within range. A 15-foot 
  spherical singularity appears, drawing everything 
  toward it. Each creature that starts its turn within 60 feet 
  of the singularity suffers the following effects: 
  •
  Its movement speed is reduced to 15 feet.
  •
  The creature must succeed on a Strength saving
  throw or be moved 20 feet in a straight line toward
  the center of the singularity.
  •
  The creature has disadvantage on Dexterity saving
  throws and ability checks.
  When a creature enters the 15-foot area of the 
  singularity for the fi rst time on a turn or starts its turn 
  there, it takes 8d6 force damage.
  Ryan Langr
  12
  
  13
  School of Battlemagi
  Battlemages are the frontline warriors in magical 
  warfare. Unlike evokers and war mages, battlemages 
  do not provide long range tactical support or magical 
  assault, instead they lead from the front, steel on steel 
  with the foe, wielding their mageblades in tandem with 
  casting magic, devastating their enemies. Whilst in the 
  fray, battlemages rely on their protective enchantments 
  to guard and protect them. In melee, battlemages are 
  a power to be reckoned with; often unexpected and 
  underestimated, though rarely twice.    
  Battlemage Features
  Wizard Level     Feature
  2nd
  Bonus Profi ciencies, Imbue Mageblade
  6th
  Kinetic Shield, Spell and Blade
  10th
  Kinetic Augmentation
  14th
  Kinetic Assault
  Bonus Proficiencies
  When you choose this school at 2nd level, you gain 
  profi ciency with martial weapons. 
  Imbue Mageblade
  At 2nd level, you are able to imbue any melee weapon 
  with a powerful enchantment, creating a magical 
  link between it and you. This ritual requires 1 hour 
  of uninterrupted contact with the weapon, in which 
  you may undertake no other activity. Once imbued, 
  attacks with this weapon use your Intelligence modifi er 
  for attack and damage rolls. You can use your bonus 
  action to summon the imbued weapon, regardless of its 
  location, to your hand, provided it is not being worn or 
  carried by another creature. The imbued weapon can be 
  used as an arcane focus, and attacks made with it count 
  as magical for the purpose of overcoming resistance 
  and immunity to nonmagical attacks and damage. 
  You can remove the link from one weapon and place it 
  on another by performing the ritual again. Despite its 
  name, this ability works with any melee weapon.    
  Kinetic Shield
  Starting at 2nd level, when you are struck by a weapon 
  attack, you can use your reaction to generate a kinetic 
  shield that reduces the damage from the strike by an 
  amount equal to your profi ciency bonus. The shield 
  remains active until the beginning of your next turn, 
  reducing damage from all weapon strikes until it 
  dissipates. You can use this feature a number of times 
  equal to your Intelligence modifi er (a minimum of 
  once). You regain expended uses when you fi nish a long 
  rest.   
  Spell and Blade
  Beginning at 6th level, when you use your action to cast 
  a cantrip, as a bonus action, you can make one melee 
  attack with a weapon you are holding. 
  Kinetic Augmentation
  Starting at 10th level, on your next turn after activating 
  Kinetic Shield, you can use your bonus action to take 
  the Dash action. This movement does not provoke 
  opportunity attacks.  
  Kinetic Assault
  Starting at 14th level, on your next turn after using 
  Kinetic Shield, you can take one additional action on 
  your turn to make an attack or cast a spell. This ability 
  allows you to break the restrictions on casting two 
  spells (that both require an action to cast), on the same 
  turn. This ability cannot be used in conjunction with 
  Action Surge or any other ability that allows the casting 
  of multiple spells on a single turn. You regain the use of 
  this ability after completing a long rest. 
  
  14
  14
  New Battlemagi Spells
  Aggressive Surge
  2nd-level enchantment 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S,  
  Duration: 1 minute 
  Upon casting this spell, you are fi lled with an aggressive 
  battle fury that augments offense at the cost of defense. 
  Until the spell ends you gain advantage on all attack 
  rolls, but all attack rolls against you have advantage. 
  You can choose to end the spell early as a bonus action.   
  Arcane Resilience
  4th-level abjuration 
  Casting Time: 1 reaction, which you take when you 
  suffer a critical hit
  Range: Self 
  Components: V 
  Duration: 1 minute 
  When you suffer a critical hit you can cast this spell 
  as a reaction, and become immune to all critical hits 
  (including the triggering attack) for the next minute. All 
  critical hits against you become normal hits.
  Blessing of the Elements
  5th-level enchantment 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (mageblade)  
  Duration: Concentration, up to 1 minute 
   You enchant your imbued weapon with one of the 
  following elemental types; fi re, cold, acid, lightning, or 
  thunder. The weapon deals an additional 2d6 damage 
  of the chosen elemental type on a hit. As a bonus 
  action, you can change the elemental type your imbued 
  weapon is enchanted with.
  Hungering Blade
  3rd-level enchantment 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (mageblade)  
  Duration: Concentration, up to 1 minute 
  You enchant your imbued weapon to infl ict vicious 
  wounds upon striking. Your weapon attacks score a 
  critical hit on a roll of 19 or 20. If a creature suffers a 
  critical hit from your imbued weapon, until the spell 
  ends, each time the creature is struck by the weapon it 
  must make a successful Constitution saving throw, or 
  take an additional 1d6 damage of the same type as the 
  weapon.   
  Warding Blade
  1st-level abjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (mageblade)  
  Duration: Concentration, up to 1 minute 
  You cast a warding enchantment on your imbued 
  weapon. For the duration, while you are holding the 
  weapon, you gain a +2 bonus to AC.  
  Micah Watt
  
  15
  School of Binding
  When a wizard states they’re a conjurer, it usually 
  means they summon creatures from the planes and 
  use them as servants. A binder takes this tradition a 
  step further: they make a deal with one of these beings 
  and become their partner. Some wizards will bind an 
  individual creature, over and over. Others will rotate 
  through a slew of creatures, adapting abilities as 
  needed.
  Binder Features
  Wizard Level     Feature
  2nd
  Planar Contact, Align Contact
  6th
  Be My Guide
  10th
  Guard My Back
  14th
  By My Side!
  Planar Contact
  Starting at 2nd level, you learn your choice of two of 
  the following languages: Abyssal, Infernal, Celestial, or 
  Sylvan. Additionally, you become proficient with a set 
  of Artisan’s tools known as tattoo needles. 
  Align Contact
  Beginning at 2nd level, whenever you complete a long 
  rest, you can reach out to creatures of the planes. You 
  choose to contact a devil, demon, angel, or guardinal 
  and you make a deal with it. The creature becomes a 
  spirit and wraps itself around your body, exhibiting 
  itself as a tattoo that appears on your skin. 
  While you have a creature bound in this fashion, the 
  creature is available to you to ask questions. Because 
  it is bound to you, it must provide you an answer 
  to the best of its ability, granting you advantage on 
  Intelligence checks related to the creature and its home 
  plane, as well as any other information it reasonably 
  possesses.
  Be My Guide
  Starting at 6th level, as a bonus action, your bound 
  spirit can be released to aid you in combat. The tattoo 
  begins to glow on your skin. This ability lasts a number 
  of rounds equal to half your wizard level (minimum of 
  1). You gain one of the following benefits based on the 
  creature that was bound to you:
  •
  Demon - Your physical form becomes more
  demonic, growing spikes and claws. If you deal
  damage to a creature with a spell on your turn, you
  can use your bonus action to try and claw them.
  This is a melee weapon attack you are proficient
  with, that uses your Intelligence modifier instead
  of Strength, and deals 2d6 slashing damage. This
  attack can be used as part of the bonus action to 
  invoke this ability.
  •
  Devil - Your eyes blacken, your body reeks of
  brimstone, and you grow thick horns. When you
  cast a spell that has a duration on a creature, while
  that creature is affected by your spell, they are
  harassed by a flock of imps that come seemingly
  out of nowhere. All attacks against that target are
  made with advantage. If the spell targets multiple
  creatures, you must choose one of those creatures as
  the target creature to be affected by this ability. You
  can change this choice at the start of each of your
  turns.
  •
  Angel - You grow glowing wings made of light.
  You gain a fly speed that is twice your movement
  speed, and you shed bright light in a 20-foot radius
  and dim light for an additional 20 feet.
  •
  Guardinal - Your skin gains shaggy fur, your
  hair has the texture of feathers, and your physical
  form becomes more bestial. You are resistant to
  lightning damage, and magic can’t put you to sleep.
  Additionally, whenever you reduce a creature to
  zero hit points, you gain temporary hit points equal
  to your wizard level that last until this ability ends.
  Once you use this ability, you cannot use it again until 
  after you have completed a long rest.
  Guard My Back
  At 10th level, as an action, your bound spirit can be 
  released to protect you. The tattoo begins to glow on 
  your skin and a ghostly copy of the bound creature 
  appears in an unoccupied space adjacent to you. This 
  ability lasts a number of rounds equal to half your 
  wizard level (minimum 1). You have half cover while 
  the facsimile of the creature is adjacent to you. You gain 
  one of the following benefits based on which creature 
  was bound to you:
  •
  Demon - You gain a +1 bonus to AC, and creatures
  that attack you take magical slashing damage equal
  to half your wizard level.
  •
  Devil - You have resistance against damage from
  spells.
  •
  Angel - You have advantage on saving throws
  against spells.
  •
  Guardinal - Beasts will not attack you unless you
  attack them first, and you can cast speak with animals
  at will. At the start of each of your turns, if you are
  at less than half of your hit points total, you regain 5
  hit points.
  Once you use this ability, you cannot use it again until 
  after you have finished a long rest.
  By My Side!
  Starting at 14th level, as an action, you can summon 
  your bound creature to physical form. The tattoos 
  
  16
  16
  disappear from your body and the bound creature 
  appears in an unoccupied space of your choice within 
  30 feet. Without your tattoos, you are unable to invoke 
  either of your Be My Guide or Guard My Back abilities. 
  The creature acts on its own initiative, makes its own 
  decisions, but considers you an ally. This ability lasts 
  for 10 minutes, or until the creature hits zero hit points, 
  or until you use your action to end the effect. When 
  the creature disappears, your binding tattoo does not 
  reappear, requiring you to use your tattoo needles and 
  complete a long rest, to create a new binding tattoo. 
  The creature you summon is based on the creature that 
  was bound to you:
  •
  Demon - Barlgura
  •
  Devil - Barbed Devil
  •
  Angel - Couatl
  •
  Guardinal - Musteval (see stat block below)
  New Binder Spells
  Disconnect Bond
  2nd-level transmutation
  Casting Time: 1 action 
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You disrupt the bond between a summoner and their 
  conjured creatures. Choose a creature within 30 feet that 
  was conjured. It must succeed on a Charisma saving 
  throw or obey you as though you were the creature that 
  summoned it. At the end of each of your turns, make a 
  Charisma saving throw against the summoner’s spell 
  save DC. On a failure, this spell ends.
  Ethereal Quiver
  3rd-level conjuration
  Casting Time: 1 action 
  Range: 30 feet
  Components: S
  Duration: Instantaneous
  You conjure a ghostly quiver of ammunition onto a 
  target within range. This quiver has 20 arrows, bolts, 
  or other ammunition of your choosing. Attacks using 
  this ammunition ignore cover and counts as magical for 
  the purposes of overcoming damage immunities and 
  resistances.
  Overpower Bond
  2nd-level transmutation
  Casting Time: 1 action 
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You force arcane power through the conduit of a 
  summoner’s bond. Choose a creature within 30 feet 
  that was conjured or summoned by a spell, magic item, 
  or ability. This creature gains 10 temporary hit points 
  and its attacks count as magical for the purposes of 
  overcoming damage immunities and resistances.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the temporary hit points 
  increase by 4 for each slot level above 2nd. Additionally, 
  when you cast this spell using a spell slot of 5th level or 
  higher, the creature also gains +1 bonus to AC, and a +1 
  bonus to attack and damage rolls. 
  When you cast this spell using a spell slot of 6th level 
  or higher, the bonus to AC, attack rolls, and damage 
  rolls, increases by 1 for every 2 slot levels above 5th. 
  Tenser's Recall
  5th-level conjuration
  Casting Time: 1 action 
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a link between yourself and another willing 
  creature. At any point during the spell, you can use 
  your bonus action to end the spell and summon the 
  creature to a location adjacent to you, so long as you are 
  both on the same plane of existence. If the spell ends 
  without you using your bonus action to trigger it, the 
  bond is broken and the creature cannot be conjured to 
  your location.
  At Higher Levels. If you cast this spell using a spell 
  slot of 5th level or higher, the duration is concentration, 
  up to 10 minutes. If you cast this spell using a spell slot 
  of 7th level or higher, the duration is concentration, up 
  to 1 hour. If you use a 9th level spell slot, the duration is 
  concentration, up to 8 hours. 
  
  17
  What is a Guardinal?
  From the mountains of Celestia, the lawful good angels 
  reign supreme. Down in the depths of Carceri, the Nine 
  Hells, and the Abyss, fi ends fester in the dark corners of 
  their forgotten planes. There are other beings of similar 
  power elsewhere in the cosmos, but few as overlooked 
  as the guardinal.
  These beings resemble humanoids with animal 
  heads, which gives them a very distinct and disparate 
  appearance. This impression quickly falls away when 
  you sit down to enjoy a discussion with one. Guardinals 
  are the near defi nition of honor and goodness. A 
  guardinal will never lie, never cheat, never take a 
  duplicitous path. All guardinals are about living in the 
  moment, and just enjoying what is; not worrying about 
  what might be, or being attached to what was.
  While there are many forms of guardinal, the most 
  common ones were rodent-headed, goat-headed, wolf-
  headed, horse-headed, bird-headed, bear-headed, and 
  feline-headed. It is rare to fi nd a permanent city of 
  guardinals. They have a tendency to wander a nomadic 
  lifestyle alone, in pairs, or in small groups of friends. 
  Roleplay tips for guardinals: A guardinal should 
  always be fi nding the silver lining in a situation. They’re 
  always smiling, enjoying themselves, whatever situation 
  they fi nd themselves in. They’re fun and kind when 
  treated as equals and with respect. However, any sign 
  of an evil deed will have them as quick to act as a 
  bulwark, placing themselves directly between that evil 
  and its goals.
  Musteval
  Resembling mice, rats, or ferrets, the rodent-headed 
  musteval is the lowest order of guardinal and one the 
  most recent additions. Unlike other guardinals, they 
  tend to fi nd packs to travel with, rarely adventuring 
  alone.
  Bryan Holmes
  Musteval
  Tiny monstrosity, neutral good
  Armor Class 18 (natural armor)
  Hit Points 45 (13d4+13)
  Speed 30 ft., Burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   6 (–2) 20 (+5) 12 (+1) 12 (+1) 14 (+2) 10 (+0)
  Skills Athletics +0, Acrobatics +7, Stealth +7 
  Damage Resistances lightning, poison; bludgeoning, piercing 
  and slashing from nonmagical weapons
  Condition Immunities exhaustion, frightened, petrif ed
  Senses darkvision 30 ft., passive Perception 12
  Languages Common, Celestial, Infernal
  Challenge 4 (1,100 XP)
  Nature Speech. The musteval can converse with animals and 
  monstrosities, even if they don’t share a language.
  Magic Resistance. The musteval has advantage on saving 
  throws against spells and other magical ef ects.
  Innate Spellcasting. The musteval’s spellcasting ability is 
  Charisma (spell save DC 10). The musteval can innately cast 
  the following spells, requiring only verbal components:
  At will: detect evil and good, disguise self, magic missile
  1/day each: cure wounds, invisibility
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 5 piercing damage.
  Rapid Attack. The musteval can attack each creature once 
  during its movement using this action. Each creature that it 
  attacks during this movement reduces the musteval’s speed 
  by 5 feet until the start of its next turn. A single creature can 
  only be attacked once this way, regardless of if the attack hits 
  or misses.
  Speed 30 ft., Burrow 10 ft.
  Challenge 4 (1,100 XP)
  
  18
  School of Dimensionalism
  Dimensionalists are wizards specializing in dimensional 
  magic, manipulating the very fabric between the 
  planes of existence. A dangerous field of study, 
  many dimensionalists are lost to the various planes 
  during their experimentation, but those that master 
  manipulating the fabric of reality, are forces to be 
  reckoned with.
  Dimensionalist Features
  Wizard Level     Feature
  2nd
  Bonus Proficiencies, Dimensional 
  Pocket
  6th
  Dimensional Tear
  10th
  Dimensional Slip
  14th
  Demiplane Refuge
  Bonus Proficiencies
  Starting at 2nd level, you gain proficiency in the Arcana 
  skill if you don’t already have it, and proficiency bonus 
  is doubled for any Intelligence check that you make in 
  relation to the planes, or planar knowledge.
  Dimensioal Pocket
  Beginning at 2nd level, you are able to alter the fabric 
  of reality to create a small dimensional pocket that you 
  can manipulate for storing items. The size of the area 
  that you can create is equal to your Intelligence modifier 
  in cubic feet. As an action, you can access your pocket 
  dimension, regardless of your location, to store or 
  retrieve items inside it. Only you can see into, or access, 
  your dimensional pocket. Living creatures cannot be 
  stored in the pocket.
  Dimensioal Tear
  Starting at 6th level, you can briefly tear the fabric of 
  reality, releasing a 15-foot cone of energy from your 
  hands. The dimension you choose to access, determines 
  the type of energy released; fire, cold, lightning, 
  thunder, poison, radiant, or necrotic. All creatures in the 
  cone must make a Dexterity saving throw, taking 1d6 
  + your wizard level damage (of the chosen type) on a 
  failed save, or half as much damage on a successful one. 
  You regain the use of this ability after finishing a short 
  or long rest.
  Dimensioal Slip
  Starting at 10th level, you are briefly able to slip 
  between dimensions with minimal effort. When 
  you move, you can elect to move through the Astral 
  Plane instead. Movement through the Astral Plane 
  using this ability is considered difficult terrain, and 
  you automatically end your movement back on the 
  Material Plane. Whilst in the Astral Plane, you don’t 
  move through solid objects, but rather you bypass their 
  spaces – ignoring non-solid obstacles, creatures, or 
  terrain features – and your movement does not provoke 
  opportunity attacks.
  Demiplane Refuge
  Starting at 14th level, using your action, you are able 
  to generate and maintain a small demiplane, that you 
  can access at will. The demiplane is limited to a 20-foot 
  cube, and you control lighting, atmosphere, and gravity. 
  You can store objects in the demiplane, and you alone 
  can enter. You can exist on the demiplane as long as 
  you have sufficient food and water. When you exit, you 
  re-enter the Material Plane at the same point where you 
  left.
  New Dimensionalist Spells
  Dimensional Doorway
  3rd-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a miniature doorknocker)
  Duration: 10 minutes
  You create a dimensional doorway 7 feet high and 4 feet 
  wide, on any surface. Upon opening the door, it creates 
  a space up to 5 feet deep through the surface material. If 
  there is an open space beyond the surface, the doorway 
  acts as a means of egress. Only you can pass through 
  the doorway. To all other creatures this appears to be a 
  translucent illusion over the otherwise solid surface.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, one additional creature 
  you touch can use the door for each slot level above 3rd.
  Dimensional Reach
  2nd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a miniature pair of tongs)
  Duration: Concentration, up to 1 minute
  You create a small dimensional opening next to you, 
  with a second one at any point you can see within 60 
  feet. Each portal is a single flat disk, up to 6 inches in 
  diameter. You cannot move or change the facing (or 
  size) of the disks once established. Any creature (or part 
  of a creature), or object that enters either portal, passes 
  through and exits through the other portal as if the 
  two were adjacent to each other; and can then interact 
  
  19
  normally with anything within range of the other disk. 
  Any creature (or part of a creature), or object that is 
  still within either portal when the spell ends, takes 6d6 
  force damage and is immediately shunted to the nearest 
  unoccupied space to the entry disk. 
  Dimensional Window
  1st-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a miniature magnifying glass)
  Duration: 10 minutes
  You create a dimensional window 4 feet high and 4 feet 
  wide, on any surface, allowing you to see through the 
  surface material to a depth of 2 feet. If there is an open 
  area beyond the solid material, you can view it as if 
  looking through a window. Creatures on the other side 
  of this surface are unaffected by this spell as the surface 
  remains unchanged to them. Only you can see through 
  the window. To all other creatures this appears to be a 
  translucent illusion over the otherwise solid surface.
  At Higher Levels.  When you cast this spell using a 
  spell slot of 2nd level or higher, one additional creature 
  you touch when you can see through the window for 
  each slot level above 1st.
  Fleeting Journey
  5th-level conjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a miniature metal spring)
  Duration: Concentration, up to 1 minute
  You touch a creature and teleport it to a safe and 
  unoccupied space that you can see within 100 feet. The 
  target creature maintains an astral tether to its original 
  location. When the spell ends, the target creature returns 
  to its original location, or the nearest safe, unoccupied 
  space if the original space is occupied.
  You must succeed on a melee spell attack to affect an 
  unwilling target. The target creature must succeed on a 
  Wisdom saving throw or else be teleported. The target 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect of the spell on a success. 
  The target creature is then immediately returned to its 
  original location, or the nearest safe, unoccupied space 
  if the original space is occupied.
  At Higher Levels.  When you cast this spell using a 
  spell slot of 6th level or higher, one additional creature 
  you touch can be teleported in this way for each slot 
  level above 5th.
  Micah Watt
  still within either portal when the spell ends, takes 6d6 
  force damage and is immediately shunted to the nearest 
   V, S, M (a miniature magnifying glass)
  You create a dimensional window 4 feet high and 4 feet 
  wide, on any surface, allowing you to see through the 
  surface material to a depth of 2 feet. If there is an open 
  looking through a window. Creatures on the other side 
  of this surface are unaffected by this spell as the surface 
  remains unchanged to them. Only you can see through 
  the window. To all other creatures this appears to be a 
  When you cast this spell using a 
  spell slot of 2nd level or higher, one additional creature 
  you touch when you can see through the window for 
  unoccupied space that you can see within 100 feet. The 
  target creature maintains an astral tether to its original 
  location. When the spell ends, the target creature returns 
  to its original location, or the nearest safe, unoccupied 
  You must succeed on a melee spell attack to affect an 
  unwilling target. The target creature must succeed on a 
  Wisdom saving throw or else be teleported. The target 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect of the spell on a success. 
  The target creature is then immediately returned to its 
  original location, or the nearest safe, unoccupied space 
  
  20
  Elemental Traditions
  The elements are the essential building blocks of life and 
  substance on the Material Plane and fundamentals that 
  most take for granted. 
  Water ﬁ lls the streams, rivers, lakes, and oceans, and when 
  the occasion calls for it, it falls from the sky. We bathe in it 
  to be cleansed, drink it for sustenance and refreshment. We 
  gaze deeply into it, seeing ourselves reﬂ ected in its serene 
  surface. 
  Stone and earth are ubiquitous. We stand upon it constantly, 
  build structures and ediﬁ ces that last. We grow our crops in 
  it to survive. It is enduring, timeless, and ever-present.
  Air is never seen but reminds us constantly of its presence 
  by its movements, currents, and eddies. We feel it, hear it, 
  smell it, and breathe it. It is ﬁ lled with clouds and graceful 
  bird ﬂ ight. We perceive it in the snap of a pennant, or 
  the graceful glide of an avian, or the frightening dive of a 
  dragon.
  Fire is the volatile giver and taker. It offers light, warmth, 
  and purity. We use it to purify our food and our wounds. 
  We make war with it. We fear it, we ﬂ ee from it. We call 
  it with the striking of ﬂ int, and it comes. It is the element 
  most and least under our control.
  All these elements are in balance, in ﬂ ux, and in constant 
  battle. They combine and clash at a fundamental level, 
  and betwixt their uncaring conﬂ ict is generated life itself. 
  All four elements, in the right combination, provide the 
  conditions for plants to ﬂ ourish, animals to thrive, and 
  advances made; both natural and manufactured. 
  The wizards that study the elements understand this primal 
  balance, and where and how it can be tipped to harness the 
  raw powers inherent there. Where a farmer sees a rainstorm 
  or wildﬁ re as an act of the gods, wizards know better. 
  These are not completely unknowable or uncontrollable 
  phenomena. A little knowledge and the right application 
  can nudge the elements into the desired outcome and bend 
  the titanic forces to a wizard's will. 
  Of course, one should not play with the fundamentals of 
  existence lightly, and woe betides the wizard who's hubris 
  outmatches their ability.
  20
  Water ﬁ lls the streams, rivers, lakes, and oceans, and when 
  the occasion calls for it, it falls from the sky. We bathe in it 
  to be cleansed, drink it for sustenance and refreshment. We 
  gaze deeply into it, seeing ourselves reﬂ ected in its serene 
  Stone and earth are ubiquitous. We stand upon it constantly, 
  build structures and ediﬁ ces that last. We grow our crops in 
  Air is never seen but reminds us constantly of its presence 
  by its movements, currents, and eddies. We feel it, hear it, 
  smell it, and breathe it. It is ﬁ lled with clouds and graceful 
  bird ﬂ ight. We perceive it in the snap of a pennant, or 
  the graceful glide of an avian, or the frightening dive of a 
  Fire is the volatile giver and taker. It offers light, warmth, 
  and purity. We use it to purify our food and our wounds. 
  We make war with it. We fear it, we ﬂ ee from it. We call 
  it with the striking of ﬂ int, and it comes. It is the element 
  All these elements are in balance, in ﬂ ux, and in constant 
  battle. They combine and clash at a fundamental level, 
  and betwixt their uncaring conﬂ ict is generated life itself. 
  All four elements, in the right combination, provide the 
  conditions for plants to ﬂ ourish, animals to thrive, and 
  The wizards that study the elements understand this primal 
  balance, and where and how it can be tipped to harness the 
  raw powers inherent there. Where a farmer sees a rainstorm 
  or wildﬁ re as an act of the gods, wizards know better. 
  These are not completely unknowable or uncontrollable 
  phenomena. A little knowledge and the right application 
  can nudge the elements into the desired outcome and bend 
  outmatches their ability.
  
  21
  School of Aeromancy
  Aeromancers are masters of the wind. They learn to 
  manipulate and harness the wind, sky, clouds, the 
  weather and more. Aeromancers know that wind 
  powers so much of the natural world, from weather 
  to erosion, and the power that can be harnessed from 
  the pure element of air is a formidable ally to add to 
  any wizard’s arsenal. With the control of air, a wizard 
  can push and devastate their foes, or breathe life back 
  into their allies when they need it the most. The sheer 
  strength of will that aeromancers possess is not to be 
  taken lightly.
  Aeromancy Features
  Wizard Level     Feature
  2nd
  Adept of the Wind
  6th
  Wind Lift
  10th
  Breeze Walk
  14th
  Wings of Air
  Adept of the Wind
  Starting at 2nd level, you learn to manipulate the air 
  around your body with every movement you make. 
  You gain proficiency in the Acrobatics skill if you don’t 
  already have it. You seem to always have an airy breeze 
  about you, and your movement speed increases by 5 
  feet.
  In addition, the wind walk and wind wall spells are added 
  to the wizard spell list for you. 
  Wind Lift
  At 6th level, you add levitate to your spellbook, if you 
  don’t already have it. Whenever you cast levitate, you 
  can choose one additional target. Both targets must be 
  within 10 feet of each other. A gentle draft of wind aids 
  you in levitating both targets. Additionally, if you are 
  not a target of your levitate spell, you have advantage 
  on Constitution saving throws made to maintain 
  concentration on the spell.
  Breeze Walk
  Beginning at 10th level, you can call upon the wind to 
  help aid you in your travels. Whenever you use wind-
  based magic (such as the wind wall spell) the winds 
  come to your aid. For 1 minute after casting a wind-
  based spell of 1st-level or higher, your movement speed 
  increases by 10 feet. Your movement is unaffected by 
  difficult terrain. Additionally, you do not take falling 
  damage, and you can not be knocked prone.
  Wings of Air
  At 14th level, you gain the ability to sprout a pair of 
  wings that look as if they are made of swirling clouds 
  and feathers. As a bonus action, you can cause the 
  wings to sprout from your back, giving you a flying 
  speed of 40 feet. The wings last for 1 hour or until you 
  use your bonus action to dismiss them.
  You can use this feature twice, regaining expended 
  uses of this ability after completing a long rest.
  New Aeromancy Spells
  Air Lift
  4th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a feather)
  Duration: Concentration, up to 1 minute
  You gather up the winds around you to lift and bolster 
  you and your allies; each creature becoming as light and 
  as nimble as the air itself. Choose up to four creatures 
  you can see within range. The targeted creatures gain 
  the following benefits:
  • 
  Each creature has advantage on Dexterity saving 
  throws
  • 
  Each creature gains a flying speed of 20 feet (though 
  they cannot rise more than 10 feet from the ground 
  or the spell ends for them).
  Breath of Life
  3rd-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  A creature that you touch regains 3d8 hit points as you 
  evoke a magical wind to fill their lungs with the breath 
  of life. If the creature was prone or unconscious, they 
  are lifted back to their feet by breath of life.
  At Higher Levels. If you cast this spell using a spell 
  slot of 4th level or higher, the healing increases by 1d8 
  for each slot level above 3rd.
  Ensnaring Draft
  6th-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M
  Duration: Concentration, up to 1 minute
  At your command, a violent draft of wind swirls around 
  a target that you can see within range. The target must 
  make a successful Strength saving throw or be lifted 10 
  
  22
  feet into the air and become restrained. While a creature 
  remains restrained and lifted by the draft, you can use a 
  bonus action on each of your subsequent turns, to move 
  the target up to 15 feet in any direction except vertically. 
  The target always remains 10 feet off the ground. The 
  target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  Remove Oxygen
  5th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a miniature bellows)
  Duration: Concentration, up to 1 minute
  Choose a creature that you can see within range. 
  You magically thin the air around the creature while 
  it remains within range, causing the target creature 
  to experience dizziness and reduced coordination. 
  While under this effect, the target has disadvantage 
  on all attack rolls and ability checks. The spell ends 
  if the affected creature moves outside of the spell’s 
  range. This spell does not affect undead, constructs, or 
  creatures that don’t need to breathe.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the spell’s duration 
  increases by 1 minute for each slot level above 5th.
  Robyn Nix
  Ask any apprentice about their most memorable 
  training experience and a goodly proportion will 
  indicate some form of ﬂ ight or levitation, or 
  even experiencing the simple feather fall spell as 
  one of the most poignant. As ground-dwelling 
  creatures, we were never meant to ﬂ y. The 
  ability to defy the natural laws and harness this 
  ability, and others like it, is what draws many to 
  the School of Aeromancy. This tradition – above 
  all else – embodies the freedom magic can grant 
  a wizard.    
  
  23
  School of Floramancy
  Floramancy wizards are sometimes confused with or 
  mistaken for druids. They tend their gardens, protect 
  their woods, or study in cabins buried deep in the lush 
  jungles of the world, living in harmony with the plants, 
  animals, and nature that they revere. Their abodes 
  are often decorated with the preserved green-things 
  of the world, delicately displayed for visitors to truly 
  see the beauty of nature. Floramancy wizards dedicate 
  themselves to magic that evokes the strength, beauty, 
  and fortitude of the natural world.
  Floramancy Features
  Wizard Level     Feature
  2nd
  Nature Savant, Nature Magic
  6th
  Plant Camofl age
  10th
  Thorns
  14th
  Photosynthesis
  Nature Savant
  At 2nd level, you gain profi ciency in the Nature skill. 
  Additionally, you have advantage on Intelligence 
  (Nature) checks to identify plants such as trees, fl owers, 
  and herbs.
  Nature Magic
  Starting at 2nd level, you have a knowledge of nature 
  and magic that is unparalleled. The following nature-
  based magic spells are added to the Wizard spell list for 
  you;
  barkskin, commune with nature, detect poison and disease, 
  druidcraft, grasping vine, locate animals or plants, plant 
  growth, protection from poison, speak with plants, spike 
  growth, thornwhip, transport via plants, tree stride, and wall 
  of thorns
  Plant Camoflage
  Beginning at 6th level, you can magically adapt your 
  body to appear more plant-like. As an action, your body 
  becomes covered in leaves, vines, petals, or twigs. This 
  transformation lasts for 10 minutes. While transformed 
  in this way, you have advantage on Dexterity (Stealth) 
  checks made to hide in any natural terrain brimming 
  with plantlife. You can use this ability a number of 
  times per day equal to your Intelligence modifi er 
  (minimum of once). You regain all expended uses of this 
  ability when you fi nish a long rest. 
  Thorns
  At 10th level, whenever you use your Plant Camoufl age 
  ability, you can choose to add thorns to your 
  transformation. If you do, whenever you are targeted by 
  a melee attack, the attacker takes 2d6 piercing damage 
  from the thorns covering your body. The damage counts 
  as magical for the purposes of overcoming resistance 
  and immunity to non-magical attacks and damage. At 
  14th level, the thorn damage increases to 4d6. 
  Photosynthesis
  At 14th level, whenever you use your Plant Camoufl age 
  ability, you are renewed while you are in sunlight. 
  If you spend a total of 10 minutes or more in direct 
  sunlight while transformed, you do not require food 
  or drink for that day. If you are reduced to zero hit 
  points whilst you are transformed in this way, you 
  automatically stabilize if you are in direct sunlight.
  Additionally, for a single transformation, you regain 
  1d4 hit points for each minute spent in direct sunlight. 
  If this ability hasn’t been used, and you are reduced 
  to zero hit points while transformed in sunlight, it 
  automatically activates. After you have used the 
  regeneration part of this ability, you cannot use it again 
  until after you have completed a long rest.
  New Floramancy Spells
  Conjure Plants
  3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You summon plant creatures that appear in unoccupied 
  spaces that you can see within range. Choose one of 
  the following options for what appears; four awakened 
  shrubs or one awakened tree. 
  Each plant creature disappears when it drops to zero 
  hit points, or when the spell ends. 
  The summoned creatures are friendly to you and your 
  
  24
  24
  companions. Roll initiative for the summoned creatures 
  as a group, which have their own turns. They obey any 
  verbal commands that you issue to them (no action 
  required by you). If you don’t issue any commands to 
  them, they defend themselves from hostile creatures, 
  but otherwise take no actions. 
  The DM has the creatures’ statistics.
  At Higher Levels. When you cast this spell using 
  certain higher-level spell slots, you choose one of the 
  summoning options above, and more creatures appear: 
  twice as many with a 6th-level slot and three times as 
  many with a 8th level slot.
  Preserve Plant
  evocation cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a decaying plant)
  Duration: Instantaneous
  You touch a decaying, rotting, diseased, or otherwise 
  injured plant. The plant, including all of its extremities, 
  roots, and other parts, can be no bigger in total, than a 
  20-foot cube. The plant is restored to life as if all of its 
  nutrient, moisture, and sunlight requirements are being 
  met. It is purged of any diseases or insects that may 
  have caused its decay. This spell does not affect plant 
  creatures.
  Sunglow
  5th-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  You shed bright light from your body in a 120-foot 
  radius. This light counts as sunlight for the purposes of 
  your photosynthesis feature. Any creature within 30 feet 
  of you has disadvantage on attacks made against you. 
  Any creature starting its turn within 10 feet of you must 
  succeed on a Wisdom saving throw or become blinded. 
  The blinded creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. The blinded condition automatically ends if the 
  blinded creature leaves the spell’s area of effect.
  Whimsybloom
  Illusion cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a fl ower petal)
  Duration: Concentration, up to 1 minute
  Choose a point of bare earth within range that you 
  can see. An illusory fl ower grows from the earth 
  and blossoms at the point that you choose. The 
  Whimsybloom can resemble a real fl ower species, but it 
  does not have to. It can be any color that you want it to 
  be, including colors that don’t commonly or naturally 
  occur in fl owers. As part of the illusion, you can choose 
  one of the following effects to add to the illusory fl ower:
  • 
  The Whimsybloom hums a melodious tune at a 
  pleasant volume
  • 
  The Whimsybloom has a faint glow around it, in 
  any color that you choose
  • 
  The Whimsybloom emits a pleasant odor in all 
  directions in a 5-foot radius around it
  • 
  The Whimsybloom seems to dance, sway, or move 
  in a slow manner for the duration of the spell
  If a creature uses its action to examine the 
  Whimsybloom, the creature can determine that it is an 
  illusion with a successful Intelligence (Investigation) 
  check against your spell save DC. If a creature discerns 
  the illusion for what it is, the illusion becomes faint to 
  the creature.
  Robyn Nix
  
  25
  School of Geomancy
  Geomancy wizards are the kind of wizard who 
  appreciate the sturdiness and stability of earth magic. 
  The world of stone, dirt, and rock is fi rm, hardy and 
  strong. A wizard who learns to harness the magic of 
  the earth can become a hardy practitioner of magic; one 
  who can withstand even the toughest of foes.
  Geomancy Features
  Wizard Level     Feature
  2nd
  Geomancer's Knowledge
  6th
  Stoneform
  10th
  Protection of the Earth
  14th
  Master Geomancer
  Geomancer's Knowledge
  Starting at 2nd level, your affi nity for utilizing stone and 
  the earth has become second nature for you. You have 
  advantage on Dexterity (Stealth) checks made to hide 
  in rocky terrain, and advantage on Constitution saving 
  throws to maintain your concentration while in rocky 
  terrain.
  Additionally, the following spells are added to the 
  wizard spell list for you: bones of the earth, earthquake, 
  magic stone, and meld into stone.
  Stone Form
  At 6th level, as an action, you can transform yourself 
  temporarily into stone form, your skin hardening 
  and taking on a number of characteristics of an earth 
  elemental. You can use this feature twice and you regain 
  expended uses after fi nishing a long rest.
  Whilst in stone form, you gain a +2 bonus to AC, 
  you are immune to the poisoned condition and have 
  immunity to poison damage, and you have resistance to 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons. Additionally, your movement speed is 
  reduced by 10 feet and you have disadvantage on 
  Dexterity saving throws.
  You maintain your stone form for 1 hour unless 
  you end it early using a bonus action. If you fall 
  unconscious, drop to zero hit points, or die, you 
  automatically revert to your normal form.
  Protection of the Earth
  Beginning at 10th level, if you revert back to your 
  normal form from your stone form as a result of the 
  duration time of 1 hour has expired, or by using your 
  bonus action to do so, you gain temporary hit points 
  equal to your wizard level + your Constitution modifi er.
  Master Geomancer
  At 14th level, you can use your stone form ability an 
  additional number of times equal to your Intelligence 
  modifi er (minimum of 1). You can expend 2 uses of 
  your stone form ability to instead transform into the 
  form of an earth elemental (MM p.124). Whilst in earth 
  elemental form, you can speak any languages you 
  know.
  While you are transformed, the following rules apply:
  • 
  Your game statistics are replaced by the statistics 
  of the earth elemental, but you retain your 
  alignment, personality, and Intelligence, Wisdom, 
  and Charisma scores. You also retain all of your 
  skill and saving throw profi ciencies, in addition to 
  gaining those of the earth elemental. If the earth 
  elemental has the same profi ciency as you and the 
  bonus in its stat block is higher than yours, use the 
  earth elemental’s bonus instead of yours.
  • 
  You can’t cast spells while transformed. 
  Transforming doesn’t break your concentration on 
  a spell you’ve already cast, however, or prevent you 
  from taking actions that are part of a spell, such as 
  rain of stones (see below), that you’ve already cast.
  • 
  You retain the benefi t of any features from your 
  class, race, or other source and can use them if the 
  earth elemental form is physically capable of doing 
  
  26
  so. However, you can’t use any special senses that 
  you might have (such as darkvision) unless the 
  earth elemental also has that sense.
  • 
  You choose whether your equipment falls to the 
  ground in your space, merges into your earth 
  elemental form, or is worn by it. Worn equipment 
  functions as normal, but the DM decides whether it 
  is practical for the earth elemental to wear a piece 
  of equipment based on the earth elemental’s shape 
  and size. Your equipment doesn’t change size or 
  shape to match the earth elemental form, and any 
  equipment that the earth elemental form can’t wear 
  must either fall to the ground or merge with it. 
  Equipment that merges with the earth elemental 
  form has no effect until you revert back to your 
  normal form.
  New Geomancy Spells
  Earthen Grace
  1st-level abjuration
  Casting Time:  1 action
  Range: Touch
  Components: V, S, M (a chunk of quartz)
  Duration: 10 minutes
  You touch one willing creature and surround them 
  with an earthen ward. For the duration, the target has 
  advantage on Dexterity (Stealth) checks made to hide 
  in rocky or earthen terrain. Additionally, the target’s 
  footsteps on rock or bare earth are silent and leave no 
  tracks.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher you can target one 
  additional creature for each slot level above 1st.
  Fist of Stone
  2nd-level transmutation
  Casting Time:  1 action
  Range: Self
  Components: V, S, M (a small pebble)
  Duration: Concentration, up to 1 minute
  You transform one of your hands into a mighty fist 
  made of stone. For the duration, you have advantage 
  on Strength checks and melee attacks made using your 
  fist, and your unarmed strikes deal 1d18 bludgeoning 
  damage.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, your unarmed strike 
  damage increases by 1d8 for each slot level above 2nd.
  Rain of Stones
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (10 pebbles)
  Duration: Concentration, up to 10 minutes
  You create ten small stones, no larger than your fist, 
  in your space. They float in the air and orbit you for 
  the spell’s duration. When you cast the spell, and as 
  a bonus action on each of your subsequent turns, you 
  can send from 1 to 4 of the stones streaking towards a 
  target or targets of your choice, within 120 feet of you. 
  Make a ranged spell attack against each target for each 
  stone you send forth. On a hit, the target takes 2d4 
  bludgeoning damage for each stone that hits it.
  When the spell ends, any remaining stones disappear.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, you can create two 
  additional stones for each slot level above 3rd.
  Sandblast
  1st-level conjuration
  Casting Time:  1 action
  Range: Self (15-foot cone)
  Components: V, S, M (a pinch of sand)
  Duration: Instantaneous
  Sand sprays from your outstretched hand with enough 
  force to pierce flesh and scour surfaces. Each creature 
  within a 15-foot cone must make a Dexterity saving 
  throw. A creature takes 2d8 piercing damage on a failed 
  save, or half as much damage on a successful one. 
  The sandblast deals the same damage to objects and 
  structures in its area.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d8 for each slot level above 1st.
  Robyn Nix
  
  27
  School of Hydromancy
  Water, the source of all life, can be a formidable foe or 
  a wondrous ally. Wizards of the school of hydromancy 
  study the elemental magic of water. These wizards 
  know that water magic is a delicate practice. After all, 
  water, being the fl uid that it is, is all about maintaining 
  a fi ne balance. In its purest liquid form, it is fl owing. 
  Too cold and it becomes solid ice, too hot and it 
  becomes piping steam. A hydromancer wizard seeks to 
  maintain a balanced life, much like water but also sees 
  the practicality of being fl uid and adaptable, as water 
  can be.
  Hydromancy Features
  Wizard Level     Feature
  2nd
  Affi nity for Water
  6th
  Liquefy
  10th
  Geyser
  14th
  Fountain of Youth
  Affinity for Water
  Starting at 2nd level, your affi nity for water, and all 
  its uses, has aided you in learning how to adapt to its 
  nature. You have a swim speed of 30 feet. Additionally, 
  you can breathe both air and water.
  Liquefy
  Beginning at 6th level, as an action, one inanimate object 
  that you touch is turned into pure water, destroying the 
  object in the process. The object must weigh less than 
  30 pounds and must be able to fi t inside a 1-foot cube. 
  Magic items are unaffected by this ability. Once you 
  have used this feature, you cannot use it again until 
  after you have completed a short or long rest.
  Geyser
  At 10th level, you can summon a powerful surge of 
  water from deep within the ground. As an action, you 
  touch the ground, calling forth the water beneath. 
  Choose a point within 60 feet of you that you can see. 
  A  5-foot radius geyser erupts from the ground at that 
  point. Any creatures in the geyser’s area are pushed 
  10 feet away from the center of the geyser, taking 4d8 
  bludgeoning damage as they are blasted with boiling 
  water. 
  The geyser remains in the area for 2d4 hours. 
  Creatures forced out of the area of the geyser are unable 
  to re-enter the area. Water from the geyser cannot be 
  contained or collected in any shape or form. After the 
  water gushes forth, it returns back into the ground in 
  a cyclic motion, leaving the area as it was before the 
  geyser appeared. Once you use this feature, you cannot 
  use it again until after you have completed a long rest.
  Fountain of Youth
  Starting at 14th level, the magic of water lives in every 
  cell of your body. You do not suffer the frailty of old 
  age, and you can’t be aged magically. You no longer 
  need to drink water to sustain your life. The waters of 
  life cleanse you of impurities, giving you immunity to 
  disease, immunity to poison damage, and immunity to 
  the poisoned condition.
  New Hydromancy Spells
  Command Water
  4th-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a water source)
  Duration: Concentration, up to 1 hour
  You command a small body of water (at least one 
  barrel-full of water or approximately 200 litres or 52 
  gallons) to spring to life to do your bidding. The water 
  forms into a water weird (MM p. 299), which comes 
  forth from the water and moves into an unoccupied 
  space within 10 feet of the source. The water weird 
  
  28
  disappears when it drops to zero hit points, or when 
  the spell ends. The water weird is friendly to you and 
  your companions for the duration. Roll initiative for 
  the water weird, which has its own turns. It obeys 
  any verbal commands that you issue to it (no action 
  required by you). If you don’t issue any commands to 
  the water weird, it defends itself from hostile creatures 
  but otherwise takes no actions. 
  If your concentration is broken, the water weird 
  doesn’t disappear. Instead, you lose control of the 
  water weird, it becomes hostile toward you and your 
  companions, and it might attack. An uncontrolled 
  elemental can’t be dismissed by you,  and it disappears 
  1 hour after you summoned it. 
  The DM has the water weird’s statistics.
  Rain
  2nd-level conjuration (ritual)
  Casting Time: 10 minutes 
  Range: Self (100-foot radius)
  Components: V, S, M (a small vial of rainwater)
  Duration: Concentration, up to 1 hour
  You must be outdoors to cast this spell. The spell ends 
  if you move to an area without line of sight to the sky. 
  When you cast the spell, you conjure rain clouds in 
  the sky directly above you within a 100-foot radius, 
  centered on you for the duration. You can cause the 
  area to experience rainfall. You can not change any 
  other aspect of the weather. The rainfall is mild, and 
  it can warm or cool the ambient temperature by up to 
  5 degrees Fahrenheit. It causes all objects to become 
  wet and reduces their combustibility accordingly. The 
  rainfall is suffi cient to extinguish small fi res (such as 
  a campfi re) within 1 round, signifi cant fi res (such as a 
  house fi re) within 1 minute, and raging infernos (such 
  as a wildfi re) within 10 minutes. When the spell ends, 
  the weather gradually returns to its original conditions 
  over the course of a 10 minute period.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, the area of effect 
  doubles for each slot level above 2nd (3rd level; 200-
  foot radius, 4th level; 400-foot radius, 5th level; 800-foot 
  radius, and so on).
  Scalding Sphere
  1st-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You conjure a small sphere of scalding hot water. The 
  sphere hovers just above your hand, and is no larger 
  than your head in size. Make a ranged spell attack 
  against a target that you can see within 30 feet of you. 
  On a hit, the target takes 3d8 fi re damage from the 
  scalding water.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d8 for each slot level above 1st.
  Water Lasso
  3rd-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a rope at least 20 feet long)
  Duration: Concentration, up to 1 minute
  You conjure a lasso made of water. Make a ranged spell 
  attack against a target that you can see within range. 
  On a hit, the water lasso wraps its watery coils around 
  the target, and the target is restrained. The creature can 
  make a Strength or Dexterity saving throw against your 
  spell save DC at the end of each of its turns to break free 
  from the lasso. On each of your turns, if the target is still 
  restrained by the water lasso, you can pull the target up 
  to 10 feet in a straight line toward you.
  Robyn Nix
  
  29
  29
  School of Pyromancy
  The pyromancer is the elemental master of fi re. While 
  many mages can conjure fi re for blasts of devastating 
  energy, the pyromancer understands the primal nature 
  of fi re, heat, and the deeper secrets of the multiverse – 
  that elemental fl ame is one of the fundamental building 
  blocks of all creation. And while it’s most basic nature 
  can be turned to destruction, the subtle nuances of 
  its uses go far beyond that. Pyromancers embrace 
  all aspects of heat, fi re, and fl ame knowing that all 
  creatures are connected to the elements, and fl ames can 
  cleanse as well as consume.
  Pyromancy Features
  Wizard Level     Feature
  2nd
  Fire Savant, Fireshaper
  6th
  Heart of Fire
  10th
  Heat Channeling
  14th
  Piercing Flames
  Fire Savant
  Beginning when you select this school at 2nd level, 
  the gold and time you must spend to copy a fi re-based 
  spell into your spellbook is halved. A fi re-based spell is 
  defi ned by having fi re, fl ame, or heat in its name.
  Fireshaper
  Starting at 2nd level, as a bonus action, you are able to 
  exert infl uence on any non-magical fl ame that you can 
  see within 60 feet and that is no larger than a 5 -foot 
  cube. You affect it in one of the following ways:
  • 
  You instantaneously expand the fl ame 5 feet in 
  one direction, provided that wood or other fuel is 
  present in the new location.
  • 
  You instantaneously extinguish the fl ames.
  • 
  You can double or halve the area of bright light and 
  dim light cast by the fl ame, change its color, or both. 
  These changes last for 1 hour.
  • 
  You cause simple shapes—such as the vague form 
  of a creature, an inanimate object, or a location—to 
  appear and animate within the fl ames, as you like. 
  These shapes last for 1 hour.
  This ability replicates the effects of the control fl ames 
  cantrip, but is not considered a spell.
  Heart of Fire
  Starting at 6th level, you take no damage from natural 
  or mundane sources of fl ame or heat and you gain 
  immunity to environmental, heat-based exhaustion. You 
  also have advantage on saving throws against fi re-based 
  spells and effects.
  Heat Channeling
  Starting at 10th level, as a bonus action, you can siphon 
  fi re and heat from natural or magical sources to fuel 
  your abilities. By drawing the residual heat from your 
  environment, dropping the temperature noticeably for 
  a moment, and extinguishing any natural fl ames within 
  10 feet of you, the power of your fi re-based spells is 
  magnifi ed, allowing you to add your wizard level to 
  the damage of all your fi re or heat-based spells. If the 
  spell affects multiple targets, select one target to take 
  the additional damage. You regain the use of this ability 
  after a short or long rest.
  Piercing Flames
  Starting at 14th level, fi re and fl ames you generate are 
  so hot they pierce most protections. Your spells and 
  abilities ignore resistance to fi re damage, and creatures 
  immune to fi re damage take fi re damage equal to your 
  Intelligence modifi er (minimum of 1) instead.
  New Pyromancy Spells
  Pure Flame
  1st-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  
  30
  You conjure a flame, tinged with holy energy, and 
  apply it to a wound. The target creature regains 1d4 
  hit points and if suffering from the effects of disease or 
  poison due to failing a saving throw, the target creature 
  can immediately make a new saving throw, ending the 
  effect on itself on a success.
  This is a painful treatment option, however, and the 
  affected creature makes attack rolls and skill checks at 
  disadvantage on its turn.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the healing increases by 
  1d4 for each slot level above 1st.
  Curse of Combustion
  5th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a fire-blackened chunk of quartz)
  Duration: 1 hour
  You place a magical command on a creature within 
  range, forcing it to carry out some service or refrain 
  from some action or course of activity as you decide. 
  If the creature understands you, it must succeed on a 
  Wisdom saving throw or become charmed by you for 
  the duration. While the creature is charmed by you, it 
  takes 1d10 fire damage each time it acts in a manner 
  directly counter to your instructions, but no more than 
  once per minute. A creature that can’t understand you is 
  unaffected by the spell.
  You can issue any command you choose, short of an 
  activity that would result in certain death. Should you 
  issue a suicidal command, the spell ends.
  You can end the spell early by using an action to 
  dismiss it. A remove curse, greater restoration, or wish spell 
  also ends it.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the duration increases 
  by one hour for each slot level above 5th.
  Fire Trap
  4th-level abjuration
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a blown glass sphere)
  Duration: Concentration, up to 1 minute
  You conjure an immobile, invisible, 1-foot-radius 
  sphere of force that attracts and absorbs all heat 
  and fire in its vicinity. Any natural or magical fire 
  effect that is produced or passes within 10 feet of the 
  sphere, is immediately drawn into the sphere without 
  manifesting. All fire damage drawn into the sphere is 
  still rolled and/or recorded. Once active, the sphere 
  visibly roils with trapped fire energy. Any fire within 
  the sphere when the spell ends, either by ceasing 
  concentration or reaching duration, is harmlessly 
  shunted to the elemental plane of fire. 
  The sphere can absorb an amount of fire damage 
  equal to five times your wizard level. If the capacity of 
  the sphere is exceeded before ended by you, it explodes 
  in a 20-foot-radius centered on the sphere, with all 
  creatures, objects, and structures in the area taking 
  fire damage equal to the total of the sphere’s holding 
  capacity.
  Greater Fire Trap
  6th-level abjuration
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a blown glass sphere)
  Duration: Concentration, up to 1 minute
  This spell functions as the heat trap spell, except the 
  sphere can absorb fire damage up to 10 times your 
  wizard level. In addition when the spell ends you 
  can choose if the fire is harmlessly dispersed to the 
  elemental plane of fire, or is discharged in a destructive 
  explosion as per the heat trap spell. 
  Pyroclastic Cataclysm
  9th-level evocation
  Casting Time: 1 action
  Range: 300 feet
  Components: V, S, M (a chunk of volcanic rock)
  Duration: Concentration, up to 1 minute
  You evoke a massive fiery conflagration of titanic 
  proportions; a roiling pyroclastic firestorm 60 feet in 
  diameter. The forces involved buffet and crash into 
  any creatures within the area, and the area within the 
  firestorm is considered difficult terrain. When a creature 
  enters the affected area for the first time on a turn or 
  starts its turn there, the creature must make a Dexterity 
  saving throw, taking 15d8 fire damage on a failed save, 
  or half as much on a successful one.
  As a bonus action, you can move the conflagration 20 
  feet in any direction, including upwards or downwards.
  Micah Watt
  
  31
  School of Emomancy
  Practitioners of emomancy often term themselves as 
  emomantics rather than emomancers and specialize in 
  the subtle magic of emotions. Emomantics generally 
  eschew the clumsy “brute force” charms and 
  dominations in favor of delicately manipulating the 
  existing emotions of creatures. While most emomantics 
  prefer to focus on enhancing positive emotions, all 
  see value in pacifying destructive urges inherent in 
  passionate beings.
  Astromancer Features
  Wizard Level     Feature
  2nd
  Bonus Profi ciencies, Sense Emotions
  6th
  Emotional Stability
  10th
  Irresistible Emotions
  14th
  Emotion Overwhelming
  Bonus Proficiencies
  Starting at 2nd level, you gain profi ciency with the 
  Insight skill if you don’t already have it, and your 
  profi ciency bonus is doubled for any ability check you 
  make when using this skill.
  Sense Emotions
  Beginning at 2nd level, as an action, you can sense 
  strong or extreme emotions in a radius of 20 feet of you. 
  Until the end of your next turn, you know the emotional 
  state of all creatures within the radius. Anger, anguish, 
  contentment, envy, fear, hate, joy, longing, and love 
  are common, but at the DM’s discretion, more subtle 
  variations may be perceived if strong enough. This 
  ability senses only strong emotions, so only the most 
  overwhelming emotional states can be sensed.
  You can use this feature a number of times equal to 
  1+ your Intelligence modifi er (minimum of once), 
  regaining all expended uses when you fi nish a long rest.
  Emotional Stability
  Starting at 6th level, you become immune to the 
  frightened condition and have advantage on saving 
  throws against being charmed.
  Irresistible Emotions
  At 10th level, your spells that affect emotions are 
  diffi cult to resist. You can select a single creature and 
  impose disadvantage on saving throws it makes to 
  resist the effects of an emotion affecting spell that you 
  cast. This includes all the spells listed in this archetype, 
  all spells that cause the frightened condition and calm 
  emotions. The DM may, at their discretion, add other 
  spells to this list. You regain the use of this ability after 
  fi nishing a short rest.
  Emotion Overwhelming
  Starting at 14th level, you are able to project an aura of 
  overwhelming emotion, sharing your current emotional 
  state with all creatures within a 30-foot radius, centered 
  on you, and magnifi ed many times over. The aura 
  moves with you. In addition to sharing an emotional 
  mood which all creatures understand to be yours, it 
  generates one of the following effects of your choice:
  • 
  Positive Emotions – all creatures within the aura 
  have advantage on all skill checks and saving 
  throws.
  • 
  Negative Emotions – all creatures within the aura 
  have disadvantage on all skill checks and saving 
  throws.
  Unwilling creatures can make a successful Charisma 
  saving throw to resist the effects. The aura lasts for 1 
  minute, and after using this ability you cannot use it 
  again until after you have completed a long rest.
  New Emomancer Spells
  Exemplar of Self
  9th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a mirror)
  Duration: 1 minute
  You select one creature within range and positively 
  Emomancy and Roleplaying
  Emomancy is intended to oﬀ er a more interactive 
  and collaborative alternative to enchantment and 
  charm magics, which to some can feel controlling 
  at best and invasive and non-consensual at worst. 
  Emomancy has game mechanical eﬀ ects but oﬀ ers 
  more roleplay options than traditional charm 
  magics.
  The use by, or on, player characters should 
  be discussed with the players, and personal 
  preferences taken into account. Players can identify 
  as less emotive, or perceive emotions – romantic or 
  otherwise – in various ways, and an eﬀ ort should be 
  made to tailor the experience accordingly.
  Emomancy and Roleplaying
  made to tailor the experience accordingly.
  
  32
  fortify their physical and mental well being to virtually 
  unassailable levels. They become immune to all 
  conditions, and all current, ongoing conditions are 
  ended. All ability checks are automatically successful 
  as their confidence and competence soars to near 
  unattainable heights.
  At the end of the spell the affected creature must 
  make a Charisma saving throw or become despondent 
  at the loss of the positive emotion, gaining a level of 
  exhaustion.
  Dishearten
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, M (an object that causes you sorrow)
  Duration: Concentration, up to 1 minute
  You choose a spot within range and momentarily create 
  a 20-foot cube of negative, sorrowful, and disheartening 
  emotion. Each creature within the area of effect when 
  the spell is cast must succeed on a Wisdom saving 
  throw or have disadvantage on attack rolls until the 
  effect ends. An affected creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  Passionate Pursuit
  2nd-level enchantment
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (an object you are passionate 
  about)
  Duration: 1 hour
  You touch a creature and increase their emotional 
  excitement and passion for one skill, tool, or instrument. 
  For the duration, the creature has advantage on all 
  ability checks associated with that passion.
  Positive Foundations
  1st-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: S, M (a personal, treasured childhood 
  possession)
  Duration: 10 minutes
  You select a single creature within range and, with 
  a smile and some gentle, neutral gestures, influence 
  their emotions just enough to put them at ease in 
  your presence. This is not a charm, it merely reduces 
  suspicion, and enhances their willingness to be receptive 
  to your positive interactions. The target creature 
  must succeed on a Wisdom saving throw or become 
  indifferent toward you (if they were hostile) and open 
  to dialogue. For the duration, you have advantage on 
  Charisma (Persuasion) checks, but disadvantage on 
  Charisma (Deception) checks. This spell grants you 
  no influence on the creature but removes social and 
  emotional impediments to interaction. If you act in ways 
  counter to the target’s interests or natural inclinations, 
  the spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you can target one 
  additional creature for each slot level above 1st.
  Suspicion and Doubt
  3rd-level enchantment
  Casting Time: 1 action
  Range: 100 feet
  Components: S, M (a broken friendship bracelet)
  Duration: Concentration, up to 10 minutes
  You conjure a 20-foot-radius sphere of negative emotion 
  that increases suspicion and doubt. All creatures in the 
  area when the spell is cast must succeed on a Wisdom 
  saving throw or it immediately becomes suspicious of 
  the motivations of all others. A creature can voluntarily 
  fail its saving throw. Affected creatures have advantage 
  on Wisdom (Insight) checks, and if under the effects 
  of the charmed condition, they can immediately make 
  a new saving throw with advantage to end that effect. 
  Additionally, affected creatures have disadvantage on 
  Charisma (Persuasion) checks as their social manner 
  shifts to closed off and guarded.
  Symbiotic Confidence
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a friendship bracelet)
  Duration: Concentration, up to 1 minute
  You select two creatures within range that gain 
  confidence from each other’s presence. While within 5 
  feet of each other, each creature has advantage on attack 
  rolls and cannot be frightened.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Unshakable Self Awareness
  5th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a mirror)
  Duration: 1 hour
  
  33
  You select one creature within range, and positively 
  fortify their self-image and self-awareness. For the 
  duration, all effects of the charmed condition that the 
  target creature is under, are suspended. The target 
  creature is immune to the charmed, frightened and 
  stunned conditions, and makes all ability checks with 
  advantage. Additionally, they gain inspiration if they 
  do not already have it, which can be used at any time 
  during this effect.
  At Higher Levels. When you cast this spell using 
  a spell slot of 6th level or higher, you can target one 
  additional creature for each slot level above 5th.
  Micah Watt
  Ah yes, the so-called ‘enchantment and charm’ magic 
  disciplines that conjure an agreeable image in thought, 
  but not so in deed. For a moment let us peel back the 
  euphemistic veneer associated with being pleasantly 
  enchanted by sight or sound, enraptured by input which 
  you choose to enjoy, or being charmed by the wholesome 
  qualities and behaviors of others. These magics should be 
  called domination, coercion, and subversion of will.
  It can be argued the most heinous act one sentient can 
  inﬂ ict on another is to override their will, their agency. I 
  myself have felt its seductive iron claw, as many indeed 
  have. My wife Laeral was possessed by an artifact known 
  as the Crown of Thorns, a circlet imbued with a sliver 
  of the god Myrkul’s essence and personality. Under his 
  control, she caused incredible damage against her intent, 
  and the harm inﬂ icted continued long after she was freed 
  and the object destroyed. “Physical wounds heal, but 
  emotional wounds linger” as the old saying goes.
  I will always maintain that magic is a tool, with no 
  intent beyond those that wield it. However, charms and 
  possessions are dangerous, even to those with the best of 
  intent. Dominating a monster to save a village might be a 
  noble act, but the consequences may be far-reaching. Not 
  only will it not change the fundamental nature of such a 
  creature, but it may also inﬂ ame it further. Moreover, the 
  temptation to solve one’s conﬂ icts by such magic is a subtle 
  and slippery slope. Best to handle these things directly, 
  without these coercive short cuts.
  And for those unmoved by my moralizing, let me leave you 
  with a warning; charms and dominations do not last, and 
  the righteous fury your victim will feel, and any retribution 
  it spawns, is no less than you deserve for your ill-conceived 
  actions.        
  33
  
  34
  School of Ferromancy
  Ferromancers are specialists in metal and magnetism; 
  learning to create or manipulate metal objects, enhance 
  or destroy them, or use magnetic forces to attract, 
  repel or statically charge nearby metal. Ferromancers 
  favor metal weapons and armor, their unique specialty 
  enhanced, not hindered, by bulky raiment and arms.
  Ferromancer Features
  Wizard Level     Feature
  2nd
  Bonus Proficiencies, Magnetic Ward
  6th
  Static
  10th
  Breach Armor
  14th
  Magnetic Field
  Bonus Proficiencies
  Starting at 2nd level you are proficient with all metal 
  weapons and metal armor. You also learn the heat metal 
  spell, adding it to your spellbook, but you cannot cast it 
  until you have access to 2nd level spell slots.
  Magnetic Ward
  Beginning at 2nd level, as a reaction you can generate 
  a magnetic ward around yourself that interferes with 
  incoming weapon attacks, deflecting and reducing their 
  velocity. For 1 minute, you reduce all damage that you 
  take from weapon attacks by an amount equal to your 
  Intelligence modifier (minimum of 1). You do not regain 
  hit points if the damage is reduced to below zero. You 
  regain the use of this ability after completing a long 
  rest. At 10th level, you regain the use of this ability after 
  finishing a short or long rest.
  Static
  Starting at 6th level, whenever a creature fails a saving 
  throw against one of your spells, they are surrounded 
  by a residual static charge for a number of turns equal 
  to your Intelligence modifier (minimum of 1). If the 
  creature ends its turn within 5 feet of one or more 
  creatures affected by this static charge, each creature 
  takes 1d6 lightning damage.
  Breach Armor
  Starting at 10th level, your weapon and spell attacks 
  against creatures constructed of metal, or creatures 
  wearing armor that is primarily made of metal, 
  are made with advantage as you are able to subtly 
  manipulate their defenses to open weaknesses.
  Magnetic Field
  Starting at 14th level, as an action, you can evoke an 
  electrically charged magnetic field in a 20-foot-radius 
  around yourself that moves with you. The field lasts 
  for 1 minute. When a creature enters the magnetic field 
  for the first time on a turn or starts its turn there, if it 
  is wearing metal armor, wielding metal weapons, or 
  carrying more than 30lbs of metal, the creature takes 
  1d6 lightning damage and treats the area as difficult 
  terrain. If the creature is also affected by your Static 
  ability, the damage increases to 2d6 lightning damage. 
  You can use this ability once per long rest.
  New Ferromancer Spells
  Chaotic Polarity Aura
  2nd-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a lodestone)
  Duration: Concentration, up to 1 minute
  You select a creature within range and create a warped 
  magnetic field around them that randomly attracts and 
  repels metal objects. This creates a series of rapidly 
  changing forces, which interferes with their movements 
  and actions. The creature must succeed on a Strength 
  saving throw, or suffer a -2 penalty to its AC, and have 
  disadvantage on all of its attacks, ability checks, and 
  saving throws. The affected creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Flechette
  Evocation cantrip
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a metal shard)
  Duration: Instantaneous
  You create a single, sharp metal blade that streaks 
  towards a target within range. Make a ranged spell 
  attack against the target. On a hit, the target takes 
  1d8 piercing damage. This weapon counts as magical 
  weapon for the purposes of overcoming resistance and 
  immunity to nonmagical attacks and damage.
  The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8).
  Flechette Spray
  1st-level evocation
  Casting Time: 1 action
  Range: Self (15-foot cone)
  Components: V, S, M (a metal shard)
  Duration: Instantaneous
  
  35
  You create a spray of sharp metal blades that erupt from 
  your outstretched hands. Each creature in a 15-foot cone 
  must make a Dexterity saving throw. A creature takes 
  3d6 piercing damage on a failed save, or half as much 
  damage on a successful one. The blades are considered 
  magical weapons for the purposes of overcoming 
  resistance and immunity to nonmagical attacks and 
  damage.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the damage increases by 
  1d6 for each slot level above 1st.
  Flechette Storm
  5th-level evocation
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S, M (a metal shard)
  Duration: Instantaneous
  A deadly shower of razor-sharp metal blades bursts 
  forth from your outstretched hands. Each creature in 
  a 60-foot cone must make a Dexterity saving throw. A 
  creature takes 8d8 piercing damage on a failed saving 
  throw, or half as much damage on a successful one. 
  These blades are considered magical weapons for the 
  purposes of overcoming resistance and immunity to 
  nonmagical attacks and damage.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d8 for each slot level above 5th.
  Rust Field
  6th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of rust monster chitin)
  Duration: Concentration, up to 1 minute
  You set up a 20-foot radius immobile sphere of crackling 
  russet energy centered on a point within range. All 
  nonmagical ferrous metal (iron, steel, or alloy) objects 
  within the area of effect, crumble to dust. 
  Any creatures wearing or carrying such objects must 
  make a Dexterity saving throw or have their metal 
  objects destroyed. If the saving throw fails by 4 or less, 
  the objects are weakened, losing integrity and becoming 
  brittle. Weakened weapons are reduced to the next 
  lower dice for damage rolls (a longsword deals 1d6 
  instead of 1d8, a dagger deals 1d3 instead of 1d4), and 
  armor suffers a -2 penalty to its AC. Other objects suffer 
  reduced function or may fail on use (i.e. iron pitons 
  cannot hold weight, pots leak, etc) with the exact effect 
  left up to the DM. If the saving throw fails by 5 or more, 
  the object is destroyed.
  Rusting Burst
  4th-level transmutation
  Casting Time: 1 action
  Range: Self (20-foot radius)
  Components: V, S, M (a piece of rust monster chitin)
  Duration: Instantaneous
  You generate a burst of corrosive energy in an area 
  around you that rusts ferrous metal objects. All 
  nonmagical ferrous metal (iron, steel, and alloys) that is 
  not being worn or carried, crumbles to useless dust. 
  Any creatures wearing or carrying such objects must 
  make a Dexterity saving throw or have their metal 
  objects crumble to dust before their very eyes. If the 
  saving throw fails by 4 or less, the objects are weakened, 
  losing integrity and becoming brittle. Weakened 
  weapons are reduced to the next lower dice for damage 
  rolls (a longsword deals 1d6 instead of 1d8, a dagger  
  deals 1d3 instead of 1d4), and armor suffers a -2 penalty 
  to its AC. Other objects suffer reduced function or may 
  fail on use (i.e. iron pitons cannot hold weight, pots 
  leak, etc) with the exact effect left up to the DM. If the 
  saving throw fails by 5 or more, the object is destroyed.
  Rusting Grasp
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a piece of rust monster chitin)
  Duration: Instantaneous
  You reach out and touch a single nonmagical ferrous 
  metal (iron, steel, or alloy) object, causing it to instantly 
  corrode into flakes of rust. This spell only affects a 
  5-foot-cube area, leaving any portion of the object 
  outside that area unaffected. A creature wearing or 
  carrying the object can make a Dexterity saving throw to 
  avoid this effect.
  Micah Watt
  
  36
  School of Fleuremancy
  The fleuremancer delves deep into the mysteries 
  of something that most creatures take for granted – 
  light. With the dawn of each day, the fleuremancer 
  begins their research anew. While for others this is a 
  call to mundane activity, to the fleuremancer it is an 
  opportunity to delve into the dichotomy that splits 
  the existence of surface dwelling creatures of Faerun. 
  Beyond mere light and dark, the fleuremancer 
  understands the subtleties of radiance, the spectrum of 
  light, and the destructive nature of illumination.
  Fleuremancer Features
  Wizard Level     Feature
  2nd
  Bonus Proficiencies, Bonus Cantrips, 
  Dazzling Display
  6th
  Displacement
  10th
  Prismatic Shield
  14th
  Intensity
  Bonus Proficiencies
  Starting at 2nd level, you gain proficiency in the 
  Investigation and Perception skills if you don’t already 
  have it.
  Bonus Cantrips
  Starting at 2nd level, you learn the light and dancing 
  lights cantrips and they don’t count against your 
  number of cantrips known.
  Dazzling Display
  Starting at 2nd level, when you cast a spell with a 
  visible effect, you can add a dazzling display of lights 
  to it. A creature of your choice that is either the target of 
  the spell, or in the area of effect of the spell, must make 
  a successful Constitution saving throw against your 
  spell DC or be blinded until the end of their next turn. 
  Creatures with sunlight sensitivity make this saving 
  throw at disadvantage. You regain the use of this ability 
  after finishing a short or long rest.
  Displacement
  Beginning at 6th level, as a reaction to being attacked, 
  you are able to bend light around yourself, appearing 
  to be two feet from your actual position. Any attacks 
  against you, including the triggering attack, that rely 
  on visual targeting, are made with disadvantage. Once 
  activated, this ability lasts until the end of your next 
  tum. You can use this ability a number of times equal 
  to your Intelligence modifier (minimum of 1), and 
  regain all expended uses after completing a long rest. 
  An attacker is immune to this effect if it doesn't rely on 
  sight, as with blindsight, or can see through illusions, as 
  with truesight.
  Prismatic Shield
  At 10th level, as a reaction to being targeted by a 
  spell that requires a saving throw, you can conjure an 
  invisible shield that intercepts and breaks down the 
  arcane magic into light and energy. You have advantage 
  on your saving throw, and if your saving throw is 
  successful against the spell, it has no effect at all on you, 
  and you regain one expended use of your displacement 
  ability. 
  If the target spell affects multiple creatures, the shield 
  only protects you. After using this ability, you cannot 
  use it again until after completing a long rest.
  Intensity
  Starting at 14th level, you can impose disadvantage on 
  saving throws made by creatures attempting to resist a 
  spell that you cast that uses light or color. This includes 
  any spell on the Fleuremancer Spell List, or any other 
  spells the DM deems as falling into this category. After 
  using this ability, you cannot use it again until after 
  completing a long rest.
  New Fleuremancer Spells
  In addition to the new spells provided below, a 
  Fleuremancer can add faerie fire to their wizard spell list.
  Night Vision
  1st-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You enchant a creature’s eyes to require less ambient 
  light to function, requiring only the barest traces of light 
  to see clearly. The creature gains darkvision out to a 
  range of 120 feet that also enables it to see in color 
  rather than in shades of gray.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can affect one 
  additional creature for each slot level above 1st.
  Light Lance
  3rd-level evocation
  Casting Time:  1 action
  Range: 100 feet
  Components: V, S, M (a magnesium strip)
  Duration: Instantaneous
  
  37
  A scintillating line of searing light, 100 feet long and 5 
  feet wide, bursts forth from your hands in a direction 
  you choose. Each creature in the line must make a 
  successful Dexterity saving throw or take 6d6 radiant 
  damage on a failed save, or half as much damage on a 
  successful one. Creatures that fail their saving throw 
  also become sheathed in scintillating sparks until the 
  end of their next turn, granting advantage to all attacks 
  made against them. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the radiant damage 
  increases by 1d6 for each slot level above 3rd.
  Prismatic Ray
  5th-level evocation
  Casting Time:  1 action
  Range: 120 feet
  Components: V, S, M (a prism)
  Duration: Instantaneous
  A ray of rainbow color fl ashes from your hand out 
  toward a target within range. Make a ranged spell 
  attack against that creature. On a hit, the creature takes 
  8d10 damage (1d10 for each damage type; fi re, cold, 
  lightning, acid, poison, radiant, necrotic, and force) and 
  is stunned until the end of its next turn.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d10 for each slot level above 5th. No one damage type 
  can be increased by more than 1d10.
  Radiant Burst
  2nd-level evocation
  Casting Time:  1 action
  Range: Self (15-foot radius)
  Components: V, S, M (a pinch of phosphorous)
  Duration: Instantaneous
  A burst of brilliant light erupts from you forcing all 
  creatures within 15 feet of you to make a Constitution 
  saving throw. On a failed save, the creature takes 2d10 
  radiant damage and is blinded until the end of their 
  next turn. A successful saving throw halves the damage 
  and the creature is not blinded.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the radiant damage 
  increases by 1d10 for each slot level above 2nd.
  Radiant Shield
  4th-level abjuration
  Casting Time:  1 bonus action
  Range: Touch
  Components: V, S, M (a glass sphere)
  Duration: 1 minute
  You conjure a shimmering shield of light around a 
  creature you touch. The shield has a number of hit 
  points equal to twice your wizard level. Any time the 
  creature takes damage, half of this damage is taken by 
  the shield instead. If the shield does not have enough 
  hit points to absorb half of the damage, or if the damage 
  reduces the shield to zero hit points, the creature takes 
  all of the remaining damage after the shield has been 
  reduced to zero hit points. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the shield’s hit points 
  increase by double your wizard level for every two slot 
  levels above 4th.
  Radiant Weapon
  2nd-level evocation
  Casting Time:  1 bonus action
  Range: 60 feet
  Components: V, S, M (a glass shard)
  Duration: 1 minute
  You create a fl oating weapon of light that lasts for the 
  duration or until you cast this spell again.
  When you cast the spell, you can make a melee spell 
  attack against a creature within 5 feet of the weapon. 
  On a hit, the target takes radiant damage equal to 1d8 + 
  your spellcasting ability modifi er. As a bonus action on 
  your turn, you can move the weapon up to 20 feet and 
  repeat the attack against a creature within 5 feet of it.
  The weapon can take whatever form you choose.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d8 for every two slot levels above 2nd.
  Dante Cifaldi
  37
  saving throw. On a failed save, the creature takes 2d10 
  next turn. A successful saving throw halves the damage 
  Dante Cifaldi
  
  38
  School of Golemancy
  You focus your studies on the construction of artifi cial 
  life, the fabled golem. These constructs have a long 
  history associated with wizards, serving as laboratory 
  assistants, objects of experimentation, and implacable 
  guardians capable of enduring withering eons—and 
  sometimes, literally, hellish conditions.
  Golems represent arcane knowledge given form; 
  imbuing material matter with magic, giving it immense 
  strength and inexorable locomotion, while remaining 
  fully under the wizard’s control.
  Golemancer Features
  Wizard Level     Feature
  2nd
  The Basics of Crafting, Prototype 
  Golem
  6th
  Advanced Programing
  10th
  Adaptable Build
  14th
  Spell-Powered Golem
  The Basics of Crafting
  When you choose this school at 2nd level, you gain 
  profi ciency with mason’s tools, smith’s tools, and 
  woodcarver's tools, representing the three primary 
  materials golems are crafted from, and the mending
  cantrip, which does not count against your maxiumum 
  cantrips known.
  Prototype Golem
  Beginning at 2nd Level, you can craft a basic, though 
  unadvanced, construct.
  The golem is magically bound to you. As long as 
  both you and your golem are on the same plane of 
  existence, you can telepathically summon the golem, 
  which will then travel to you, knowing both the 
  distance and direction to you.
  The golem is friendly to you and your companions. 
  Roll initiative for the construct, which has its own 
  turns. It obeys any verbal commands that you issue to 
  it (no action required by you). If you are incapacitated, 
  your golem will protect you and try to carry out the 
  last command you gave it to the best of its abilities.
  Your golem gains one level (and one Hit Die) for 
  each level you gain after 2nd. Its profi ciency bonus 
  equals your profi ciency bonus. Whenever your class 
  grants you the Ability Score Increase feature, your 
  golem can increase one of its ability scores (your 
  choice) by 2, or it can increase two of its ability scores 
  (your choice) by 1. 
  The mending cantrip restores 5 hit points to the 
  golem. If your construct is reduced to zero hit points, 
  it collapses, unable to be restored by the cantrip. The 
  golem can only be repaired after spending a 
  long rest using either mason’s tools, smith’s tools, or 
  woodcarver's tools, and expending a 1st level spell slot 
  to reactivate it.
  Advanced Programming
  Beginning at 6th level, your golem adds its profi ciency 
  bonus to its AC and to its damage rolls. Your golem 
  gains profi ciency in two skills of your choice. It also 
  becomes profi cient in Strength and Constitution saving 
  throws.
  Adaptable Build
  Beginning at 10th level, your golem gains one of the 
  following abilities, which can be changed at the end of 
  a long rest:
  • 
  Hostility Confrontation Matrix. The golem gains 
  an additional slam attack, and its slam attacks 
  deal 2d6 bludgeoning damage. If it hits a Large 
  or smaller creature, the creature must make a 
  successful Strength saving throw against your 
  spell save DC, or be knocked prone. In addition, 
  your golem deals double damage to objects and 
  structures.
  • 
  Arcane Hardened Chassis. Your golem gains 
  immunity to bludgeoning, piercing, and slashing 
  Golem
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 11 (2d8+2)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   14 (+2) 12 (+1) 12 (+1)
  3 (–4)
  8 (–1)
  1 (–5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrif ed, poisoned
  Senses darkvision 60ft., passive Perception 9
  Languages understands the languages of its creator, but can't 
  speak
  Challenge 1 (200 XP)
  Antimagic Susceptibility. The golem is incapacitated while in 
  the area of an antimagic f eld. If targeted by dispel magic, the 
  golem must succeed on a Constitution saving throw against 
  the caster’s spell save DC or fall unconscious for 1 minute.
  Immutable Form. The golem is immune to any spell or ef ect 
  that would alter its form.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 +2) bludgeoning damage.
  Armor Class 15 (natural armor)
  
  39
  from nonmagical attacks not made with adamantine 
  weapons. In addition, it gains resistance to acid, 
  cold, fi re, and lightning damage.
  • 
  Prescient Defense Measures. If your golem is 
  within 30 feet of you, you can transfer half of any 
  damage you take (rounded up) to your golem. In 
  addition, when a creature makes an attack against 
  you, the golem can use its reaction to grant you a 
  bonus to your AC against that attack equal to your 
  Intelligence modifi er (minimum of 1).
  Spell-Powered Golem
  Starting at 14th level, you can store one spell of 4th level 
  or lower in your golem. To do so, you cast that spell, 
  storing it within the golem and expending the spell slot, 
  but the spell doesn't come into effect. Instead, it takes 
  effect when you command the golem to use its action 
  to cast the stored spell, or when a certain circumstance 
  occurs. You describe that circumstance when you store 
  the spell in the golem. When the spell is cast, or a new 
  spell is stored, any previously stored spell is lost.
  Whenever the golem has a spell stored within it, at the 
  start of each of its turns, and as long as it has at least 1 
  hit point, the golem regains 5 hit points. Additionally, it 
  gains the magic resistance trait, and its slam attacks count 
  as magical for the purposes of overcoming damage 
  immunities and resistances.
  New Golemancer Spells
  Corrosive Covering
  3rd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a vial of acid)
  Duration: Concentration, up to 10 minutes
  You coat a willing creature in a sheen of potent acid. 
  A creature that touches or hits the target creature with 
  a melee attack while within 5 feet of it, takes 1d8 acid 
  damage. Any nonmagical weapon made of metal 
  or wood that hits the target creature corrodes. After 
  dealing damage, the weapon takes a permanent and 
  cumulative -1 penalty to damage rolls. If its penalty 
  drops to -5, the weapon is destroyed. 
  Nonmagical ammunition made of metal or wood 
  that hits the target creature is destroyed after dealing 
  damage. 
  The target creature can dissolve through 2-inch-thick, 
  nonmagical wood or metal in 1 round.
  The target creature’s unarmed attacks infl ict 1d8 acid 
  damage. In addition, nonmagical armor worn by the 
  target is partly dissolved and takes a permanent and 
  cumulative -1 penalty to the AC it offers from each 
  successful strike. The armor is destroyed if the penalty 
  reduces its AC to 10.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d8 for every two slot levels above 3rd.
  Detect Magical Object
  4th-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 hour
  You can magically sense the presence of magical objects 
  and constructs up to 1 mile away. You know their 
  general direction but not their exact locations.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the range increases by 
  one mile for each slot level above 4th.
  Siege Imbuement
  2nd-level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 10 minutes
  You touch a creature and gift it the power to easily 
  exploit weaknesses in structures and materials. The 
  creature deals double damage to objects and structures. 
  In addition, the creature has advantage on attacks made 
  against constructs.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can target one 
  additional creature for each slot level above 2nd.
  Self Destruct
  2nd-level evocation
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (ash from a lightning strike)
  Duration: 10 minutes
  You touch a willing creature, instilling within it a 
  dangerous and volatile energy. When the target creature 
  is reduced to zero hit points, a blast of energy is released 
  from it. Each creature within 20 feet of the target 
  creature must make a Dexterity saving throw, taking 
  6d6 lightning damage on a failed save, or half as much 
  damage on a successful one.
  The target creature can choose to use its reaction to 
  willingly release the energy blast, taking 6d6 lightning 
  damage itself in the process.
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the damage increases by 
  1d6 for each slot level above 2nd.
  Iam Pace
  
  40
  The Green Star Adepts
  Arcanists often use magic to create, destroy, transform, 
  or alter the things around them. Some wizards 
  even work to use magic to change themselves on a 
  fundamental level - to become infused with magic 
  itself. There exists a small cabal of wizards who are 
  dedicated to exploring these transformative secrets. 
  The Green Star of Alhazarde, as it’s referred to by those 
  who have studied it, fell to the ground in the first age 
  of the world, shattering and sending splinters all across 
  the world.The Green Star Adepts infuse their bodies 
  with the essence of this enchanted meteorite, changing 
  themselves to living foci to channel their magical power.   
  Green Star Adept Features
  Wizard Level     Feature
  2nd
  Green Star Admixture, Star Expert
  6th
  Jade Skin
  10th
  Arcane Focus
  14th
  Emerald Perfection
  Green Star Admixture
  Starting at 2nd level, your character imbibes regular 
  alchemical mixtures; including trace amounts of green 
  star metal. Your skin thickens and hardens, with tiny 
  shards of emerald crystals growing where calluses 
  and scars would mark your skin. This grants you the 
  following benefits:
  • 
  While you are not wearing any armor, your Armor 
  Class equals 13 + your Dexterity modifier.
  • 
  Your unarmed attacks deal 1d4 damage. This 
  damage increases to 1d6 at 6th level, 1d8 at 10th 
  level, and finally 1d10 at 18th level. 
  Star Expert
  Starting at 2nd level, add your Intelligence modifier to 
  any ability check which involves the sky or heavens; 
  such as navigating by the stars, determining the time of 
  day, or predicting the weather. Additionally, as a bonus 
  action, you can make your emerald crystals glow, which 
  sheds dim light in a 5-foot radius. You can dismiss this 
  effect at will.
  Jade Skin
  Beginning at 6th level, your body shape changes, with 
  hard edged planes forming across your skin. A green 
  hue coats your body from head to toe. This change 
  grants your body exceptional toughness. You can add 
  your Intelligence modifier to Strength and Constitution 
  saving throws. Whenever a critical hit is scored against 
  you, make a Constitution saving throw. Use the 
  modified attack roll total as the DC. If you succeed, the 
  critical hit becomes a normal hit.
  Arcane Focus
  Starting at 10th level, you no longer need a spellcasting 
  focus for any spells you cast. Your spell attacks against 
  creatures within melee reach deal additional damage 
  equal to your unarmed attacks.
  Additionally, any spell you cast with a target of self 
  that you cast without using a higher level spell slot, 
  counts as though you had cast the spell using a spell slot 
  one level higher than the slot used. You regain the use 
  of this ability after finishing a short or long rest.
  Emerald Perfection
  Starting at 14th level, your appearance looks like a 
  sculpture of carved emeralds. You no longer need to eat, 
  drink, breathe, or sleep, and you are immune to poison 
  damage and disease. You do not suffer from exhaustion 
  and you are immune to the deafened, incapacitated, 
  petrified, poisoned, stunned, and unconscious 
  conditions.
  New Green Star Adept Spells
  Emerald Bands
  1st-level conjuration
  Casting Time: 1 action 
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You throw a set of glowing green bands at a Medium 
  or smaller target within range. The target must make an 
  opposed Strength (Athletics) or Dexterity (Acrobatics) 
  check against your spell attack roll. On a failure, 
  the target is grappled by you while you maintain 
  concentration on this spell. On each of its turns, the 
  target can attempt to escape the grapple by succeeding 
  on a Strength (Athletics) or Dexterity (Acrobatics) check 
  against your original spell attack roll.
  Gemstone Fission
  1st-level transmutation
  Casting Time: 1 bonus action 
  Range: 60 feet
  Components: V, S, M (a gemstone of at least 1gp value, 
  which the spell consumes)
  Duration: Instantaneous
  You convert a gemstone into a ball of energy. Before 
  the end of your turn, you can use your action to make a 
  spell attack (range of 20/60 feet). On a hit, it deals 3d6 
  force damage, plus an additional amount of damage 
  equal to the gp value of the gemstone divided by 50 
  (minimum of 1), to a maximum of your wizard level.
  
  41
  Jade Clone
  4th-level illusion
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (jade worth at least 10 gp, which 
  the spell consumes)
  Duration: Concentration, up to 1 minute.
  You create a clone of you made from jade, that’s 
  identical to you in all respects. It has your ability scores, 
  resistance to all damage, and Hit Points equal to your 
  wizard level. It possesses none of your racial or class 
  features - including spellcasting. Although it appears 
  to possess the same equipment as you, these are part 
  of its form. It can make unarmed attacks, dealing 1d6 
  bludgeoning damage.
  You can use your action to issue the clone instructions 
  which it will follow to the best of its abilities. If you do 
  not give it any commands, it takes the Dodge action.
  If you lose concentration of the spell, or if the clone is 
  reduced to zero hit points, it immediately turns to dust, 
  which quickly dissipates. 
  Viridian Shell
  1st-level transmutation
  Casting Time: 1 action 
  Range: 30 feet
  Components: V, S, M (a cracked eggshell)
  Duration: Concentration, up to 1 minute
  You transform a creature you can see within range, 
  giving them a green, gemstone-like skin. The target 
  gains temporary Hit Points equal to your wizard level.
  At Higher Levels. If you cast this spell using a spell 
  slot of 4th level or higher, the target gains temporary hit 
  points equal to twice your wizard level. If you cast this 
  spell with a spell slot of 8th level or higher, the target 
  gains temporary hit points equal to four times your 
  wizard level.
  Bryan Holmes
  One of the more esoteric disciplines, the Green Star Adepts 
  have taken the notion of transformation magic to heart 
  – literally. There is no doubt the Star of Alhazarde has 
  great power locked within it, and I suspect this tradition is 
  merely scratching the surface of its arcane depths. Whether 
  these alterations are ultimately for good or ill is yet to be 
  determined. It is a ﬁ eld of study that bears careful monitoring.
  
  42
  Guild Wizardry
  Natural talent and a quick mind are only the bare 
  beginning of being able to wield the arcane arts. 
  Achieving true mastery requires personal dedication, 
  self-discipline, rigorous training, and access to libraries 
  full of ancient grimoires and crumbling scrolls. In 
  lands where magic is regarded as too important—or 
  too dangerous—to be left in the hands of self-educated 
  dabblers, it is taught and practiced by members of 
  special guilds, societies, fraternal orders, and cabals, 
  who jealously guard access to their powers and seek to 
  control their use.
  Such guilds arise for many reasons. Some exist to 
  preserve arcane traditions and instruct new magic-
  users. Others organize the efforts of their members in 
  the service of a worthy (or sometimes not so worthy) 
  cause. A wizard’s guild might operate openly or exist 
  as a hidden society. Some guilds are large, formal 
  hierarchies in which members are expected to obey 
  the orders of their superiors, while others are small 
  fellowships in which no one member is considered 
  superior to his or her fellows. In all cases, part of their 
  purpose is to pool their resources to more quickly 
  advance in eldritch knowledge and might. Spell-dueling 
  is an important tradition in such guilds, and members 
  become experts in fighting other magic-users.
  When guilds have hierarchies, adepts of greater 
  seniority and status often have the authority to assign 
  missions to lesser members and review their activities. 
  When you reach higher levels in your wizard class, you 
  may become such a high-ranking master. Depending 
  on your guild and your campaign (and subject to your 
  DM’s discretion), you can usually speak for your order, 
  which backs you to the greatest extent possible. You are 
  expected to be careful about taking stands or making 
  promises that are difficult for your guild to support, but 
  your fellow members generally trust you to know when 
  difficult tasks are necessary. Holding an office gives 
  you significant power to influence your order’s actions, 
  but requires your time and commitment. Many masters 
  choose to avoid these responsibilities and prefer to busy 
  themselves with their own affairs. Whether you agree to 
  take a position in your order’s leadership or remain free 
  of such responsibilities is up to you.
  Guild Wizard Features
  Wizard Level     Feature
  2nd
  Arcanist’s Privileges, Battle Wizard’s 
  Grimoire, Guild Proficiencies
  6th
  Signature Training
  10th
  Spellpool
  14th
  Master of Wizardry
  Arcanist's Privileges
  Beginning when you select this arcane tradition at 
  2nd level, your membership allows you to access to 
  your guild’s vast library of spellbooks, and grants 
  you prestige and insight when interacting with other 
  spellcasters, granting you the following benefits:
  • 
  Whenever you gain a wizard level, in addition to 
  the normal spells you learn, you can choose one 
  extra wizard spell of a level you can cast and copy it 
  into your spellbook for half the usual price in gold.
  • 
  You gain a bonus on all your Charisma checks to 
  interact with other spellcasters, equal to half your 
  Intelligence modifier (minimum 1).
  In exchange for these benefits, you must pay dues of 
  10 gp per month to the guild, and if you have spent at 
  least 1 day of downtime in the past month, you must 
  spend 1 additional downtime day to maintain your 
  guild duties. If you miss payments, you must make up 
  back dues (in both gold and in downtime, if applicable) 
  to remain in your guild’s good graces. If you are behind 
  on payments, you do not enjoy any of the benefits of 
  this feature. When you reach 14th level in your wizard 
  class, you no longer need to pay these dues in gold or 
  downtime, and can always use this feature’s benefits, 
  whether or not you have paid for them.
  Battle Wizard's Grimoire
  At 2nd level, your spellbook not only contains your 
  spells, but special notes, mental exercises, and anecdotes 
  from military history to help you use magic more 
  effectively in battle. During your turn, immediately 
  after you use your action to cast a spell of 1st level or 
  higher, if that spell deals damage, you can use a bonus 
  action to reroll a number of the damage dice up to your 
  Intelligence modifier (minimum of 1). You must use the 
  new rolls.
  You can use this feature a number of times equal 
  to your Intelligence modifier (minimum of once), 
  regaining all expended uses when you finish a long rest.
  Guild Proficiencies
  At 2nd level, you gain proficiency in the Arcana skill if 
  you don’t already have it.  You also gain expertise with 
  the Arcana skill, which means your proficiency bonus is 
  doubled for any ability check you make with it.
  Signature Training
  Starting at 6th level, you can employ an impressive 
  spellcasting technique that is either distinctive to your 
  guild, or your own method for distinguishing yourself 
  within it. When you use your action to cast a spell 
  of 3rd-level or higher that you prepared from your 
  spellbook, you can use your bonus action to cause each 
  creature in a 10-foot cube originating from you to make 
  a Wisdom saving throw against your spell save DC. On 
  
  43
  a failed save, the creature is charmed or frightened by 
  you (your choice) until the end of your next turn. You 
  can use this feature once, regaining the ability to do so 
  the next time you make an ability check for initiative.
  Spellpool
  At 10th level, when you prepare your spells each day, 
  you can make use of a spellpool, a magical reservoir 
  of spells that can be drawn upon by members of your 
  wizardly guild or magical academy. To do so, you 
  must first perform a 1-minute ritual with a spellcasting 
  focus, adding a spiraling pattern of sigils to that 
  spellcasting focus using 25 gp worth of copper wire. 
  This specially prepared arcane focus allows you to 
  access the spellpool. You can perform this ritual on as 
  many spellcasting foci as you wish, but once a focus 
  is prepared by a particular wizard, but once a focus is 
  prepared by a particular wizard, only that wizard can 
  use it to access the spellpool.
  When accessing the spellpool, you attempt to prepare 
  a spell that is not in your spellbook. Each time you try to 
  prepare a spell in this way, you must check first to see 
  if the desired spell is available, using your action to roll 
  an Intelligence (Arcana) check against a DC equal to 20 
  + the spell’s level. You must be holding your specially 
  prepared spellcasting focus when you do so. To check 
  for a spell, you must already have a spell of the same 
  level or higher in your spellbook. You can check to see if 
  any spell is available, as long as you know it exists, but 
  if a spell you check for is not on the wizard spell list, the 
  DC of the Intelligence (Arcana) check increases by 5. If 
  you are not currently on the same plane of existence as 
  any of the locations where your institution is based, you 
  make the check with disadvantage.
  Once you have successfully checked that a spell is 
  available, until the next time you finish a long rest you 
  can prepare it just as if it were in your spellbook. If the 
  spell is not available, you must finish a long rest before 
  you can attempt to prepare that particular spell using 
  this feature again. There is no limit to the number of 
  spells you can search for in this manner, but each spell 
  you search for requires you to use an action to make 
  a separate Intelligence (Arcana) check. The maximum 
  number of spells you can prepare with this feature at 
  one time is equal to half your Intelligence modifier 
  (rounded up, minimum of 1).
  For each spell you prepare with this feature, you must 
  choose one spell of the same level or higher from your 
  spellbook and loan it to the spellpool. A spell you loan 
  in this way is lost from your spellbook until the next 
  time you finish a long rest, at which time it reappears 
  in your spellbook, exactly as it was before. You cannot 
  loan a spell you currently have prepared.
  When you cast a spell you prepared via the spellpool, 
  it is cast normally, with all the necessary components 
  and other requirements.
  All spells prepared using the spellpool return to the 
  spellpool the next time you finish a long rest. Having 
  successfully prepared a spell with this feature before 
  does not allow you to prepare it with this feature again, 
  nor does it alter your chances of finding that same spell 
  available the next time you search for it.
  Master of Wizardry
  At 14th level, you are elevated to your guild’s trusted 
  inner circle of wise, experienced masters, and you’ve 
  spent so much time interacting with other mages that 
  you can quickly analyze their casting and seek to 
  counter it. When a spell cast by another creature you 
  can see allows you to make a saving throw to take only 
  half damage, if you succeed on the saving throw, you 
  can expend a wizard spell slot of 1st-level or higher as a 
  reaction to instead take no damage at all.
  In addition, when you this feature, you can instead 
  choose to reflect the spell back on the caster. When you 
  do so, as part of the same reaction, you cause the spell 
  to target its caster instead of you, and the caster makes 
  its own saving throw against the same DC. If the spell 
  you are trying to reflect is 6th-level or higher this ability 
  fails. After you use this feature to reflect a spell you 
  cannot use it again until you finish a long rest.
  New Guild Wizard Spells
  Aegis of Shielding
  3rd-level abjuration
  Casting Time: 1 reaction, which you take when a 
  creature within range succeeds on a melee attack roll 
  that would hit one of your allies
  Range: 30 feet
  Components: V, M (a weapon)
  Duration: Instantaneous
  You protect your ally with a barrier of invisible force. 
  Until the end of the turn, the target of the triggering 
  attack gains a +5 bonus to AC and resistance to 
  bludgeoning, piercing, and slashing damage, both of 
  which apply against the triggering attack.
  After the triggering attack is resolved, the creature 
  that made the attack takes 1d4 force damage and 
  you mark it until the end of your next turn. While it 
  is within 5 feet of you, a creature marked by you has 
  disadvantage on any attack roll that doesn't target you. 
  This spell ends early if you are incapacitated, if you die, 
  or if someone else marks the creature.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the range increases to 60 
  feet, and the force damage increases by 1d4 for each slot 
  level above 3rd.
  
  44
  Decelerating Slash
  4th-level transmutation
  Casting Time: 1 action
  Range: 5 feet
  Components: V, M (a weapon)
  Duration: 1 minute
  As part of the action used to cast this spell, you must 
  make a melee attack with a weapon against one creature 
  within the spell’s range, otherwise the spell fails. On 
  a hit, the target suffers the attack’s normal effects, 
  its speed is reduced by 5 feet for the duration, and it 
  cannot take reactions until the start of its next turn. On 
  a miss, the target takes psychic damage equal to your 
  spellcasting ability modifi er (minimum of 1), and the 
  spell ends. 
  For the duration, the target makes an Intelligence 
  saving throw at the start of each of its turns, ending the 
  spell on a success. If it fails the save, the creature cannot 
  take reactions, bonus actions, or the Dash action. This 
  spell ends early if you are incapacitated or if you die.
  In addition, each time a creature fails its saving throw 
  against this spell, its speed is reduced by 5 feet, and one 
  ally of your choice that you can see within 10 feet of you 
  or the target can move up to 5 feet without provoking 
  opportunity attacks.
  Dire Radiance
  Evocation cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 round
  Make a spell attack against a creature within range. On 
  a hit, the target takes 2d4 radiant damage, and a shaft of 
  brilliant, cold starlight lances down from above, bathing 
  your foe in an excruciating radiance that grows brighter 
  and deadlier when the target approaches you. Until 
  the start of your next turn, if the target willingly moves 
  closer to you, it immediately takes additional radiant 
  damage equal to your spellcasting ability modifi er 
  (minimum 1), and the spell ends.
  This spell's damage increases when you reach higher 
  levels.At 5th level, the additional radiant damage 
  for moving closer to you increases to 1d4 + your 
  spellcasting ability modifi er. Both damage rolls increase 
  by 1d4 when you reach 11th level (becoming 3d4 and 
  2d4 + your spellcasting ability modifi er, respectively). 
  At 17th level, the additional radiant damage for moving 
  closer to you increases to 3d4 + your spellcasting ability 
  modifi er.
  Duel Ward
  5th-level abjuration
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  For the duration of this spell, whenever you cast a 
  spell with a casting time of 1 reaction during another 
  creature's turn, you can cast one more spell of 5th-level 
  or lower that has a casting time of 1 reaction before the 
  end of that creature's turn. Casting this extra spell is an 
  exception to the normal rule for the number of spells 
  you can cast in a turn.  
  In addition, for the duration of this spell, you gain a 
  +2 bonus to Intelligence (Arcana) checks, and whenever 
  you make an ability check for your spellcasting ability, 
  you gain a +2 bonus on that check if it doesn’t already 
  include your profi ciency bonus.
  Jeremy Forbing
  44
  ally of your choice that you can see within 10 feet of you 
  or the target can move up to 5 feet without provoking 
  Make a spell attack against a creature within range. On 
  a hit, the target takes 2d4 radiant damage, and a shaft of 
  brilliant, cold starlight lances down from above, bathing 
  your foe in an excruciating radiance that grows brighter 
  the start of your next turn, if the target willingly moves 
  closer to you, it immediately takes additional radiant 
  This spell's damage increases when you reach higher 
  spellcasting ability modifi er. Both damage rolls increase 
  by 1d4 when you reach 11th level (becoming 3d4 and 
  2d4 + your spellcasting ability modifi er, respectively). 
  At 17th level, the additional radiant damage for moving 
  closer to you increases to 3d4 + your spellcasting ability 
  
  45
  School of Hedge Magi
  Wizards who wander the realms devoting their time to 
  discovering better ways to use magic to aid their allies 
  and defeat their foes, hedge mages are a complementary 
  addition to any adventuring party. These wizards often 
  join forces with others to defeat common enemies, 
  choosing a favored enemy during their adventures to 
  hedge their magic power against, both offensive and 
  defensive. They do not join a formal school of magic but 
  refi ne their skills with magic during their adventures. 
  Hedge Mage Features
  Wizard Level     Feature
  2nd
  Favored Enemy, Hedge Spellcasting
  6th
  Improved Arcane Recovery
  10th
  Intuitive Synergy
  14th
  Hedge Reliability
  Favored Enemy
  Beginning at 2nd level, when you choose this arcane 
  tradition, you have gained enough knowledge about 
  certain creatures to gain a heightened chance to affect 
  them with your spells. Choose a type of favored enemy: 
  aberrations, beasts, celestials, constructs, dragons, 
  elementals, fey, fi ends, giants, monstrosities, oozes, 
  plants, or undead. Alternatively, you can choose two 
  races of humanoid (such as gnolls and orcs) as favored 
  enemies. 
  You have advantage on your Constitution saving 
  throws to maintain your concentration while a favored 
  enemy that you can see is conscious and within 60 feet 
  of you. In addition, your spell save DC for your wizard 
  spells increases by 1 against your favored enemies. 
  When you gain this feature, you learn one language 
  spoken by one of your favored enemies.  
  You can choose one additional favored enemy at 6th 
  and 14th level. 
  Hedge Spellcasting
  Starting at 2nd level, you can expend your spellcasting 
  energy to protect against harmful spells that target you 
  or a nearby ally. Alternatively, you can expend extra 
  spellcasting energy to improve your chances of affecting 
  an enemy with a harmful spell you cast.  
  Hedge Defense – when you or an ally that you can 
  see within 30 feet of you must make a saving throw 
  against a harmful spell, you can use your reaction to 
  expend a spell slot equal to half the harmful spell’s level 
  to grant you or the ally advantage on the saving throw.  
  Hedge Offense – When you cast a harmful spell that 
  requires a saving throw against one or more of your 
  enemies, you can expend an additional spell slot equal 
  to the original spell’s level to boost the spell’s power 
  and impose disadvantage on the saving throw for a 
  number of creatures equal to your Intelligence modifi er 
  minimum 1).  
  Improved Arcane Recovery
  At 6th level, you have learned to recover extra spell 
  energy when you use Arcane Recovery to recover 
  expended spell slots. You recover additional spell slots 
  equal to your Intelligence modifi er (minimum of 1) at 
  the end of a short rest using Arcane Recovery. 
  Intuitive Synergy
  At 10th level, your sense of caution and experience, 
  combined with your quick wit and ability to 
  communicate effectively with adventuring companions, 
  grants you and your team a heightened ability to 
  function well together. When initiative is rolled, you 
  and allies within 60 feet of you that can see or hear you, 
  and have traveled with you for at least one week, can 
  add your Intelligence modifi er to the roll (minimum of 
  1). 
  Hedge Reliability
  At 14th level, your ability to hedge against spell 
  effects targeting you and your allies, or to boost the 
  effectiveness of your spells against your enemies, is 
  more dependable. When initiative is rolled, you can 
  recover spell slots equal to your Intelligence modifi er 
  (minimum of 1), however, you can only use the spell 
  slots for your Hedge Spellcasting feature. At the end of 
  the encounter, you lose any remaining spell slots gained 
  from this feature.  
  “Nothing beats experience” is 
  an adage bandied around the 
  campﬁ res of the itinerant hedge 
  magi of the Realms. Speaking as 
  one with many, many years of 
  experience, I tend to agree. While 
  the hedge magi might seem to be an 
  unorganized, ill-disciplined school 
  to the more formal traditions, I 
  can assure you some of the most 
  impressive spells and feats of magic 
  have been pioneered on the roads 
  and rivers of Toril, by these highly 
  underrated wizards.  
  
  46
  New Hedge Magi Spells
  Improved Mage Armor
  3rd-level abjuration 
  Casting Time: 1 action 
  Range:  Self 
  Components: V, S, M (a piece of cured leather) 
  Duration: 8 hours 
  You touch a creature who is not wearing armor and 
  protect it with a fi eld of force. The target’s base AC 
  becomes 15 + its Dexterity modifi er. The spell ends if 
  the affected creature dons armor or if you dismiss the 
  spell as an action.  
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the base AC increases by 
  1 for every three slot levels above 3rd. 
  Know Direction
  Divination cantrip 
  Casting Time: 1 action 
  Range:  Self 
  Components: V, S 
  Duration: Instantaneous 
  You know the direction of true north if it exists in 
  your current location. The effect is instantaneous and 
  centered from the location you cast this spell. If you 
  move from the location where you cast this spell, you 
  will have to cast it again to fi nd true north from the new 
  location. 
  Locate Favored Enemy
  5th-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a bit of fur from a bloodhound) 
  Duration: Concentration, up to 1 hour 
  You become aware of the presence, number, general 
  direction, and distance of favored enemies within 1 
  mile of you. You can tell how many of your favored 
  enemies are present at each location, their distance 
  from your present location, and the direction and speed 
  of their current movement. This spell does not allow 
  you to discern whether a specifi c creature is present 
  within range, but only if favored enemies in general are 
  present. 
  Misty Escape
  3rd-level conjuration 
  Casting Time: 1 reaction, which you take when you are 
  targeted by an attack
  Range: Self 
  Components: V 
  Duration: Instantaneous 
  As a reaction to being targeted by an attack, you conjure 
  silvery mists that appear where you are and you 
  teleport up to 30 feet to an unoccupied space that you 
  can see, causing the triggering attack to miss. You can 
  choose whether to cast this spell after the attack is rolled 
  but before the result is determined.  
  Scott Bean
  
  47
  School of Incantation
  Incanters (or Incantifer or Incantrix) – also called 
  metamages – manipulate the raw magical potential in 
  themselves and others, augmenting or suppressing the 
  magical energy they are able to draw upon. Incanters 
  can be a boon for allies, and a nightmare for enemy 
  spellcasters.
  Incanter Features
  Wizard Level     Feature
  2nd
  Spell Savant, Augment Magic
  6th
  Weavemaster
  10th
  Body to Mind
  14th
  Magic Resistance
  Spell Savant
  Starting at 2nd level, you gain proficiency in the Arcana 
  skill if you don’t already have it, and you can identify 
  spells that you can see being cast, as a free action. To 
  identify a spell you must make a successful Intelligence 
  (Arcana) check. The DC equals 10 + the spell’s level.
  Augment Magic
  At 2nd level, you can augment a spell that you cast, as a 
  bonus action. The augmented spell is treated as if being 
  cast at one level higher than the spell slot level used to 
  cast the spell ie if you cast a spell using a 3rd level spell 
  slot, the spell is cast at 4th level. You can use this ability 
  a number of times equal to your Intelligence modifier 
  (minimum of once) regaining all expended uses after 
  finishing a long rest.
  Weavemaster
  Beginning at 6th level, you have become adept at 
  dismantling other spells. When you cast counterspell 
  or dispel magic, it is treated as if being cast at one level 
  higher than the spell slot level used to cast the spell. 
  You regain the use of this ability after finishing a short 
  or long rest. 
  Body to Mind
  Starting at 10th level, when you take a short rest, you 
  can use your Hit Dice to regain expended spell slots. 
  Each Hit Die expended in this manner allows you to 
  regain one expended spell slot. Expending 3 Hit Dice 
  allows the recovery of three spell slot levels; be it one 
  3rd level spell slot, one 2nd level spell slot and a 1st 
  level spell slot, or three 1st level spell slots. You regain 
  the use of this ability after completing a long rest.
  Magic Resistance
  Starting at 14th level, you have advantage on saving 
  throws against spells and other magical effects.
  New Incanter Spells
  Emparadweomer
  1st-level enchantment
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Special
  This spell can be cast in conjunction with a 1st level 
  spell that has a casting time of 1 action and a duration 
  of instantaneous, allowing you to break the restrictions 
  on casting two spells on the same turn. It augments the 
  second spell, allowing it to have maximum impact with 
  regards to any variable component or effect of the spell, 
  such as the number of damage dice rolled. A 1st level 
  emparadweomer can only affect a 1st level spell. 
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you can increase the 
  level of the augmented spell by 1 for each slot level 
  above 1st. 
  Maladweomer
  3rd-level enchantment
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a broken mirror)
  Duration: 1 minute
  You cause a creature to lose much of their magical 
  potency. The target must succeed on an Intelligence 
  saving throw, or all spells they cast for the duration 
  have minimum impact with regards to any variable 
  component or effect of the spell, such as the number of 
  damage dice rolled. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect on 
  itself on a success.
  At Higher Levels.  When you cast this spell using 
  a spell slot of 4th level or higher, you can affect one 
  additional creature for every two slot levels above 3rd.
  Pierce Magic Resistance
  4th-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a needle)
  Duration: Concentration, up to 1 minute
  For the duration, spells you cast ignore any Magic 
  
  48
  48
  Resistance feature the target creature of that spell 
  may have. This does not affect Damage Resistances or 
  Damage Immunities.
  Pierce Any Shield
  9th-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a platinum needle)
  Duration: 1 minute, or until dispelled
  The next spell you cast is able to breach any 
  protections of the target creature. The spell ignores all 
  resistances immunities, spells or abilities, and imposes 
  disadvantage on the target creature’s saving throw if the 
  spell requires one. The spell’s effects are suppressed by 
  dead magic zones and antimagic fi elds.
  Spellsteal
  7th-level enchantment
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a white glove)
  Duration: 1 minute, or until dispelled
  The target creature must make a successful Intelligence 
  saving throw, or lose one spell slot from its highest 
  available slots – up to 6th level – which you temporarily 
  gain as a spell slot for the duration, or until you use the 
  stolen spell slot to cast a spell. This temporary spell slot 
  does not count against your maximum number of spell 
  slots available.
  At Higher Levels.  When you cast this spell using a 
  spell slot of 8th level or higher, the maximum level of 
  the spell slot that you can steal from the target increases 
  by 1 for each slot level above 7th.
  Micah Watt
  
  49
  School of Jaunting
  Wizards are infamous for showing up precisely 
  whenever and wherever they want (generally while 
  claiming they were needed). This procedure, when 
  enacted by most conjurers of cheap spells, is less 
  accurate on both the ‘where’ and ‘when’ than most 
  wizards would like to admit. However, there are 
  those with exceptional talent, with incredible spatial 
  awareness, to which conjuration magic turns distance 
  into a thing of the past, and the past into a grip to hoist 
  themselves onto tomorrow. In short: they are wizards 
  with a gift for twisting time and space.
  Jaunter Features
  Wizard Level     Feature
  2nd
  Yesterday’s Preparations, Empowered 
  Conjuration
  6th
  Tesseract
  10th
  Strange Eons
  14th
  Master of Time and Space
  Yesterday's Preparations
  Starting at 2nd level, you can reach into your own past 
  to grab items that you have set aside for emergencies. 
  As an action, you can summon a nonmagical item that 
  you have access to. The item must be unattended, and 
  something you’ve intentionally touched.
  This item persists for 1 minute or until it leaves your 
  hand, and then immediately returns to the time and 
  place it was pulled from. You can use this ability a 
  number of times equal to your Intelligence modifi er 
  (minimum of once), regaining all expended uses after 
  completing a long rest.
  Empowered Conjuration
  Starting at 2nd level, when you cast a conjuration spell 
  and do not use a higher level spell slot to cast the spell, 
  the spell is cast as though you used a spell slot one level 
  higher than the one you used. You can use this feature 
  a number of times equal to your Intelligence modifi er 
  (minimum of once), regaining all expended uses after 
  completing a long rest.
  Tesseract
  Beginning at 6th level, as an action, you can bridge two 
  points in space. Choose two points within 30 feet of you. 
  A 5-foot square now surrounds each of these points, 
  which now become adjacent to each other (you choose 
  which sides of each square touch). Any creature, spell, 
  or object entering the square exits from the other square 
  as if the two were adjacent to each other. Creatures can 
  attack or cross between the points as though they were 
  connected. Spells and ranged attacks can be made across 
  these two squares. For a creature to benefi t from cover, 
  it must also have cover against these two points. These 
  points remain connected until the start of your next 
  turn. You can use your action each round to maintain 
  this effect. You can use this feature a number of times 
  equal to your Intelligence modifi er (minimum of once), 
  regaining all expended uses after completing a long rest.
  Strane Eons
  Starting at 10th level, you twist time and space, 
  rendering spells wildly unstable. As a reaction to seeing 
  another creature casting a spell that has a duration 
  other than instantaneous or concentration, you alter the 
  spell’s duration to require concentration. If the creature 
  loses concentration or casts another spell that requires 
  concentration, the target spell ends. You can use this 
  feature a number of times equal to your Intelligence 
  modifi er (minimum of once), regaining all expended 
  uses after fi nishing a long rest.
  Master of Time and Space
  Starting at 14th level, whenever you cast a conjuration 
  spell with a duration that requires concentration, if the 
  spell reaches its maximum duration before ending, you 
  regain the spell slot used to cast it. You can use this 
  ability a number of times equal to your Intelligence 
  modifi er (minimum of once), regaining all expended 
  uses after completing a long rest.
  New Jaunter Spells
  Beckon Closer
  6th-level conjuration
  Casting Time: 1 action 
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You beckon a creature that you can see within range. 
  The target creature must succeed on a Charisma 
  saving throw or be teleported to another point of your 
  choosing within range, that is closer to you. The act of 
  teleporting the creature in this way causes both you and 
  the target to become disoriented and drop your guard, 
  immediately provoking opportunity attacks by hostile 
  creatures against you, as well as against the target 
  creature at its new location.
  
  50
  Peep-Hole
  Divination cantrip
  Casting Time: 1 bonus action 
  Range: 5 feet 
  Components: S
  Duration: Instantaneous
  You create a tiny tunnel that allows you to see through a 
  wall, door, or any other surface. The maximum distance 
  of the tunnel equals your wizard level in feet, and the 
  tunnel has a diameter of 1 inch. The tunnel closes up at 
  the start of your next turn.
  Redirect
  5th-level transmutation
  Casting Time: 1 reaction 
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You cause a teleportation spell to go awry, rerouting 
  all targets being teleported to a new location. If a 
  conjuration spell is cast within range, you can choose 
  a new destination for the spell’s target. The new 
  destination must be a valid destination for the spell, 
  as though you had cast the original spell. The affected 
  spell needs to have a destination for creatures conjured, 
  or creatures that are otherwise relocated, by the spell 
  otherwise the target spell remains unaffected. 
  Temporal Visions
  6th-level divination
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a ruby gem worth at least 50 gp)
  Duration: Concentration, up to 10 minutes
  Looking through the ruby gem, you gain a glimpse of 
  the future. You can see (but not hear, smell, taste, or use 
  any of your other senses) your current location through 
  the ruby, for a number of hours into the future equal to 
  the value of the ruby divided by 50.
  The information you gain is in the form of simple 
  visions, so while you can understand that bugbears 
  might be congregating at your location, you aren’t given 
  specifi c information as to why they will be there.
  Due to the nature of the fl ow of time, creatures 
  viewing their own future naturally change the outcome, 
  and so the caster and any other creatures near the 
  caster aren’t included in the visions. Casters of the spell 
  understand that the information is symbolic and not 
  literal. 
  Tidy
  2nd-level conjuration (ritual)
  Casting Time: 1 action 
  Range: 40 feet
  Components: V, S
  Duration: Instantaneous
  An invisible sphere with a 5-foot-radius springs into 
  existence at a point you choose within range. You 
  declare an order with which all objects in that area are 
  sorted. You could order things by size, cost, weight, or 
  any other numerical value you can think of. Any object 
  not currently being worn or carried fl ies around the 
  sphere until it settles in an orderly manner. Containers 
  are treated as a single object; their contents are not part 
  of the organization process and remain within their 
  container. 
  At Higher Levels. If you cast this spell using a spell 
  slot of 3rd level or higher, the sphere’s radius increases 
  by 5 feet for each slot level above 2nd.
  Bryan Holmes
  The School of Jaunting is an interesting discipline. 
  It skirts the surface of several 
  traditions, combining chronomancy, 
  dimensionalism, and translocation. 
  Wisely it does not delve too deeply 
  into any of each, thus avoiding 
  the potential pitfalls therein. It 
  provides conveniences and heuristics 
  that are no small advantage to any 
  wizard, and the ability to turn an 
  adversary’s magic against them in 
  unexpected ways. Jaunters might seem 
  to be ﬂ ighty and ephemeral by nature – 
  as many of them are – but they are not to 
  be triﬂ ed with.
  to be ﬂ ighty and ephemeral by nature – 
  as many of them are – but they are not to 
  
  51
  School of Kinetics
  Among the most intune with how the Weave can 
  enhance movement, the kineticist focuses on the 
  Weave to manipulate space, and movement within it. 
  Telekinesis, teleportation, and enhanced movement 
  are all among this wizard’s storehouse, and they are 
  valuable assets in any army or adventuring party, 
  helping to ensure movement over great distances in a 
  short period of time.
  Kineticist Features
  Wizard Level     Feature
  2nd
  Spell-Powered Avoidance, 
  Stronghand Magic
  6th
  Evasive Maneuver
  10th
  Transportive Assault
  14th
  Innate Transportation
  Spell-Powered Avoidance
  At 2nd level, your movement speed increases by 5 feet. 
  When you cast a spell, you can use your reaction to 
  move 5 feet without provoking an opportunity attack.
  Stronghsnd Magic
  Beginning at 2nd level, you know the mage hand cantrip 
  and it doesn’t count against the number of cantrips you 
  know. The range of your mage hand increases to 60 feet, 
  and it can carry up to 20 pounds.
  Evasive Maneuver
  At 6th level, you are more connected with the Weave, 
  sensing which pathways are most easily traversed. As a 
  reaction, when you are targeted by a spell attack or area 
  of effect spell, you can use your reaction to cast misty 
  step. If you were targeted by a melee attack or touch 
  spell, the attack misses. If you were targeted by a ranged 
  attack, the attacker has disadvantage, or they can choose 
  a different target. You regain the use of this ability after 
  finishing a short rest.
  Transportive Assault
  Starting at 10th level, when you cast misty step, you can 
  bring one willing creature of your size or smaller who 
  is carrying gear up to its carrying capacity. The creature 
  must be within 5 feet of you when you cast this spell. 
  When you cast misty step, dimension door, or any other 
  spell that transports you across a distance, and you end 
  in a space that is within five feet of any enemy, you or 
  the creature you transported can use a reaction to make 
  a single attack with a weapon you are holding, against 
  the adjacent creature.
  Innate Transportation
  At 14th level, your mage hand can wield a single light 
  melee weapon. As a bonus action, you can move the 
  hand up to 30 feet to a location within range, or order 
  it to attack. It is proficient with the same weapons that 
  you have proficiency with and it has the same attack 
  and damage bonuses that you have. When you use 
  misty step, dimension door, or similar spells, your mage 
  hand is transported with you and appears in your space. 
  Finally, you can cast misty step twice without using a 
  spell slot, and dimension door once without expending a 
  spell slot. You regain the ability to cast these two spells 
  in this way when you finish a long rest.
  New Kineticist Spells
  Elastic Tether
  2nd-level conjuration
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S
  Duration: 1 minute (see description)
  You touch an object, person, or space, and whisper the 
  words of tethering. For 1 minute, the target acts as an 
  anchor to which you can return. For the duration, as a 
  bonus action, you can instantly teleport yourself to an 
  unoccupied space within 5 feet of the target. The spell 
  ends immediately after teleporting in this way, or if you 
  are ever more than 120 feet from the target.
  At Higher Levels. When you cast this spell using a spell 
  slot of 3rd level or higher, the range you can be from the 
  target increases by 120 feet, and the duration of the spell 
  increases by 1 minute, for each slot level above the 2nd. 
  Fleet Foot
  Transmutation cantrip
  Casting Time: 1 bonus action
  Range: Touch
  Components: S
  Duration: 1 round
  You touch a willing creature. Until the end of that 
  creature’s next turn, their movement speed increases by 
  5 feet. This movement speed increases by an additional 
  5 feet at 5th level (10 feet), at 11th level (15 feet), and 
  again at 17th level (20 feet).
  Portal Sense
  3rd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 hour
  
  52
  When you cast this spell, you gain an innate sense of 
  an interconnected network that connects all of creation. 
  You know the exact location of the nearest planar portal 
  or teleportation circle within 1 mile of you. If no planar 
  portal or teleportation circle is within 1 mile, you know 
  in which direction you will fi nd one. 
  Reverse Teleportation
  8th-level conjuration
  Casting Time: 10 minutes
  Range: Same plane of existence
  Components: V, S, M (one ruby worth at least 1,000 gp, 
  which the spell consumes)
  Duration: Instantaneous
  You attempt to summon a creature or object to your 
  location. You hold a creature or object with which you 
  are familiar in your mind, and attempt to summon it 
  to a location within 5 feet of you. The creature or object 
  must be Medium or smaller, it must be on the same 
  plane as you, and you must know its general location; to 
  within a mile of its actual location.
  A willing creature is automatically teleported to you. 
  An unwilling creature must succeed on a Wisdom 
  saving throw or be teleported to your location. If 
  the target is an object, you must succeed on a DC 20 
  Intelligence (Arcana) check to successfully summon the 
  item. Certain situations, like an object being protected 
  by powerful magic, or an object being worn or in the 
  possession of another creature, imposes disadvantage 
  on this check and may even cause the spell to fail (DM’s 
  discretion).
  If for any reason, the spell fails, you take 6d10 psychic 
  damage.
  Ryan Langr
  
  53
  School of Luna Magi
  A wizard of phases and a master of radiant damage, 
  you use the moon as a conduit for your grasp on the 
  weave of magic. When the moon is at high sanction, and 
  thus closer to the world, your hold on the weave is at its 
  strongest and your power magnified. Likewise, when 
  the moon is at the lowest sanction of its cycle, your hold 
  on the weave is at its weakest and your power dulled. 
  Moon Mages have the opportunity to become greater 
  than their counterparts in other traditions, however, 
  they also have further to fall given the wrong time of the 
  lunar cycle.
  Moon Mage Features
  Wizard Level     Feature
  2nd
  Radiance of the Night, Lunar Link
  6th
  Moon Shadows
  10th
  Lunar Retribution
  14th
  Radiant Mastery
  Radiance of the Night
  When you take this school at 2nd level, if a spell does 
  radiant damage, it counts as a wizard spell for you. You 
  also know the sacred flame cantrip which burns silver 
  with moonlight.
  Lunar Link
  Starting at 2nd level, you gain a connection with the 
  moon as a conduit to the magical weave. As such, when 
  this moon is in its either high sanction or low sanction 
  phases, you gain the following benefits or constraints. 
  See the Moon Phase table for examples of lunar cycles.
  • 
  Full Moon - You gain a +1 bonus to your 
  Spellcasting DC.
  • 
  New Moon - You take a -1 penalty to your 
  Spellcasting DC.
  Day of Cycle   Moon Phase   Effect
  1-4
  Full Moon
  +1 to Spellcasting DC
  5-11
  Waning 
  Quarter 
  Moon
  No Effect
  12-18
  New Moon
  -1 to Spellcasting DC
  19-25
  Waxing 
  Quarter 
  Moon
  No Effect
  26-30
  Full Moon
  +1 to Spellcasting DC
  Moon Shadows
  Beginning at the 6th level, when you are within 60 feet 
  of a beam of moonlight, your connection with the moon 
  allows you to bend this reflective shine of the moon 
  within a 5-foot radius for up to 1 minute, even during 
  the daylight hours. When using this in combination 
  with making a Dexterity (Stealth) check, you do so with 
  advantage. You can also use this ability to hide objects 
  smaller than 5 feet wide, or other willing creatures that 
  are Medium or smaller, for up to 1 minute. Any creature 
  searching for such a hidden object or creature while the 
  Moon Shadows ability is in effect must succeed on a 
  Wisdom (Perception) check versus your Spell save DC 
  to see it.
  Once you use this feature, you can’t do so again until 
  you have finished a short or long rest.
  Lunar Retribution
  Starting at 10th level, as a reaction to a melee attack 
  that hits you, you release a wave of lunar energies to 
  rebuke your attacker. When successfully hit by a melee 
  attack, you can use your reaction to force the attacker to 
  make Wisdom saving throw against your Spell save DC, 
  taking 1d8 + your Intelligence modifier (minimum of 1) 
  in psychic damage on failed save, as they suffer a bout 
  of moon madness from the exposure. If the attack was a 
  critical hit, this damage is doubled.
  This feature can be used a number of times equal to 
  your Intelligence modifier (minimum of once) and you 
  regain all expended uses after completing a long rest.
  Radiant Mastery
  At 14th level, when you roll a 1 or 2 on a radiant 
  damage die, you can reroll the die and must use the 
  new roll, even if the new roll is a 1 or a 2.
  New Moon Mage Spells
  Lunar Fire Fist
  2nd-level evocation
  Casting Time: 1 action
  Range: Touch.
  Components: V, S
  Duration: Instantaneous
  You pull the energies of the moon, channeling it into 
  your fist, igniting it with blue cosmic fire, as you deal 
  a damaging blow to your enemies. Make a melee spell 
  attack against the target. You have advantage on the 
  attack roll if the target is undead, or if the spell is cast 
  under a night sky. On a successful hit, the target takes 
  2d8 radiant damage, and it must make a Strength saving 
  throw or be pushed back 10 feet and knocked prone on 
  a failed save.
  At Higher Levels. When you cast this spell using a 
  
  54
  54
  spell slot of 3rd level or higher, the damage increases by 
  1d8 for every slot level above 3rd. 
  Moon Soul Revival
  3rd-level evocation
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a small diamond worth at least 
  50 gp)
  Duration: Instantaneous
  As you hold the diamond to the sky, the magical 
  energies of the weave are amplifi ed through the moon 
  and splash over you through the faceted lens, bathing 
  you in healing lunar energy, even when the moon is 
  hidden by the daylight. When you cast this spell you 
  regain 3d8 + your Spellcasting modifi er hit points.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, you regain an additional 
  1d8 hit points for every slot level above 3rd. When 
  casting this spell using a spell slot of 5th level or higher, 
  the diamond material component must be worth at least 
  150 gp.
  Moon Walk
  5th-level illusion
  Casting Time: 1 reaction, which you take when you are 
  hit by an attack
  Range: Self
  Components: V, S, M (a pinch of salt)
  Duration: Instantaneous
  When an enemy attack hits you, you are able to cast 
  a distracting illusion on yourself that confuses the 
  attacker, seemingly gliding away, evading the attack. 
  Using your reaction, you can use this illusionary spell to 
  evade any melee or ranged attack that otherwise would 
  hit you.
  Twinned Lunar Fire Fist
  5th-level evocation
  Casting Time: 1 action
  Range: Touch.
  Components: V, S
  Duration: Instantaneous
  You pull the energies of the moon, channeling it into 
  your fi st, igniting it with blue cosmic fi re, as you deal a 
  damaging blow to your enemies. You make this attack 
  at super speeds and are able to make a two punch 
  combination. Make two melee spell attacks against one 
  or two targets. You have advantage on each attack roll if 
  the target is undead, or if the spell is cast under a night 
  sky. On a successful hit, the target takes 3d8 radiant 
  damage, and it must make a Strength saving throw or 
  be pushed back 10 feet and knocked prone on a failed 
  save.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases by 
  1d8 for every slot level above 5th.
  Phil Beckwith
  The moon, named Selûne after the 
  deity, has power – just ask any 
  lycanthrope or faithful devotee of 
  the goddess. Wizards that harness 
  this power are rare, but none the 
  less potent for it. Beware the ire 
  of a moon mage under the light of 
  Selûne’s full grace. 
  
  55
  School of Mentalism
  Wizards who practiced in the way of the mentalist 
  tradition, have spent their life studying the workings of 
  the mind, and the magic that affects it. The mentalist's 
  puissance allows them to shake the confidence of their 
  foes as well as attack their psyche directly, in a potent 
  combination that only the most resilient minds can 
  withstand.   
  Mentalist Features
  Wizard Level     Feature
  2nd
  Whisper Magic, Tendril's of Doubt
  6th
  Bond of the Mentalist
  10th
  Demoralising Onslaught
  14th
  Guileful Retort
  Whisper Magic
  At 2nd level, any spell that deals psychic damage is 
  added to your spell list, and the gold and time you must 
  spend to copy a spell that deals psychic damage into 
  your spellbook is halved. Additionally, you know the 
  vicious mockery cantrip.
  Tendrils of Doubt
  Starting at 2nd level, you’ve learned how to plant seeds 
  of doubt into the minds of your enemies. When you deal 
  psychic damage to a creature, they have disadvantage 
  on attack rolls against you and one other creature of 
  your choice that you can see, until the start of your next 
  turn.
  Bond of the Mentalist
  Beginning at 6th level, you can communicate 
  telepathically with any creature within 30 feet. The 
  creature must be able to understand a language you can 
  speak. The range of this ability increases by 30 feet at 
  11th level (total of 60 feet), and again at 17th level (total 
  of 90 feet).
  Demoralising Onslaught
  At 10th level, when you cast a spell that deals damage, 
  you can choose to change the damage type to psychic. 
  You cannot use this ability again until you finish a long 
  rest.
  Guileful Retort
  Starting at 14th level, when you take damage from an 
  enemy's attack, you can use your reaction to cast vicious 
  mockery against that creature. You can use this feature 
  a number of times equal to your Intelligence modifier 
  (minimum of once) and you regain all expended uses 
  after completing a long rest.
  New Mentalist Spells
  Mind Bomb
  8th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a magnifying glass)
  Duration: Instantaneous
  You target a number of creatures you can see within 
  range, equal to your Spellcasting modifier (minimum of 
  1). Each target creature must succeed on an Intelligence 
  saving throw or take 10d6 psychic damage. If you 
  reduce a creature to 0 hit points with this spell, the 
  creature dies and you consume all its memories. The 
  exact use and benefits of the memories are up to the 
  DM. The memories fade after an hour. 
  Mind Hold
  5th-level abjuration
  Casting Time: 1 reaction, which you take when you are 
  target with a melee attack
  Range: 10 feet
  Components: V
  Duration: Instantaneous
  When you are the target of a melee attack, you can use 
  your reaction to cast this spell against the attacker. The 
  target must make an Intelligence saving throw. On 
  a failure, they take 6d6 psychic damage and become 
  stunned until the start of their next turn. On a success, 
  they take half damage and are not stunned. 
  Psychic Armor
  6th-level conjuration
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a pearl worth at least 100 gp, 
  which the spell consumes)
  Duration: 2 hours
  You summon glimmering armor formed from the force 
  of your thoughts. Wearing the armor grants you a +2 
  bonus to AC and resistance to one type of damage of 
  your choice.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the duration increases 
  by 2 hours for each slot level above 6th. 
  Psychic Wind
  3rd-level evocation
  Casting Time: 1 action
  Range: Self (60-foot line)
  Components: V, S, M (a flake of skin)
  
  56
  Duration: Concentration, up to 1 minute
  A 5-foot wide line of whispers shoots from your mouth, 
  carrying with it the force of words. Each creature that 
  starts its turn in the line must succeed on an Intelligence 
  saving throw, or take 1d6 psychic damage and become 
  psychically shaken until the start of its next turn. While 
  shaken, all attacks against the target are made with 
  advantage. 
  For the duration, as bonus action, you can change the 
  direction in which the line blasts from you.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  1d6 for every two slot levels above 3rd.
  Tethered Mind
  5th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Make a ranged spell attack against a creature you 
  can see within range. On a hit, the creature takes 6d6 
  psychic damage and is considered tethered. While 
  tethered, you always know the location of the creature 
  (if they are on the same plane of existence as you), and 
  your melee weapon attacks against the target creature 
  are made with advantage. If you move in a straight 
  line toward a tethered creature, your movement speed 
  increases by 10 feet and you are unaffected by diffi cult 
  terrain.As a bonus action on your turn, you can deal an 
  additional 1d6 psychic damage to the tethered creature. 
  A tethered creature can make an Intelligence saving 
  throw at the start of its turn, ending the effect on itself 
  on a success.
  Ryan Langr
  A 5-foot wide line of whispers shoots from your mouth, 
  carrying with it the force of words. Each creature that 
  starts its turn in the line must succeed on an Intelligence 
  saving throw, or take 1d6 psychic damage and become 
  psychically shaken until the start of its next turn. While 
  shaken, all attacks against the target are made with 
  For the duration, as bonus action, you can change the 
  direction in which the line blasts from you.
  When you cast this spell using a 
  spell slot of 4th level or higher, the damage increases by 
  Make a ranged spell attack against a creature you 
  can see within range. On a hit, the creature takes 6d6 
  psychic damage and is considered tethered. While 
  tethered, you always know the location of the creature 
  (if they are on the same plane of existence as you), and 
  your melee weapon attacks against the target creature 
  are made with advantage. If you move in a straight 
  line toward a tethered creature, your movement speed 
  increases by 10 feet and you are unaffected by diffi cult 
  terrain.As a bonus action on your turn, you can deal an 
  additional 1d6 psychic damage to the tethered creature. 
  A tethered creature can make an Intelligence saving 
  throw at the start of its turn, ending the effect on itself 
  As intellectuals and scholars, wizards 
  possess acute mental faculties. After 
  all, one cannot shape the Weave 
  if one is weak-willed. Mentalists, 
  however, straddle the line between 
  wizardry and psionics – powers of 
  the mind that come not from the 
  Weave, but the cerebral might of 
  a truly talented individual. Both 
  disciplines are signiﬁ cant, and a 
  blending of the two may very well 
  result in something greater than its 
  parts.
  As intellectuals and scholars, wizards 
  possess acute mental faculties. After 
  
  57
  School of Nethermancy
  You focus your studies on shadow magic, also 
  known as nethermancy, a method for extricating the 
  magical substance of primordial shadow from various 
  environments, then blending it with arcane forces to 
  augment magical effects. By such means, the spells of 
  a shadow mage can excite or dull the senses, punch 
  holes through reality to allow swift passage, and spin 
  creatures from the raw substance of night. Common folk 
  are often quick to distrust a nethermancer, but shadow 
  magic’s apologists defend their art by pointing out that 
  with spells, just like any other tool, the evil is in their 
  misapplication, not in the magic itself.
  In the Realms of Faerûn, it is said that wizards of the 
  lost empire of Netheril were the first to codify these 
  arts, as part of their explorations of the Shadowfell. 
  They delved into the secrets of that gloomy realm and 
  discovered the malign influences there, eventually 
  identifying shadow magic as an impetus behind the 
  plane’s very existence. Some believe the very name 
  “nethermancy” derives from Netheril and its wizards. 
  Researchers of shadow magic built sanctums in the 
  Shadowfell at the height of their empire’s power, 
  believing the dark energies they harnessed to be the 
  leftover byproduct of primordial creation. Later, the 
  culture and lore of Netheril would be preserved in such 
  places of refuge, after the empire’s cataclysmic demise.
  Nethermancer Features
  Wizard Level     Feature
  2nd
  Umbral Insights, Casting Shadows
  6th
  Step into Darkness
  10th
  Unraveling Shadows
  14th
  Conjured Gloom
  Umbral Insights
  Beginning at 2nd level when you choose this arcane 
  tradition, you understand the darkness as few mortal 
  beings can. You can see normally in darkness, both 
  magical and nonmagical, to a distance of 120 feet. 
  Additionally, the gold and time you must spend to copy 
  a spell into your spellbook is halved if the copied spell 
  does one or more of the following things:
  ·         Creates magical darkness
  ·         Deals necrotic damage
  ·         Teleports you
  ·         Conjures or summons creatures
  Casting Shadows
  Starting at 2nd level, nearby shadows assist you in 
  concealing your spellcasting and scaring your enemies. 
  While you are in dim light or darkness, you have 
  advantage on Charisma (Intimidation) checks, and 
  spells of 5th level or lower that you cast using a wizard 
  spell slot do not require verbal components.
  Step into darkness
  At 6th level, you add the darkness and misty step 
  spells to your spellbook. While you are in dim light or 
  darkness, if you cast misty step to teleport into an area 
  of dim light or darkness, you can take the Hide action 
  as part of the same bonus action, and you immediately 
  regain the spell slot you used to cast the spell. Once you 
  use this feature three times, you must finish a short or 
  long rest before you can use it again.
  Unraveling Shadows
  Beginning at 10th level, you can sense, and sometimes 
  direct, a silent and malevolent awareness in the magical 
  currents of shadow magic: a presence that seeks out 
  weakness. When you cast a spell that inflicts necrotic 
  or psychic damage during your turn, you can choose 
  one target of that spell. If the target is vulnerable to any 
  damage types, it also becomes vulnerable to necrotic 
  and psychic damage until the end of the turn. If the 
  target has no vulnerabilities, you add your Intelligence 
  modifier (minimum of 1) to the damage the spell deals 
  to that creature.
  Conjured Gloom
  Starting at 14th level, you can invest shadow magic into 
  creatures you conjure. When you use a conjuration spell 
  to summon or create one or more creatures, you can 
  choose to grant each of those creatures 15 temporary 
  hit points, and advantage on Dexterity (Stealth) checks 
  for the spell’s duration. A creature with sight that gains 
  these benefits also gains darkvision out to a range of 60 
  feet. If such a creature already has darkvision, its range 
  increases by 60 feet. Creatures you augment in this way 
  also have sunlight sensitivity, giving them disadvantage 
  on attack rolls and Wisdom (Perception) checks that rely 
  on sight whilst in direct sunlight.
  Additionally, when you cast a conjuration spell that 
  summons or creates one or more creatures, you can 
  choose for the space in which each creature first appears 
  to become heavily obscured by magical darkness until 
  the end of your next turn.
  New Nethermancy Spells
  Blade of Flickering Shadows
  4th-level necromancy
  Casting Time: 1 bonus action
  Range: Self
  Components: V, M (a melee weapon worth at least 1 sp)
  Duration: Concentration, up to 1 minute
  
  58
  You temporarily become a creature of shadow, 
  fl ickering in and out of a demiplane on the borders 
  of the Shadowfell, as your weapon ripples with dark 
  magic. Until the spell ends, you have resistance to 
  necrotic damage, and your melee weapon attacks infl ict 
  an additional 3d4 necrotic damage on a hit.
  Roll a d20 at the end of each of your turns for the 
  duration of the spell. On a roll of 11 or higher, you 
  vanish from your current plane of existence and appear 
  in a shadowy refl ection of it, which lies somewhere on 
  the planar boundary between your current location 
  and the Shadowfell (the spell fails and the casting is 
  wasted if you were already on that plane). At the start 
  of your next turn, and when the spell ends if you are 
  in the shadowy refl ection of your current plane, you 
  return to an unoccupied space of your choice that you 
  can see within 10 feet of the space you vanished from. 
  If no unoccupied space is available within that range, 
  you appear in the nearest unoccupied space (chosen at 
  random if more than one space is equally near). You can 
  dismiss this spell as an action.
  While in the shadowy refl ection, you can see and hear 
  the plane you originated from, but everything is lightly 
  obscured, and you can't see anything more than 30 feet 
  away. You are not truly in the Shadowfell, nor in your 
  previous location during that time, but somewhere 
  in between the planes. Whenever you are in the 
  shadowy refl ection, you can only affect, or be affected 
  by, creatures with resistance or immunity to necrotic 
  damage.
  Inevitable Winter
  6th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (the mummifi ed fi nger of a 
  humanoid who froze to death)
  Duration: Instantaneous
  You call spirits of death and winter, commanding them 
  to surround a foe to sap its vitality. Choose one creature 
  you can see within range. The creature takes 2d12+20 
  cold damage, and it must make a Wisdom saving throw. 
  On a failed save, the creature takes necrotic damage 
  equal to the amount of cold damage it took from this 
  spell, and the next time it makes a saving throw before 
  the end of its next turn, the target must roll a d6 and 
  subtract the number rolled from the saving throw.
  At Higher Levels. When you cast this spell using 
  a spell slot of 7th level or higher, the cold damage 
  increases by 1d12 for each slot level above 6th.
  Shadow Magic
  5th-level illusion
  Casting Time: 1 action
  Range: 60 feet
  Components: S
  Duration: Instantaneous
  You cast an illusory version of one of the following 
  spells: fi reball, cone of cold, or lightning bolt. Treat 
  this as if the spell had been cast but with the following 
  exceptions:
  • 
  Targets make a Charisma saving throw instead of 
  the normal saving throw for the imitated spell.
  • 
  Instead of the normal damage for the imitated spell, 
  a creatures that fails its Charisma saving throw take 
  4d6 necrotic damage and 4d6 psychic damage on a 
  failed save, or half as much damage on a successful 
  one.
  • 
  A creature reduced to zero hit points by this spell 
  is not killed, but is stable and unconscious at zero 
  hit points. A creature that falls unconscious due to 
  damage from this spell can make a Wisdom saving 
  throw at the end of each of its turns. On a success, it 
  regains hit points equal to the psychic damage this 
  spell infl icted.
  One minute after a creature takes psychic damage 
  from this spell, it regains a number of hit points equal to 
  the psychic damage taken, unless it already recovered 
  those hit points by making a successful Wisdom saving 
  throw against this spell, as described above.
  At Higher Levels. When you cast this spell using a spell 
  slot of 6th-level or higher, the psychic damage and 
  necrotic damage both increase by 1d6 for every two slot 
  levels above 5th. 
  Shifting Shadow
  Conjuration cantrip
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Instantaneous
  Too quick for mortal eyes to perceive, you move no 
  further than the reach of your shadow. You can move 
  up to 5 feet, and this movement does not provoke 
  opportunity attacks.
  Jeremy Forbing
  58
  you appear in the nearest unoccupied space (chosen at 
  random if more than one space is equally near). You can 
  dismiss this spell as an action.
  While in the shadowy refl ection, you can see and hear 
  the plane you originated from, but everything is lightly 
  obscured, and you can't see anything more than 30 feet 
  away. You are not truly in the Shadowfell, nor in your 
  previous location during that time, but somewhere 
  in between the planes. Whenever you are in the 
  shadowy refl ection, you can only affect, or be affected 
  by, creatures with resistance or immunity to necrotic 
  damage.
  Inevitable Winter
  6th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (the mummifi ed fi nger of a 
  humanoid who froze to death)
  Duration: Instantaneous
  You call spirits of death and winter, commanding them 
  to surround a foe to sap its vitality. Choose one creature 
  you can see within range. The creature takes 2d12+20 
  cold damage, and it must make a Wisdom saving throw. 
  On a failed save, the creature takes necrotic damage 
  equal to the amount of cold damage it took from this 
  spell, and the next time it makes a saving throw before 
  the end of its next turn, the target must roll a d6 and 
  subtract the number rolled from the saving throw.
  At Higher Levels. When you cast this spell using 
  a spell slot of 7th level or higher, the cold damage 
  increases by 1d12 for each slot level above 6th.
  Shadow Magic
  5th-level illusion
  Casting Time: 1 action
  Range: 60 feet
  regains hit points equal to the psychic damage this 
  spell infl icted.
  One minute after a creature takes psychic damage 
  from this spell, it regains a number of hit points equal to 
  the psychic damage taken, unless it already recovered 
  those hit points by making a successful Wisdom saving 
  throw against this spell, as described above.
  At Higher Levels. When you cast this spell using a spell 
  slot of 6th-level or higher, the psychic damage and 
  necrotic damage both increase by 1d6 for every two slot 
  levels above 5th. 
  Shifting Shadow
  Conjuration cantrip
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Instantaneous
  Too quick for mortal eyes to perceive, you move no 
  further than the reach of your shadow. You can move 
  up to 5 feet, and this movement does not provoke 
  opportunity attacks.
  Jeremy Forbing
  Nethermancers draw upon Shar’s Shadow 
  Weave for their magic. It is the dark twin 
  to Mystra’s Weave, and as a source of 
  magic, is poorly understood by the wizarding 
  community at large. Unfortunately, there are 
  few practitioners that aren’t directly serving 
  the goddess of night and darkness, so scholarly 
  research is limited. One wonders what 
  discoveries are yet to be made delving through 
  the inherent obfuscation of this umbral arcane 
  source.
  
  59
  School of Puppetry
  Puppeteers craft amazing, magical marionettes, which 
  they take into battle with them. The bond between 
  puppet and master can be quite remarkable, and the 
  magic that weaves in, around, and between them, 
  is something to behold. Wizards of this tradition 
  hone their craft to such a high degree, that their link 
  with their marionettes and the weave, strengthens to 
  unimaginable levels.
  Puppeteer Features
  Wizard Level     Feature
  2nd
  Magic Marionettes, Spell Delivery
  6th
  Improved Strings
  10th
  Cohesive Puppetry
  14th
  Traverse the Strings
  Magic Marionettes
  At 2nd level, you gain proficiency with Tinker’s tools, 
  fine tuning your craft of creating magic marionettes, 
  allowing you to use them in and out of battle. See Table 
  below for marionette creation requirements. The types 
  of marionettes are detailed at the end of the archetype.
  Wizard 
  Level     
  Marionette Type
  Time to 
  Craft
  Material 
  Cost
  2nd
  Basic
  2 hours
  50gp
  6th
  Swift
  2 hours
  100gp
  10th
  Sturdy
  4 hours
  250gp
  14th
  Imbued
  4 hours
  500gp
  Repairing Damaged Marionettes
  If the marionette has less than its maximum hit points 
  but greater than zero hit points, it can be repaired. You 
  can repair a marionette during a short or long rest using 
  your Tinker’s tools and the required materials.
  It costs 1 cp per hit point recovered for a Basic 
  Marionette; 5 sp per hit point recovered for a Swift 
  Marionette; 1 gp per hit point recovered for a Sturdy 
  Marionette; and 5 gp per hit point recovered for an 
  Imbued Marionette.
  A destroyed marionette cannot be repaired, but 
  can be salvaged for parts for the building of a new 
  marionette; providing materials equal to half its original 
  construction value.
  Magic Strings
  You can control a marionette using a set of magical 
  strings. The strings are invisible to all other creatures 
  except you, or creatures with blindsight. The strings 
  have a range of 30 feet. If the marionette is moved 
  farther than 30 feet of you, you can no longer control it 
  with your magical strings. The strings do not impede 
  a creature’s movement as they are made out of arcane 
  energy, and have no physical form.
  While you are controlling the marionette, you can 
  sense what it senses.
  If you are controlling a marionette, you can use your;
  • 
  Action, to have the marionette take the Attack, 
  Disengage, or Dodge action. 
  • 
  Bonus action to move the marionette up to its speed.
  • 
  Reaction to allow the marionette to take any action 
  that requires a reaction.
  Spell Delivery
  At 2nd level, you can cast spells with a range of touch, 
  from the location of your marionette. Initially, you 
  can only cast cantrips in this way. As you gain levels 
  in this class, you are increasingly able to cast stronger 
  spells using your marionette to deliver them. If the spell 
  requires an attack roll, you use your attack modifier for 
  the roll.
  Wizard Level     Spell Level Delivered
  2nd
  Cantrips
  6th
  Up to 1st level spells
  10th
  Up to 3rd level spells
  14th
  Up to 5th level spells
  Improved Strings
  Starting at 6th level, the range of your magic strings 
  increases to 40 feet. Additionally, you can now use your 
  bonus action to have the marionette use the Attack, 
  Disengage, or Dodge action. Your marionette can move 
  on your turn without needing to use your bonus action.
  Cohesive Puppetry
  Beginning at 10th level, the range of your magic strings 
  increases to 50 feet. Additionally, when you use your 
  action to cast a spell, your marionette can also take 
  an action to cast a spell, ignoring any rules regarding 
  casting two spells on the same turn. You are still able to 
  cast bonus action spells, but they must still conform to 
  the rules regarding casting two spells on the same turn. 
  After using this ability, you cannot use it again until 
  after finishing a long rest.
  Traverse the Strings
  At 14th level, the range of your magic strings increases 
  to 60 feet. Additionally, you can magically traverse your 
  magic strings, switching physical locations with your 
  marionette. As an action, you can teleport up to 60 feet 
  to the location of your marionette. Simultaneously, your 
  
  60
  marionette is teleported to your location. You can use 
  this feature a number of times equal to your Intelligence 
  modifier (minimum of once). You regain all expended 
  uses of this ability after completing a long rest.
  New Puppeteer Spells
  Altered Marionette
  2nd-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a caterpillar cocoon)
  Duration: Concentration, up to 1 hour
  This spell transforms a magic marionette that you have 
  created and that you can see within range, into a new 
  form. The transformation lasts for the duration, or until 
  the marionette drops to zero hit points or dies. 
  The new form can be chosen from the list of options 
  detailed below. The marionette’s game statistics 
  remain unchanged, including its size. Only its physical 
  appearance is changed. Each form grants the marionette 
  a special magical ability that it can perform. The 
  marionette still operates according to the rules of its 
  marionette subtype.
  Merfolk Form. The marionette transforms into a 
  miniaturized form of a merfolk. While in this form, both 
  you and the marionette gain a swim speed of 40 feet.
  Goblin Lamp Form. The marionette transforms into 
  a goblin-shaped lamp that sheds dim light in a 30-foot 
  radius. Any creature within 5 feet of the marionette that 
  attempts to attack it, does so with disadvantage. Whilst 
  in this form, the marionette glows blue if any goblinoid 
  comes within 60 feet of it. 
  Ooze Form. The marionette transforms into an 
  amorphous ooze. While in this form, the marionette can 
  move through a space as narrow as 1 inch wide without 
  squeezing. 
  Explosive Marionette
  6th-level evocation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a tiny ball of bat guano and 
  sulfur)
  Duration: Concentration, up to 1 minute 
  You imbue explosive magical energy into a magic 
  marionette that you have created. The energy collects 
  and coalesces into the marionette for the duration of 
  the spell. When the spell ends, either because your 
  concentration is broken or because you decide to end it, 
  the energy blossoms with a low roar into an explosion 
  of flame that spreads around corners. Each creature in a 
  20-foot-radius sphere centered on the marionette must 
  make a Dexterity saving throw. A creature takes 10d6 
  fire damage on a failed save, or half as much damage on 
  a successful one.
  If the marionette is touched before the interval 
  has expired, the creature touching it must make a 
  Dexterity saving throw. On a failed save, the spell 
  ends immediately, causing the marionette to erupt in 
  flame. On a successful save, the creature can push the 
  marionette up to 20 feet. When the marionette strikes 
  a creature or a solid object, the spell ends, and the 
  marionette explodes.
  The fire damages objects in the area, including the 
  marionette, and ignites flammable objects that aren’t 
  being worn or carried.
  At Higher Levels. When you cast this spell using 
  a spell slot of 7th level or higher, the base damage 
  increases by 1d6 for each slot level above 6th.
  Monstrous Marionette
  4th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a caterpillar cocoon)
  Duration: Concentration, up to 1 minute
  This spell transforms a magic marionette that you have 
  created and that you can see within range, into a new 
  form. When the spell ends, the marionette reverts to its 
  original form. The marionette still operates according to 
  the rules of its marionette subtype. 
  The new form can be chosen from the list of options 
  detailed below. The marionette’s game statistics 
  remain unchanged, including its size. Only its physical 
  appearance is changed. Each form grants the marionette 
  a special magical ability that it performs immediately, as 
  part of the casting of this spell.
  Dragon Form. The marionette becomes a miniaturized 
  depiction of a dragon, and gains a fly speed of 40 feet, 
  but is still limited by the length of its strings. Whilst 
  in this form, the marionette can perform one breath 
  weapon attack. Choose one of the following damage 
  types; acid, cold, fire, lightning, or poison. As an action 
  the marionette exhales energy of the chosen type in 
  a 15-foot-cone. Each creature in that area must make 
  a Dexterity saving throw, taking 10d6 damage of the 
  chosen type on a failed save, or half as much damage 
  on a successful one. Once its breath weapon feature has 
  been expended, the marionette returns to its original 
  form.
  Beholder Form. The marionette transforms into a 
  miniaturized form of a beholder. Whilst in this form, 
  the marionette can use its eyestalk to attempt to scare 
  its enemies using its Fear Ray. Choose a target within 
  30 feet of the marionette. The target must succeed 
  on a Wisdom saving throw, or be frightened of the 
  
  61
  marionette for 1 minute, while ever it remains in its 
  beholder form. The target can repeat the saving throw 
  at the end of each of its turns, ending the effect on itself 
  on a success. The marionette can use its ray on another 
  creature, but only one creature can be affected at a time. 
  If a second creature is targeted by the marionette’s Fear 
  Ray, the effect ends for the currently affected creature. 
  If the spell ends, the effect ends automatically. 
  Bear Form. The marionette becomes a miniaturized 
  version of a ferocious bear. Whilst in this form, the 
  marionette gains additional effects to its standard 
  attack. On a hit, the marionette deals an additional 
  2d6 slashing damage to the target, and the target must 
  succeed on a Strength saving throw against your spell 
  save DC, or be knocked prone.
  Ventriloquy
  1st-level illusion
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a marionette)
  Duration: Concentration, up to 10 minutes
  You touch a magic marionette that you have created, 
  and you are able to speak through it by communicating 
  your thoughts to it telepathically. Anything you 
  telepathically communicate to the marionette becomes 
  audible, originating from the marionette. If the 
  marionette has a mouth or something that looks like 
  a mouth, the mouth moves as if the marionette was 
  talking.
  If a creature uses its action to examine the marionette, 
  the creature can determine that it is speaking via an 
  illusion with a successful Intelligence (Investigation) 
  or Wisdom (Perception) check against your spell save 
  DC. If a creature discerns the illusion for what it is, 
  any noise the marionette makes sounds hollow to the 
  creature.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, the duration increases 
  by 10 minutes for each slot level above 1st.
  Robyn Nyx
  Basic Marionette
  Small constrct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 10 (3d6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   5 (–3) 12 (+1) 10 (+0) 3 (–4)
  3(–4)
  1 (–5)
  Saving Throws see below
  Skills see below 
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralysed, pertif ed, poisoned
  Senses see below
  Languages -
  Challenge 1/8 (25 XP)
  Shared Abilities and Senses. The marinonette uses the 
  pupetteer's saving throws, ability checks and sesnses. 
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6+1) bludgeoning damage.
  Armor Class 14 (natural armor)
  Saving Throws see below
  marionette has a mouth or something that looks like 
  a mouth, the mouth moves as if the marionette was 
  If a creature uses its action to examine the marionette, 
  the creature can determine that it is speaking via an 
  illusion with a successful Intelligence (Investigation) 
  or Wisdom (Perception) check against your spell save 
  DC. If a creature discerns the illusion for what it is, 
  any noise the marionette makes sounds hollow to the 
  When you cast this spell using a 
  spell slot of 2nd level or higher, the duration increases 
  
  62
  Swift Marionette
  Small constrct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 18 (4d6+4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   5 (–3) 18 (+4) 12 (+1)
  3 (–4)
  3(–4)
  1 (–5)
  Saving Throws see below
  Skills see below 
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralysed, pertif ed, poisoned
  Senses see below
  Languages -
  Challenge 1/4 (50 XP)
  Shared Abilities and Senses. The marinonette uses the 
  pupetteer's saving throws, ability checks and sesnses.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8+4) bludgeoning damage.
  Armor Class 16 (natural armor)
  Saving Throws see below
  Sturdy Marionette
  Small constrct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 32 (4d6 +16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   14 (+2) 12 (+1) 18 (+4) 3 (–4)
  3(–4)
  1 (–5)
  Saving Throws see below
  Skills see below 
  Damage Immunities poison, psychic
  Condition Immunities charmed, exhaustion, frightened, 
  paralysed, pertif ed, poisoned
  Senses see below
  Languages -
  Challenge 1 (200 XP)
  Shared Abilities and Senses. The marinonette uses the 
  pupetteer's saving throws, ability checks and sesnses.
  Protector. When a creature you can see within 5 feet of the 
  Sturdy Marionette attacks a target other than the Sturdy 
  Marionette, you can use your reaction to impose disadvantage 
  on the attack roll.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 11 (2d8+2) bludgeoning damage.
  Challenge 1 (200 XP)
  Imbued Marionette
  Small constrct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 36 (8d6 +8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   5 (–3) 12 (+1) 12 (+1)
  3 (–4)
  3(–4)
  1 (–5)
  Saving Throws see below
  Skills see below 
  Damage Immunities poison, psychic
  Damage Resistance see below
  Condition Immunities charmed, exhaustion, frightened, 
  paralysed, pertif ed, poisoned
  Senses see below
  Languages -
  Challenge 1/4 (50 XP)
  Shared Abilities and Senses. The marinonette uses the 
  pupetteer's saving throws, ability checks and sesnses.
  Imbued. When you craft this marionette, you imbue it with 
  magical energy. Choose one damage type from the following; 
  acid, cold, f re, lightning, poison, radiant, or thunder. The 
  Imbued Marionette has resistance to the damage type chosen. 
  The Imbued Marionette’s slam attack is also imbued with the 
  damage type chosen. Once chosen, the damage type cannot 
  be changed.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d8+1) bludgeoning damage, plus 9 (2d8) damage of 
  the selected damage type.
  While most wizards that pursue 
  constructs think in terms of 
  large, powerful, and intimidating 
  guardians, the puppeteer pursues 
  grace and subtlety, and a closer 
  control of her craft. I suspect many 
  a foe has dismissed the dangerous 
  potential of the dainty looking 
  marionettes as their last act in life.
  
  63
  School of Reanimation
  You research how to reawaken dead flesh, not by 
  animating it with necrotic energies, but by reinfusing 
  the fallen with energies like those of the living. 
  Necromancers tend to become death’s allies or servants, 
  but you seek to conquer death forever with rigorous 
  experimentation. Students of this arcane tradition 
  are experts in anatomy, alchemy, and chirurgery, 
  approaching their work with a more scholarly and 
  scientific approach than most wizards employ. Most 
  reanimators are soon ousted by any academic institution 
  or arcane order once they begin their macabre projects 
  in this area. However, such a lack of vision on the part 
  of their alleged peers is seldom enough to dissuade a 
  reanimator. You know that one day your discoveries 
  could grant the option of eternal life to all mortal beings, 
  and those who called you mad will be exposed for the 
  fools they are.
  Nethermancer Features
  Wizard Level     Feature
  2nd
  Student of the Body, Alchemical 
  Vitalism
  6th
  Reanimated Servant
  10th
  Energies of Life
  14th
  Improved Servant
  Student of the Body
  At 2nd level when you choose this arcane tradition, 
  you have made an academic study of the energies that 
  sustain living creatures around you. You learn the 
  spare the dying cantrip, and you add the false life and 
  find familiar spells to your spellbook. When you cast 
  find familiar, your familiar’s creature type changes to 
  construct, instead of one of the normal types for that 
  spell.
  You also gain proficiency with alchemist’s supplies 
  and the Medicine skill if you don't already have it. 
  Your proficiency bonus is doubled for any ability check 
  you make related to beasts, constructs, humanoids, or 
  undead that uses this proficiency.
  Alchemical Vitalism
  At 2nd level, you can create a quick elixir that 
  accelerates a body’s healing powers. In order to use this 
  benefit, you must have alchemist’s supplies with you, 
  and you must have at least one vial’s worth of water. By 
  spending 10 minutes performing an alchemical ritual, 
  you can expend a spell slot to change one or two vials of 
  water into the same number of curative admixtures.
  Unlike a potion, the admixture does not need to be 
  imbibed, merely inhaled or applied to the body, using 
  either an action or a bonus action. When a curative 
  admixture is used, the creature who uses it can heal 
  either itself or another creature within 5 feet of it, for a 
  number of hit points equal to twice the level of the spell 
  slot used to create the admixture. When a creature is 
  healed in this way, as a reaction, it can also spend one of 
  its own Hit Dice to regain additional hit points.
  Only two curative admixtures created using this 
  feature can retain their effectiveness at any one time. If 
  a third admixture is created, the oldest of the existing, 
  active admixtures is immediately transformed back into 
  water.
  Any curative admixture you create loses its curative 
  powers 8 hours after being created.
  Reanimated Servant
  At 6th level, your research and mastery of medical 
  lore allows you to craft a servant from dead tissue. 
  The servant is a construct, much like a flesh golem, 
  that obeys your commands without hesitation and 
  functions in combat to protect you. Though magic fuels 
  its creation, the servant itself is not magical. You are 
  assumed to have been working on the servant for quite 
  some time, finally finishing it during a long rest after 
  you reach 6th level.
  Select a humanoid or beast of Small, Medium, or 
  Large size, with a challenge rating of 2 or less (referred 
  to below as the base creature). The reanimated servant 
  uses the base creature’s game statistics, but it can 
  assume an appearance of your choosing, as long as its 
  form is appropriate for its statistics. It has the following 
  modifications:
  • 
  The creature’s type changes to construct.
  • 
  Its hit point maximum equals either the base 
  creature’s original hit points or its Constitution 
  modifier + your Intelligence modifier + five times 
  your wizard level, whichever is higher.
  • 
  It is immune to lightning and poison damage, and 
  to the charmed condition.
  • 
  It understands the languages you can speak when 
  you create it, but it cannot speak.
  • 
  It cannot cast spells.
  • 
  If you are the target of a melee attack and the 
  servant is within 5 feet of the attacker, you can use 
  your reaction to command the servant to respond, 
  using its own reaction to make a melee attack 
  against the attacker.
  • 
  It adds your proficiency bonus to all its attack 
  rolls, Charisma (Intimidation) checks, Strength and 
  Constitution checks, and Strength and Constitution 
  saving throws.
  • 
  Its carrying capacity (including maximum load and 
  maximum lift) is doubled.
  • 
  It has disadvantage on Charisma (Persuasion) and 
  Charisma (Deception) checks against humanoids 
  
  64
  and beasts.
  • 
  If it takes fi re damage, it has disadvantage on attack 
  rolls and ability checks until the end of its next turn.
  • 
  Its weapon attacks are magical for the purposes of 
  overcoming damage immunities and resistances.
  In combat, the reanimated servant shares your 
  initiative count, but it takes its turn immediately after 
  yours. It can move and use its reaction on its own, but 
  unless commanded otherwise by you, the only action it 
  can take on its turn is the Dodge action. If you use your 
  bonus action to command it, your reanimated servant 
  can take one of the following actions: Dash, Disengage, 
  Help, Hide, Search, or Use an Object.
  If the servant is killed, you can return it to life by 
  magical means, such as with the revivify spell. In 
  addition, over the course of a long rest, you can repair 
  a slain servant if you have access to its body and your 
  alchemist’s supplies, and you expend a spell slot of 1st 
  level or higher. If you do so, at the end of the long rest, 
  the reanimated servant returns to life with all its hit 
  points restored.
  At the end of a long rest, you can create a new 
  reanimated servant if you have your alchemist’s 
  supplies with you. You can only have one reanimated 
  servant at any given time using this feature. If you 
  already have a reanimated servant and create a new 
  one, the original reanimated servant is immediately 
  destroyed. 
  Additionally, when you gain this feature, you add the 
  animate dead and revivify spells to your spellbook.
  Energies of Life
  Beginning at 10th level, performing the ritual for your 
  Alchemical Vitalism feature can change up to three vials 
  of water into curative admixtures, and you can have 
  up to three curative admixtures active at once instead 
  of two. Additionally, a creature that regains hit points 
  by using one of your curative admixtures also gains 
  temporary hit points equal to your Intelligence modifi er 
  (minimum of 1).
  While a creature still has temporary hit points gained 
  from this feature, it gains a bonus to melee weapon 
  damage rolls equal to the number of temporary hit 
  points it has remaining. 
  Additionally, when you gain this feature, you add 
  the modify memory and reincarnate spells to your 
  spellbook.
  Improved Servant
  At 14th level, as a ritual, you can spend 8 hours and 
  expend one spell slot of 6th level or higher to transform 
  your reanimated servant into a powerful construct akin 
  to a fl esh golem. The reanimated servant is transformed 
  in the following ways:
  • 
  Its Strength score becomes 19 if it was lower.
  • 
  Its Constitution score becomes 18 if it was lower.
  • 
  It becomes immune to any spell or effect that would 
  alter its form.
  • 
  It gains advantage on all saving throws against 
  spells and other magical effects.
  • 
  It becomes immune to the following conditions; 
  charmed, exhaustion, frightened, paralyzed, 
  petrifi ed, and poisoned.
  • 
  It becomes immune to lightning and poison 
  damage, and to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks that aren't 
  adamantine.
  • 
  Whenever it is subjected to lightning damage, but 
  takes no damage due to its immunity, it can use its 
  reaction to regain a number of temporary hit points 
  equal to half of the lightning damage dealt.
  
  65
  New Reanimation Spells
  Create Revenant
  7th-level necromancy
  Casting Time: 10 minutes
  Range: 10 feet
  Components: S, M (the corpse of a blackbird and one 
  black onyx stone worth 250 gp)
  Duration: Concentration, up to 24 hours
  You raise one corpse of a Medium or Small humanoid 
  as a revenant (MM p.259) under your temporary 
  influence. (The DM has game statistics for revenants).
  Once raised, the revenant is friendly to you and 
  your companions for the duration. It obeys any verbal 
  commands that you issue to it (no action required by 
  you). The revenant is under your control for 24 hours, 
  after which time it stops obeying any command you 
  have given it.
  When you cast this spell, you must choose one hostile 
  creature within 1 mile of you on which you wish to 
  seek revenge, and against whom the revenant (for the 
  duration), also swears vengeance. If you do not choose 
  a target for vengeance, the revenant ceases to be under 
  your control.
  If you don't issue any commands to the revenant, 
  it attacks the subject of its sworn vengeance, moving 
  toward that creature if it can, and defends itself from 
  hostile creatures. If you cast this spell while you already 
  have a revenant under your control from a prior casting 
  of this spell, the previous spell ends and the existing 
  revenant leaves your service as described above.
  The revenant will not seek revenge against you 
  for animating it with this spell. Once this spell ends, 
  however, if you wronged it during its life, or if you 
  have stirred it to vengeance against you by any of the 
  deeds you committed or forced it to commit during its 
  service to you, it may (at the DM’s discretion) make you 
  a target for its vengeance.
  If the revenant has vengeance in its heart towards 
  another creature, it will seek revenge against it once 
  your control ends. If the revenant does not burn with 
  the need for vengeance, it becomes a dead corpse once 
  more.  
  Once a corpse has been the subject of this spell, it 
  cannot be transformed into a revenant again by this 
  spell for 100 years.
  Dead Man's Tell
  1st-level divination (ritual)
  Casting Time: 1 minute
  Range: Touch 
  Components: V, M (one part of a criminal’s corpse, 
  which must be flexible in some way)
  Duration: Until dispelled
  You imbue a body part taken from a criminal’s corpse—
  such as a hand, finger, or head—with divinatory powers 
  that cause it to react. Choose one of the categories of 
  things it can detect and react to below. When something 
  that falls within the chosen category or selected 
  subcategories comes within 30 feet of the body part that 
  has become the dead man’s tell item, it activates. You can 
  choose one of the following categories to activate the 
  dead man’s tell item:
  • 
  Alignment. Choose one of the following alignments: 
  good, evil, lawful, or chaotic. The dead man’s tell 
  item activates when it is within 30 feet of a creature 
  that has such an alignment.
  • 
  Consecration/Desecration. The dead man’s tell item 
  activates when it is within 30 feet of a place or object 
  that has been magically consecrated or desecrated 
  (as with the hallow spell).
  • 
  Creature. Select one or more types of creatures 
  from the following list: aberrations, beasts, 
  constructs, dragons, elementals, fey, fiends, giants, 
  monstrosities, oozes, plants, or undead. You can 
  also choose one or more races of humanoids (such 
  as humans or goblins). You can choose as many or 
  as few of these types as you like. The dead man’s 
  tell item activates when it is within 30 feet of one of 
  the chosen creature types.
  • 
  Disease. The dead man’s tell item activates when it 
  is within 30 feet of an object or creature that carries 
  a disease with which it can infect other creatures.
  • 
  Magic. Choose magic items, spell casting, scrying 
  attempts, or general magical effects. The dead man’s 
  tell item activates when it is within 30 feet of one of 
  the chosen effects.
  • 
  Poison. The dead man’s tell item activates when it is 
  within 30 feet of poison or poisonous creatures,
  • 
  Secret Door. The dead man’s tell item activates 
  when it is within 30 feet of a secret door.
  • 
  Trap. The dead man’s tell item activates when it is 
  within 30 feet of a hidden trap or disguised pit or 
  snare.
  The first time the dead man’s tell item detects one 
  or more of the chosen category or subcategories of 
  subjects within 30 feet, it activates. When activated, the 
  item violently spasms for one round; a hand clenches, a 
  finger jerks, jaws chatter, and the like. The dead man’s 
  tell item does not indicate the power or location of the 
  subject it has detected, merely its presence within 30 
  feet at the time of its activation. After being activated, 
  the spell ends, and the body part rapidly decays and 
  desiccates, unable to be used for this spell again.
  A creature is not detected by the dead man’s tell item 
  if it is separated from it by 1 foot of stone, 1 inch of 
  common metal, a thin sheet of lead, or 3 feet of wood 
  or dirt, or if it is protected by an effect that prevents 
  divination (such as a nondetection spell).
  
  66
  The same spellcaster cannot have multiple dead man’s 
  tell items affected with this spell at once. When you cast 
  the dead man’s tell spell again, any previous casting of 
  this spell ends immediately.
  Lifetap
  2nd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (two identical needles)
  Duration: Instantaneous
  You launch magical darts at two creatures within 
  range, one an ally and one an adversary, with the 
  darts transferring life force from your foe to your ally 
  in a golden fl ash. Make a ranged spell attack against a 
  target within range. On a hit, the target takes necrotic 
  damage equal to 2d10 plus your Spellcasting modifi er, 
  and a conscious ally of your choice within range gains 
  temporary hit points equal to the damage infl icted. 
  If the attack misses, a conscious ally of your choice 
  within range gains temporary hit points equal to your 
  spellcasting modifi er (minimum 1).
  At Higher Levels. When you cast this spell using a 
  spell slot of 3rd level or higher, the necrotic damage 
  increases by 1d10 for each slot level above 2nd.
  Reaver's Touch
  Necromancy cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  The touch of your hand drains a target’s life energy, 
  allowing you to sacrifi ce animals, or sometimes other 
  creatures, to make their vitality your own. Make a melee 
  spell attack against a conscious living creature within 
  range. You have advantage if the target is a beast. On a 
  hit, the target takes 1d6 necrotic damage, and you gain 
  temporary hit points equal to half the damage dealt 
  (rounded up). 
  The spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).
  Jeremy Forbing
  66
  
  67
  School of Runecraft
  You have unlocked the secrets of the runic magic: 
  ancient symbols of immense power the giants once 
  used to forge and control a vast empire. Each symbol 
  represents a fundamental concept, and when carved 
  with the right tools and ingredients, it courses with 
  arcane energy. Runecrafters practice and hone their 
  craft, while working closely with dwarven or giant 
  smiths and masons.
  Runecrafter Features
  Wizard Level     Feature
  2nd
  The Basics of Runecraft, Runic Tattoos
  6th
  Runic Inscription
  10th
  Runic Mastery
  14th
  Runic Absorption
  The Basics of Runecraft
  Beginning when you select this school at 2nd level, 
  your practice at inscribing runes and tattoos has made 
  you profi cient with mason’s tools and calligrapher’s 
  supplies.
  Runic Tattoos
  Beginning at 2nd Level, you can inscribe yourself with 
  magical tattoos made of the runic language of giants. 
  You can choose three runes to inscribe on your body 
  from the list on the next page. Once chosen, they cannot 
  be changed until you reach the following levels 6th, 
  10th, and 14th respectively.
  Each rune has a permanent bonus and a temporary 
  ability. A runic tattoo can be ‘activated’ as a reaction, 
  and its power lasts for 1 minute. You can use this ability 
  a number of times equal to your Intelligence modifi er 
  (minimum of once). You regain all expended uses of this 
  ability when you fi nish a long rest
  Runic Inscription
  Beginning at 6th level, you gain an additional rune and 
  can exchange a single known rune for another.
  You can spend 10 minutes inscribing a physical 
  location with one of the runes you know. Once 
  completed, you can use an action to activate the rune, 
  granting its benefi t or resistance to every creature 
  within a 20-foot-radius sphere centered on the rune. The 
  benefi t persists as long as the creatures remain within 
  the sphere. The rune’s power lasts for 1 hour.
  You regain use of this ability when you fi nish a long 
  rest.
  Runic Mastery
  Beginning at 10th level, you learn an additional rune 
  and can exchange a single known rune for another. 
  You also gain an additional activation of your runes. In 
  addition, when you activate a rune, you can share its 
  effects with a creature within 30 feet of you.
  While the rune is active and if the rune has a damage 
  type listed, when you damage a creature with a spell or 
  attack, you can use another activation of the rune (if you 
  have any) to add additional damage of that type equal 
  to your wizard level. If the spell deals damage to more 
  than one creature, you choose which creature receives 
  the additional damage. The rune’s effect only empowers 
  a single spell or attack.
  Runic Absorption
  Starting at 14th level, you learn an additional rune and 
  can exchange a single known rune for another. 
  You also gain the Absorption Rune, a special rune 
  that has no passive or active abilities, tattooed on your 
  chest or back (your choice). Instead, you can use your 
  reaction and expend an activation of your runes to 
  absorb a spell that is targeting only you (excluding area 
  of effect spells). The spell’s level must be equal to or 
  less than one third of your wizard level rounded down. 
  The absorbed spell's effect is canceled, and the spell's 
  energy, not the spell itself, is stored in your rune. The 
  energy has the same level as the spell when it was cast. 
  If you are targeted by a spell that you can't store, this 
  ability has no effect on that spell. 
  You always know how many levels of spell energy 
  your rune currently has stored. You can, as an action, 
  convert energy stored in your Absorption Rune into 
  spell slots to cast spells. You can create spell slots only 
  of a level equal to or lower than the spell level you can 
  normally cast, up to a maximum of 6th level. It costs 1 
  level of stored spell energy for every level of the spell 
  slot created. The energy is stored until used, or until 
  you fi nish a long rest.
  
  68
  Rune
  Activated Effect
  Damage 
  Type
  Permanent Bonus
  Blod 
  (Blood)
  When you damage a creature with a spell 
  or attack, at the beginning of each of its 
  turns, you can cause it to bleed, inflicting 
  necrotic damage equal to your Intelligence 
  modifier (minimum of one) to it. At the end 
  of each of its turns, the creature can attempt 
  a Constitution saving throw against your 
  spell save DC, ending the effect on itself on a 
  success. Once resisted, a creature is immune 
  to any further uses of this ability for 24 
  hours. While a creature is bleeding, you gain 
  a bonus on all attacks and ability checks you 
  make against it equal to your Intelligence 
  modifier (minimum of one)
  You are immune to effects that cause you to bleed, 
  such as those from a sword of wounding. In addition, 
  you have advantage on all checks to staunch the 
  bleeding of others.
  Skye 
  (Cloud)
  You can become semi-gaseous, gaining 
  resistance to one of the following: 
  bludgeoning, piercing, or slashing damage.
  You can see through cover caused by fog, rain, snow, 
  and other meteorological events, both magical and 
  mundane.
  Dod (Death)
  You gain resistance to necrotic damage.
  necrotic
  You add your Intelligence modifier (minimum of 
  one) to your death saving throws.
  Wyrm 
  (Dragon)
  If you would gain resistance to a damage 
  type from a spell or another rune, you 
  instead gain immunity.
  You speak, read, and write Draconic.
  Uven 
  (Enemy)
  You gain resistance to psychic damage.
  psychic
  You add your Intelligence modifier (minimum of 
  one) to ability checks to determine the intent of 
  others. This includes Wisdom (Insight) checks to 
  discern aggression and Wisdom (Perception) checks 
  to detect ambushes.
  Ild (Fire)
  You gain resistance to fire damage.
  fire
  You cannot gain exhaustion from extreme heat, as 
  described in chapter 5 of the Dungeon Master's Guide. 
  In addition, your fingers count as flint and steel, 
  and fire sources you carry shed bright light for an 
  additional 10 feet.
  Venn 
  (Friend)
  You add your Intelligence modifier 
  (minimum of one) to the DC of spells you 
  cast that impose the charmed condition.
  You add your Intelligence modifier (minimum of 
  one) to checks when interacting with those you 
  have built a strong friendship with (determine such 
  relationships in consultation with your DM).
  Ise (Frost)
  You gain resistance to cold damage.
  cold
  You cannot gain cold-based exhaustion, as described 
  in chapter 5 of the Dungeon Master's Guide. In 
  addition, you can freeze up to 5 gallons of a liquid by 
  touching it for 1 minute.
  Haug (Hill)
  You add your Intelligence modifier 
  (minimum of one) to your Strength checks 
  and Strength saving throws. This bonus is 
  doubled when you make a saving throw 
  or ability check to resist being moved or 
  grappled, including swallowed.
  You count as one size larger when determining your 
  carrying capacity and the weight you can push, drag, 
  or lift.
  Ferd 
  (Journey) 
  Your speed doubles, you cannot be targeted 
  by opportunity attacks, and you are 
  unaffected by difficult terrain.
  You are immune to travel-based exhaustion, as 
  described in chapter 8 of the Player’s Handbook.
  Kong (King)
  You add your Intelligence modifier 
  (minimum of one) to your Charisma ability 
  checks and Charisma saving throws, and 
  you are immune to the charmed condition.
  You add your Intelligence modifier (minimum of 
  one) to Charisma checks when interacting with giants 
  and nobility.
  
  69
  Rune
  Activated Effect
  Damage 
  Type
  Permanent Bonus
  Stig (Light)
  You can see twice as far with your  
  darkvision, and you can see in magical 
  darkness.
  You have darkvision out to a range of 60 feet. If you 
  already have darkvision, its range increases by 60 
  feet.
  Liv (Life)
  You can heal yourself for a number of hit 
  points equal to your Intelligence modifier 
  (minimum of one) each turn.
  You add your Intelligence modifier (minimum of 
  one) to saving throws to resist sickness and disease. 
  In addition, your lifespan is increased by 20 percent.
  Fjell 
  (Mountain)
  You add your Intelligence modifier 
  (minimum  of 1) to saving throws you make 
  against spells and other magical effects.
  You're acclimatized to high altitude, including 
  elevations above 20,000 feet. You're also naturally 
  adapted to cold climates, as described in chapter 5 of 
  the Dungeon Master's Guide.
  Hellig 
  (Sacred)
  You gain resistance to radiant damage.
  radiant
  Spells or items that restore hit points, heal you for 
  an additional amount equal to your Intelligence 
  modifier (minimum of one).
  Skold 
  (Shield)
  You add your Intelligence modifier 
  (minimum of one) to your AC.
  You gain proficiency with shields.
  Stein 
  (Stone)
  You add your Intelligence modifier 
  (minimum  of 1) to your Constitution 
  saving throws. This bonus is doubled for 
  Constitution saving throws to maintain your 
  concentration.
  You add your Intelligence modifier (minimum of 
  one) to checks involving stone; such as Strength 
  (Athletics) checks to scale natural rock and Wisdom 
  (Perception) checks to detect cave ins.
  Uvar 
  (Storm)
  You gain lightning or thunder resistance 
  (your choice).
  lightning 
  or thunder
  You know 24 hours in advance when a natural storm 
  will form within 5 miles of your current location.
  Krig (War)
  You add your Intelligence modifier 
  (minimum of one) to Dexterity (Initiative) 
  checks for a single combat.
  You gain proficiency in a single weapon of your 
  choice.
  Vind 
  (Wind)
  You gain a fly speed equal to your 
  movement speed.
  Your speed increases by 5 feet.
  New Runcrafter Spells
  Spell Rune
  5th-level abjuration
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (calligrapher’s supplies and 50 gp 
  worth of gem dust per level of the bound spell, which 
  the rune consumes)
  Duration: Until triggered or dispelled
  When you cast this spell, you inscribe a glyph that 
  harms or helps other creatures, either upon a surface 
  (such as a table or a section of floor or wall) or on an 
  object that can be closed (such as a book, a scroll, or 
  a treasure chest). The glyph can cover an area of the 
  surface no larger than 10 feet in diameter. Unlike a 
  glyph of warding, the object can be moved. 
  The glyph is nearly invisible and requires a successful 
  Intelligence (Investigation) check against your spell 
  save DC to be found. 
  You decide what triggers the glyph when you cast 
  the spell. For glyphs inscribed on a surface, the most 
  typical triggers include touching or standing on the 
  glyph, removing another object covering the glyph, 
  approaching within a certain distance of the glyph, or 
  manipulating the object on which the glyph is inscribed. 
  For glyphs inscribed within an object, the most common 
  triggers include opening that object, approaching 
  within a certain distance of the object, seeing or reading 
  the glyph, or saying the command word. Once a glyph 
  is triggered, this spell ends. 
  You can further refine the trigger so the spell activates 
  only under certain circumstances or according to 
  physical characteristics (such as height or weight), 
  creature kind (for example, the ward could be set to 
  affect aberrations or drow), or alignment. You can also 
  set conditions for creatures that don’t trigger the glyph, 
  such as those who say a certain password.
  You can store a prepared spell of 3rd level or lower 
  in the glyph by casting it as part of creating the glyph. 
  The spell must target a single creature or an area. The 
  spell being stored has no immediate effect when cast in 
  this way. When the glyph is triggered, the stored spell 
  is cast. If the spell has a target, it targets the creature 
  that triggered the glyph. If the spell affects an area, the 
  
  70
  70
  area is centered on that creature. If the spell summons 
  hostile creatures or creates harmful objects or traps, they 
  appear as close as possible to the intruder and attack it. 
  If the spell requires concentration, it lasts until the end 
  of its full duration.
  At Higher Levels. When you cast this spell using a 
  spell slot of 7th level or higher, the spell you are able 
  to store increases by one spell level for each two slots 
  above 5th. 
  Rune of Suppression
  6th-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (A corked vial engraved with 
  runes)
  Duration: Concentration, up to 10 minutes
  You reroute the weave to stifl e magical enchantments. 
  You speak words of power, causing a burning rune 
  to appear on an item or creature that you can see 
  within range, suppressing its innate magical abilities. 
  An unwilling creature, a sentient object, or a creature 
  wearing or carrying an item, must make a Charisma 
  saving throw. On a failed save, the creature or object has 
  its magical abilities suppressed as if under the effects of 
  an antimagic fi eld spell. 
  Spellcasters under this effect have disadvantage on 
  Constitution saving throws to maintain concentration, 
  as well as on all ability checks. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success.
  Rune of Recharge
  4th-level transmutation
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (A glass funnel engraved with 
  runes)
  Duration: Instantaneous
  You can use the power of your magic to recharge 
  items or magical abilities. You can touch a magic item 
  or creature and expend a spell slot of up to 4th level. 
  If you touched a magic item and it holds charges, the 
  item regains charges equal to the level of the spell 
  slot expended. If you touched a creature, the creature 
  regains the a use of an innate spellcasting ability of 
  level equal to or less then the spell slot expended (i.e. 
  regaining a use of a drow’s darkness ability requires a 
  spell slot of 2nd level or higher).
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, you can expend a slot 
  of equal level to recharge charges or innate spellcasting 
  abilities. For example, casting with a 6th level slot 
  allows you to expend up to another 6th level slot, for 6 
  charges or regaining an innate spell ability of up to 6th 
  level.
  Runic Barrier
  5th-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a quill and inkwell)
  Duration: Concentration, up to 1 minute 
  You weave the words of a spell into a barrier of glowing 
  runes, creating a barrier of swirling runes on a solid 
  surface within range. You can make the wall up to 60 
  feet long, 10 feet high, and 1 foot thick, or a ringed wall 
  up to 20 feet in diameter, 10 feet high, and 1foot thick. 
  The wall is opaque, sheds dim light in a 20-foot radius, 
  and lasts for the duration. 
  When you cast this spell, you must also expend a spell 
  slot for a spell between levels 1 and 3 with a duration 
  of instantaneous. This spell becomes locked in the 
  barrier. Any creature crossing the barrier is affected 
  by the spell as if they were the target of that spell. The 
  wall can affect a number of creatures equal to 1 + your 
  spellcasting ability modifi er (minimum 1).  
  When the wall appears, each creature within its area 
  must make a Dexterity saving throw. A creature can 
  choose to fail this save. On a failed save, the creature is 
  immediately affected by the spell that is locked in the 
  wall.      
  At Higher Levels. When you cast this spell using 
  a spell slot of 7th level, the highest level of the spell 
  slot that you can expend using this spell increases to 
  4th level; when you cast this spell slot of 9th level, the 
  highest level of the spell slot that you can expend using 
  this spell increases to 5th level.
  Iam Pace
  
  71
  School of Scrymancy
  The scrymancers are the spies amongst the wizarding 
  schools. While not as adroit with a blade as their 
  roguish counterparts, they have just as many tools to 
  stay out of sight. Focused on gathering information 
  they can use to expand their spell list and help their 
  allies gain a tactical advantage, these divination-leaning 
  wizards are readily employed by any entity that values 
  security, knowledge, or tracking.
  Scrymancer Features
  Wizard Level     Feature
  2nd
  Eyes That See, Stealthy Casting
  6th
  The Power of Sight
  10th
  Your Sight is Mine
  14th
  Eyes of the Magi
  Eyes That See
  At 2nd level, you learn little tricks to see the hidden. 
  You add the faerie fire spell to your spellbook.
  Stealthy Casting
  Aso at 2nd level, you’ve learned how to cast spells 
  without being detected. As part of casting a spell, you 
  can make a Dexterity (Stealth) check. All creatures with 
  a passive Perception lower than the total of your roll do 
  not notice you casting the spell. You gain proficiency in 
  the Stealth skill if you don’t already have it, and casting 
  a spell only reveals your position if you inflict damage 
  on a creature or object.
  The power of Sight
  At 6th level, when you use a divination spell to detect a 
  creature you wouldn’t otherwise be able to see or hear, 
  you also gain a glimpse into the creature’s mind. You 
  gain a vague notion of their current motivation or goal. 
  For the next 8 hours, you have advantage on Charisma 
  (Persuasion), Charisma (Intimidation), and Charisma 
  (Deception) checks against that creature. You can only 
  affect one creature at a time with this feature, and 
  targeting a new creature with this feature ends the effect 
  on the current creature. 
  Your Sight is Mine
  At 10th level, when a creature fails a saving throw 
  against a spell you cast, you can use a bonus action to 
  force the creature to make a Constitution saving throw 
  or be blinded for 1 minute. The creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. You can use this ability a 
  number of times equal to your Intelligence modifier 
  (minimum of once), and you regain all expended uses of 
  this ability when you finish a long rest.
  Eyes of the Magi
  At 14th level, your spells fuel your perception. When 
  you cast a divination spell, for 1 minute, you gain 
  truesight out to a range of 60 feet. You also gain 
  advantage on Wisdom (Perception) checks for that 
  duration. Alternatively, you can transfer this power 
  to another creature that you can touch, but only one 
  creature can benefit from this effect at a time. You 
  cannot use this ability again until you finish a short or 
  long rest.
  New Scrymancer Spells
  Greater Darkness
  6th-level evocation
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (a jet worth at least 100 gp)
  Duration: 30 minutes
  Magical darkness spreads from a point you choose 
  within range to fill a 30-foot-radius sphere for the 
  duration. The darkness spreads around corners. 
  A creature with darkvision can't see through this 
  darkness, and nonmagical light can't illuminate it.
  If the point you choose is on an object you are holding 
  or one that isn't being worn or carried, the darkness 
  emanates from the object and moves with it. Completely 
  covering the source of the darkness with an opaque 
  object, such as a bowl or a helm, blocks the darkness.
  If any of this spell's area overlaps with an area of light 
  created by a spell of 6th level or lower, the spell that 
  created the light is dispelled.
  Greater Telepathic Bond
  8th-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You forge a telepathic link with one willing creature of 
  your choice within range. Creatures with Intelligence 
  scores of 2 or less aren't affected by this spell. The spell 
  ends if you and the creature are ever on a different 
  plane, or are more than one mile apart.
  Until the spell ends, you and the creature can 
  communicate telepathically through the bond, whether 
  or not you share a common language. Additionally, you 
  share each other’s senses, and any beneficial racial trait, 
  
  72
  spell, or effect that enhances the senses or perception of 
  one creature, affects the other. 
  Finally, whenever you use your action to cast a spell, 
  you can determine the spell’s range as though you were 
  standing in the linked creature’s space. If you cast a 
  spell with a range of self, you can have it affect you or 
  the linked creature. 
  Piercing Vision
  Divination cantrip
  Casting Time: 1 bonus action
  Range: Touch
  Components: S
  Duration: 1 round
  Until the end of its next turn, the target has advantage 
  on Wisdom (Perception) checks to detect hidden 
  creatures, and their attacks ignore all but full cover.
  Predict Action
  7th-level divination
  Casting Time: 1 action
  Range: 6 miles
  Components: V, S
  Duration: Instantaneous
  You target a creature you can see (but is not necessarily 
  in your line of sight) within range and make one of the 
  following predictions about what they will do on their 
  next turn:
  • 
  Attack: You predict with what weapon or whom 
  they will attack.
  • 
  Use Tactics: You predict if they will use the Hide, 
  Dash, Dodge, or Disengage action.
  • 
  Cast a Spell: You predict if they will cast a spell.
  If the target does what you predicted on their next 
  turn, they must make a Constitution saving throw, 
  taking 12d6 force damage on a failed save, or half as 
  much on a successful one. The DM determines how well 
  the creature’s actions match the criteria the caster set 
  forth.
  X-ray Vision
  3rd-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 10 minutes
  You grant yourself the ability to see through solid 
  surfaces. For the duration, as a bonus action, you can 
  touch a 5-foot by 5-foot surface through which your 
  sight can now penetrate. You see a vague outline of any 
  creature, item, or terrain that is on the other side of the 
  surface, to a depth of 20 feet. The spell can penetrate 
  most barriers, but it is blocked by 1 foot of stone, 1 inch 
  of common metal, a thin sheet of lead, or 3 feet of wood 
  or dirt.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th-level or higher, the duration of the spell 
  is increased by 10 minutes for each slot level above the 
  3rd.
  Ryan Langr
  72
  much on a successful one. The DM determines how well 
  Ryan Langr
  Adjudicating Predict Action
  Though every table plays a bit diﬀ erently, this spell 
  is predicated on the belief that D&D is essentially 
  a cooperative game. If you don’t alter the target’s 
  actions based on what the character predicts, it can 
  make for an extremely satisfying and memorable 
  moment at the table. Plus, this spell can be used 
  against the characters as well! For extra excitement, 
  have the player write down their prediction on a 
  slip of paper and reveal it at the end of the target’s 
  turn. That way, the DM won’t ever be tempted to 
  alter their NPCs actions.
  
  73
  School of Soulbinding
  The Soulbound are a cadre of wizards specializing 
  in imbuing an object, as a focus for directing and 
  empowering their spells. Soulbound wizards literally 
  bind a portion of their life force into the object, making 
  this discipline dangerous for the wizard – for should 
  the object be lost, destroyed, or even just fall into a foe’s 
  grasp, the consequences could be disastrous. For all the 
  risk, Soulbound gain significant arcane might from their 
  focus object.
  Soulbinder Features
  Wizard Level     Feature
  2nd
  Soulbond, Damage Dispersion
  6th
  Arcane Power Pool
  10th
  Vitality Infusion
  14th
  Life Surge
  Soulbond
  Starting at 2nd level, you undertake a ritual to bond 
  with a single, nonmagical, inanimate object of your 
  choice. The ritual takes 24 hours, during which you 
  cannot move or undertake any activity other than the 
  ritual, and if interrupted, the ritual must be restarted. 
  Once the object is chosen it cannot be changed unless 
  the object is destroyed. The object becomes your arcane 
  focus (or Soul Object), and all your archetype powers 
  require you to be in contact with your bonded object for 
  them to work. If separated from the object, you always 
  know its exact location; both direction and distance, but 
  not its specific surroundings.
  The object has an armor class equal to 10 + your 
  Intelligence modifier, a damage threshold equal to your 
  proficiency bonus, and a number of hit points equal 
  to half your hit point maximum. The object can only 
  be damaged if it is targeted by an attack, damaging 
  abilities, or spells. If damaged, you can spend Hit Dice 
  to restore its hit points in the same way you can restore 
  your own. You must be touching the object, and it 
  cannot be repaired by any other means.
  If the object reaches zero hit points it is destroyed. 
  The destruction of your Soul Object is traumatic and 
  causes you to incur two levels of exhaustion. If these 
  exhaustion levels would contribute to your subsequent 
  death, you die.
  You can generate a new Soul Object by undertaking 
  the ritual again.
  Damage Dispersion
  Starting at 2nd level, as a reaction, when you take 
  damage from any source, you can choose to spread the 
  damage between your hit points and those of your Soul 
  Object. You regain the use of this ability after finishing a 
  short rest.
  Arcane Power Pool
  Starting at 6th level, when you cast a spell, you can 
  draw from your bonded object to empower your 
  castings. By expending a number of hit points equal to 
  the spell’s level, you can impose disadvantage on the 
  saving throw for one affected creature. You can expend 
  multiple allotments of hit points (all equal to the spell’s 
  level), allowing you to affect multiple creatures. 
  Vitality Infusion
  Starting at 10th level, as an action, you can draw upon 
  the life force within your focus object to heal yourself 
  of wounds, or even of some conditions. You can heal 
  hit points equal to the number of hit points withdrawn 
  from your Soul Object. Withdrawing 5 hit points from 
  your Soul Object will remove the poisoned condition 
  from you, or any cure you of any disease you may be 
  suffering.
  Life Surge
  Starting at 14th level, if you would die due to being 
  reduced to zero hit points, and fail three subsequent 
  death saving throws, your Soul Object shatters, 
  releasing any remaining hit points, restoring you with 
  an equal number of hit points; returning you from the 
  brink of death. This will not restore lost limbs or other 
  missing parts, nor does it restore characters that die by 
  other means. The destruction of your Soul Object in this 
  way is the same as depletion, incurring two levels of 
  exhaustion. If these exhaustion levels would contribute 
  to your subsequent death, you die. You can generate a 
  new bonded object by undertaking the ritual again.
  New Soulbinder Spells
  Duplicate Soul Object
  Conjuration cantrip
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  You create a translucent copy of your soul object, 
  constructed from force. The duplicate has an AC of 
  10 and 1 hit point. The duplicate serves as a material 
  component for several spells (see below), and you are 
  aware of its approximate direction and distance from 
  you as long as it remains on the same plane. You may 
  only have one duplicate at a time. If you cast this cantrip 
  again before the first expires, the older duplicate is 
  replaced by the newer one.
  
  74
  Object Sight
  3rd-level divination
  Casting Time: 1 action
  Range: 1 mile
  Components: V, S, M (Soul Object or Soul Object 
  duplicate)
  Duration: Concentration, up to 10 minutes
  You are able to perceive the surroundings from your 
  choice of either your Soul Object or your Soul Object 
  duplicate as if you occupied the same place as it 
  currently occupies. 
  Soulburn
  3rd-level evocation
  Casting Time: 1 reaction, which you take when you 
  take damage
  Range: 100 feet
  Components: V, S, M (Soul Object or Soul Object 
  duplicate)
  Duration: Instantaneous
  This retributive spell allows you to use your Soul 
  Object’s reservoir as a method of causing harm to a 
  creature that has harmed you. As a reaction when you 
  tsake damage, you can choose a number of hit points 
  to expend from your Soul Object, and deal that amount 
  of psychic damage to the creature that harmed you 
  (provided it is within range). The target creature can 
  make an Intelligence saving throw, taking half damage 
  on a successful save.
  Soulshare
  1st-level transmutation
  Casting Time: 1 reaction (see description)
  Range: 100 feet
  Components: V, S, M (Soul Object or Soul Object 
  duplicate)
  Duration: Instantaneous
  As a reaction when the possessor of your soul object 
  duplicate meets appropriate conditions, you cast this 
  spell and are able to apply your archetype abilities to 
  a creature that has your Soul Object duplicate in their 
  possession. You can only apply archetype abilities that 
  you currently have access to, and you must abide by all 
  the other requirements (except the target changes from 
  you to the target creature of this spell).
  Micah Watt
  74
  Range: 
  Components: V, S, M (Soul Object or Soul Object 
  duplicate)
  Duration: Instantaneous
  This retributive spell allows you to use your Soul 
  Object’s reservoir as a method of causing harm to a 
  creature that has harmed you. As a reaction when you 
  tsake damage, you can choose a number of hit points 
  to expend from your Soul Object, and deal that amount 
  of psychic damage to the creature that harmed you 
  (provided it is within range). The target creature can 
  make an Intelligence saving throw, taking half damage 
  on a successful save.
  
  75
  Symbarch Teachings
  Though she vanished in the Era of Upheaval and her 
  rule ended decades ago, in the Forgotten Realms, 
  no mage in living memory retains so fearsome a 
  reputation as the sorcerer and wizard called the Simbul. 
  Considered by many the greatest spellcaster of her era, 
  the awesomely powerful Witch-Queen of Aglarond 
  took on many apprentices and schooled them in her 
  secrets of power, much as she herself had learned 
  under Elminster and the Witches of Rashemen. The 
  Simbul embellished traditional techniques of wizardry 
  with new inventions, always teaching innovation and 
  unpredictability. Her apprentices took on apprentices 
  of their own, who in turn kept her lessons alive by 
  teaching others.
  Students such as yourself, who have inherited the 
  Simbul’s teachings, are known as simbarchs.
  Since the Witch-Queen vanished, many of these elite 
  spellcasters have come together to rule Aglarond as the 
  Simbarch Council, made up of the Simbul’s magical 
  “descendants.” Other simbarchs are not members of 
  the council and prefer to practice their magic privately. 
  You fall into the latter group. As a simbarch, you 
  have the right to claim a seat on the council, but doing 
  so entails burdensome responsibilities and political 
  considerations. If and when you do decide to join the 
  council, it might take months or even years before you 
  are formally recognized.
  Whether or not you join the leaders of Aglarond, 
  you wield your magic with a wild abandon that 
  terrifies your enemies. Your arcane power sustains and 
  strengthens you, granting you seemingly superhuman 
  reserves of vitality and health. Like the Simbul herself, 
  you practice compassion and restraint, but when the 
  time comes for wrath, you are a terrible enemy indeed.
  Symbarch Features
  Wizard Level     Feature
  2nd
  Minor Synostodweomer, Silver Fire
  6th
  Spell Matrix
  10th
  Major Synostodweomer
  14th
  Spellfire Tempest
  Minor Synosdweomer
  Beginning when you select this arcane tradition at 2nd 
  level, you can expend one spell slot to accelerate your 
  body’s natural healing powers. As a bonus action, 
  expend a single spell slot as if you were casting a spell, 
  and then spend one Hit Die. You regain hit points as 
  if that Hit Die had been spent during a short rest, plus 
  additional hit points equal to twice the level of the spell 
  slot used.
  Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  Silver Fire
  Starting at 2nd level, you can summon a jet of pure 
  magical power that burns through all defenses and 
  empowers your other spells. When you make a spell 
  attack roll during your turn, you can use your bonus 
  action to gain advantage on that spell attack. If the 
  attack hits, for the next minute, whenever you hit the 
  same target with a spell attack, you deal extra damage 
  to it equal to your proficiency bonus. This effect ends if 
  you are incapacitated, if the target is reduced to zero hit 
  points, or if you use this feature again.
  You can use this feature a number of times equal 
  to your Intelligence modifier (minimum of once), 
  regaining all expended uses when you finish a long rest.
  Spell Matrix
  At 6th level, you can prepare a magical matrix from 
  your own life energies that allows you to partially 
  cast some of your spells ahead of time, then cast them 
  more quickly later on. As part of a ritual that takes one 
  hour, you create a special matrix focus, using an arcane 
  focus of your choice and a diamond worth 300 gp. The 
  diamond is consumed by the ritual, while the arcane 
  focus is transformed into the matrix focus. The matrix 
  can still be used as an arcane focus, but you also require 
  it to employ the other benefits of this feature.
  Whenever you have a matrix focus you created on 
  your person, you can perform a 10-minute ritual to 
  choose a number of spells you know that have a casting 
  time of 1 action. The total number of spells chosen must 
  be less than or equal to your proficiency bonus. You can 
  then expend a number of Hit Dice equal to the number 
  of spells chosen, drawing on your life force to partially 
  cast the spells into your matrix focus.
  Until the next time you finish a long rest or perform 
  the 10-minute ritual to choose spells for this feature, 
  whenever you cast one of the chosen spells and have 
  the matrix focus on your person, you can expend one 
  Hit Die to cast that spell as a bonus action, changing 
  its casting time to 1 bonus action for this casting. When 
  you spend Hit Dice for this feature, you do not regain 
  hit points. When casting spells from your matrix, all the 
  normal rules for casting multiple spells in a single turn 
  still apply, but these spells are treated as bonus action 
  spells for this purpose. 
  Major Synosdweomer
  Beginning at 10th level, you can harvest excess arcane 
  energy from a spell you cast and transform it into 
  healing magic. When you use your action to cast a spell 
  during your turn, you can use your bonus action to 
  touch a creature and heal it. Roll 1d4 for each level of 
  
  76
  the spell you cast that turn. The total is the number of 
  hit points regained by the creature you touch.
  You can use this feature a number of times equal 
  to your Intelligence modifier (minimum of once), 
  regaining all expended uses when you finish a long rest.
  Spellfire Tempest
  Starting at 14th level, you can unleash your true arcane 
  wrath, taking to the sky in a blaze of blue or silver fire 
  that burns away your mortal frailty while pummelling 
  your enemies. As an action, you surround yourself with 
  a powerful telekinetic storm, giving yourself a flying 
  speed of 40 feet until the end of your next turn and 
  ending one effect on yourself that a greater restoration 
  spell could remove. When you do so, the next time you 
  inflict damage with a spell on one or more creatures 
  before the end of your next turn, you can reroll a 
  number of the damage dice equal to your Intelligence 
  modifier (minimum of 1).
  Once you use this feature, you cannot use it again 
  until you finish a short or long rest.
  New Symbarch Spells
  Alamanther's Return
  9th-level transmutation
  Casting Time: 1 reaction, which you take when you are 
  targeted by a spell of 8th-level or lower or included in 
  such a spell’s area of effect
  Range: Special
  Components: V, S, M (a silver mirror worth at least 
  1,000 gp)
  Duration: Instantaneous
  You duplicate the spell of another spellcaster that 
  targets you or includes you in its area of effect. The 
  spell must be 8th level or lower and have a casting 
  time of 1 action. As part of the casting this spell, you 
  immediately cast the triggering spell as well, changing 
  the casting time of the duplicated spell to 1 reaction. 
  The spell is cast using the same level spell slot as the 
  triggering spell, and any metamagic options applied to 
  the triggering spell are applied to your spell as well. 
  The new spell originates from you, and any required 
  rolls for the second casting (such as spell attack rolls, 
  damage rolls, ability checks, or saving throws) are made 
  separately to the original triggering spell.
  Laeral's Dancing Dweomer
  3rd-level illusion
  Casting Time: 1 reaction, which you take when any 
  creature within range casts a spell, begins its turn, or 
  ends its turn
  Range: 30 feet
  Components: V, S, M (a pinch of dust cast into the air)
  Duration: Concentration, up to 10 minutes
  You create a number of false magical auras that blink 
  in and out of the perceptions of any creature that can 
  sense magic, moving from object to object as they do so. 
  Choose a point within range. Within a 30-foot radius 
  centered on that point, any saving throw made against 
  a divination spell is made with advantage, and the true 
  magical (or nonmagical) natures of creatures or objects 
  cannot be detected. The detect magic and identify 
  spells, and other effects that detect or discern magical 
  properties, do not yield any useful information. Spells 
  and magical effects that detect creature types, such as a 
  paladin’s Divine Sense feature or the trigger of a symbol 
  spell, are also ineffective within the area.
  Each creature or object in the area appears magical 
  one moment, or nonmagical the next, and whenever a 
  target does have a magical aura, it appears to belong 
  to a different school of magic each time it is perceived. 
  The changing magical auras are only visible to those 
  who can detect magic or employ one of the other effects 
  described above.
  No More Lies
  3rd-level enchantment
  Casting Time: 1 reaction, which you take when you 
  make a Charisma (Intimidation) or Wisdom (Insight) 
  check against a creature you can see within range
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  You roll 1d10 and add the result to the triggering 
  ability check. In addition, any creature you can see 
  within range must make a Constitution saving throw 
  if it fulfills one or more of the following conditions: if 
  it is a creature with the shapechanger tag (such as a 
  doppelganger or lycanthrope), if it is concentrating on 
  a transmutation or illusion spell, or if it is currently the 
  target of a spell that has altered its form. On a failed 
  save, the creature instantly reverts to its normal form, 
  and if it is maintaining concentration on a spell, the 
  spell is suppressed until the end of your next turn, at 
  which time any suppressed spell resumes its effect, 
  provided that its duration has not expired.
  Simbul's Spell Sequencer
  7th-level enchantment
  Casting Time: 1 action
  Range: Self
  Components: V, M (pieces of amber worth a total of 
  5,000 gp, which the spell consumes)
  Duration: 1 year
  
  77
  You use several pieces of ancient amber to create a 
  matrix that contains spells you cast, frozen in time until 
  you need them. Once the matrix is created, for the next 
  minute, you can choose a command word and then 
  cast up to three spells into the matrix. All three spells 
  must be of 1st, 2nd, or 3rd level and must have a casting 
  time of 1 action or 1 bonus action. After the end of that 
  minute, when the command word is spoken for the 
  fi rst time, the fi rst spell you cast into the matrix takes 
  effect, and you gain two legendary actions, which can 
  only be used at the end of a creature’s turn (including 
  your current turn). When you use the fi rst of these 
  two legendary actions, the second spell cast into the 
  matrix immediately takes effect, and when you use the 
  second legendary action, the last spell in the matrix 
  immediately takes effect, and the spell ends. Otherwise, 
  the spell ends at the end of your next turn.
  Whenever a spell is unleashed from the matrix, you 
  immediately make all decisions for that spell (targets, 
  area, etc.) that you would normally make as the caster. 
  You can never have more than one Simbul’s spell 
  sequencer active at a time.
  When you create the sequencer, you reduce your 
  maximum Hit Dice by a number equal to the total 
  combined levels of the spell slots used to cast the spells 
  you place in it. Your maximum number of Hit Dice 
  does not return to normal until the spell ends. Also, you 
  cannot regain any spell slots used to cast spells into the 
  matrix until the Simbul’s spell sequencer spell ends.
  If the duration expires and you did not speak the 
  command word, or if you choose to dismiss the spell as 
  bonus action during your turn, the spell ends. When the 
  spell ends, any unused spells in the sequencer are lost. 
  Jeremy Forbing
  77
  You use several pieces of ancient amber to create a 
  matrix that contains spells you cast, frozen in time until 
  you need them. Once the matrix is created, for the next 
  minute, you can choose a command word and then 
  cast up to three spells into the matrix. All three spells 
  must be of 1st, 2nd, or 3rd level and must have a casting 
  time of 1 action or 1 bonus action. After the end of that 
  minute, when the command word is spoken for the 
  fi rst time, the fi rst spell you cast into the matrix takes 
  effect, and you gain two legendary actions, which can 
  only be used at the end of a creature’s turn (including 
  your current turn). When you use the fi rst of these 
  two legendary actions, the second spell cast into the 
  matrix immediately takes effect, and when you use the 
  second legendary action, the last spell in the matrix 
  immediately takes effect, and the spell ends. Otherwise, 
  the spell ends at the end of your next turn.
  Whenever a spell is unleashed from the matrix, you 
  immediately make all decisions for that spell (targets, 
  area, etc.) that you would normally make as the caster. 
  You can never have more than one Simbul’s spell 
  sequencer active at a time.
  When you create the sequencer, you reduce your 
  maximum Hit Dice by a number equal to the total 
  combined levels of the spell slots used to cast the spells 
  you place in it. Your maximum number of Hit Dice 
  does not return to normal until the spell ends. Also, you 
  cannot regain any spell slots used to cast spells into the 
  matrix until the Simbul’s spell sequencer spell ends.
  If the duration expires and you did not speak the 
  command word, or if you choose to dismiss the spell as 
  bonus action during your turn, the spell ends. When the 
  spell ends, any unused spells in the sequencer are lost. 
  Jeremy Forbing
  
  78
  Magical Lore: The Simbul
  Across Faerûn, the Simbul— the fiery-tempered, silver-
  haired, wily, and ruthless Witch-Queen of Aglarond—
  remains famous long after her disappearance in the Era of 
  Upheaval.
  Also called the Storm Queen, the Simbul almost single-
  handedly held back the massed might of Thay from 
  sweeping over her kingdom (and all the Inner Sea lands 
  beyond it), for year after year and decade after decade. 
  In countless spell battles she defeated Red Wizards, 
  Zhentarim, Shadowmasters, lich lords, and even, legends 
  insist, beholder mages.
  A Chosen of Mystra and one of the legendary Seven 
  Sisters, the Simbul was always the most independent and 
  defiant of the Seven, going her own way in open defiance 
  of her elders Elminster and Khelben, and at times even the 
  goddess Mystra herself. Few in the Realms today know 
  her true name. After coming to the throne of Aglarond, she 
  called herself only the Simbul (in an ancient local tongue, a 
  simbul was a watchful warrior-wizard).
  After the death of the Seven Sisters' mother, a witch of 
  Rashemen called Oraumae raised the girl who became the 
  Simbul. Oraumae did so at the behest of Mystra herself, 
  and the goddess gave the witches spells that enabled them 
  to rule Rashemen and repel Thayan invasions.
  From her earliest days, the Simbul seemed driven to 
  understand magic more comprehensively than anyone 
  else. She was respected as both the greatest of sorcerers 
  and a powerful wizard. She strove to master applied 
  magic—spells cast often and decisively to influence the 
  world around her—as opposed to the painstaking and 
  solitary magical research that defines the lives of so many 
  of Faerûn’s mages. She was complex and moody, a loner 
  by nature, and spent much of her life flitting about the 
  Realms in shapechange-wrought disguises.
  Little is known of the 400-year period after the young 
  spellcaster left Rashemen, except that she spent much 
  of it wandering the planes. She ended up posing as 
  the apprentice of Ilione, a lesser sorceress and ruler of 
  Aglarond, under the name of "the Simbul." Ilione made the 
  Simbul her successor, and it was after Ilione's death that 
  she assumed the throne.
  The Simbul's closeness to the wizard Elminster is part of 
  her legend. It is rumored that they were lovers, and that 
  at one point Mystra sent the Simbul into the Nine Hells to 
  retrieve Elminster when he was banished there. In turn, 
  Elminster's influence is said to have helped reduce the 
  frequency of the Simbul's berserker rage fits, though she 
  was still feared for the sheer damage she could inflict when 
  provoked. This factor alone made her a living deterrent to 
  the expansionist ambitions of neighboring Thay.
  Always ready for a fight, the Simbul maintained many 
  caches of magical items all over the Realms. The Simbul’s 
  spell matrix, allowing her to cast a number of spells in 
  quick succession, was one of the secrets of her ongoing 
  success against the Red Wizards, which allowed the 
  continued survival of herself and her queendom for many 
  years. She herself used a more powerful form of this ritual, 
  known only to her, now believed to exist in written form 
  only in certain hidden caches.
  One of the Simbul’s caches was said to be in Evermeet, 
  another in the Herald’s Holdfast, and a third in a 
  demiplane accessed only via a spellweb linked to a staff 
  of power the Simbul owned. This last cache can only be 
  reached by doing exactly the right things to the staff when 
  it is in exactly the right place in the private, spell-guarded 
  apartments in Aglarond that remain sealed since the queen 
  who owned them vanished.
  Many—including the legendary King Azoun IV of 
  Cormyr—described the Simbul as a good friend, but 
  a deadly enemy. She was a mythic figure among the 
  common people of many lands across the Realms, who 
  thought of the Simbul as a fey witch best kept well away 
  from. Most folk privately thought the unpredictable, 
  awesomely powerful sorceress who ruled Aglarond 
  must be mad, but they were still glad she existed. As one 
  merchant of Suzail put it, “Better her fury and spellhurling 
  than all of us being spelltwisted slaves of the Red 
  Wizards.”
  In Aglarond, of course, and in the halls of the Harpers, 
  the Simbul had a different reputation. The folk of her 
  kingdom worshiped her for working so tirelessly to keep 
  them alive. The Harpers, as well as the folk in Telflamm 
  and in Telflamm, which she visited often to see Elminster, 
  viewed her with more respect than fear.
  The Simbul was widely believed to have been consumed 
  in the fire that destroyed the deity Velsharoon in 1425 DR, 
  the Year of the Seven Sisters, though the exact nature of 
  her disappearance remains a mystery to all but a few.
  Since then, the Simbul’s legacy lives on in many ways. 
  Many of her apprentices have become famous in their 
  own right, such as the four female apprentices she favored 
  just before the Spellplague: Evenyl Nathtalond, a wizard 
  and sorcerer; Phaeldara, also a wizard and sorcerer; 
  the Masked One, a sorcerer and rogue; and Thorneira 
  Thalance, a sorcerer and wizard.
  To this day, the wizards who rule Aglarond practice 
  the Art as taught by the Simbul. As a governing body, the 
  Simbarch Council is less impetuous than their nation’s 
  lost queen, and it has backed away from open hostilities 
  with Thay. With the restoration of the Weave, the ongoing 
  changes to the political landscape, and calls for elven 
  independence within the nation, it is unclear what sort of 
  place Aglarond will be in a generation’s time, except that 
  its potential for great change will be realized.
           
  Few know that the Simbul has not completely left 
  the mortal plane. She sacrificed herself to save the life of 
  Elminster, becoming a “voice in the Weave,” a sentience 
  able to speak, remember, and perceive, but lacking a body. 
  The handful of her sisters who have passed on persist 
  in the same way. Most of the time, however, the Simbul 
  shares Elminster’s mind and body, though she can briefly 
  leave it to ride the Weave.
  Jeremy Forbing
  
  79
  School of Voidmancy
  Voidmancy is the dangerous fi eld of study of the dark 
  and aberrant things that lie on the edge of reality. 
  Things that stretch the mental fortitude of those that 
  wish to see into the beyond. Many describe it as the 
  discovery of knowledge that no mortal is meant to 
  know, and the sheer number of madness-inducing 
  contacts with such places and beings suggests there’s 
  some merit to this theory. Voidmancers seek to 
  uncover these hidden truths in a methodical and – 
  theoretically – safe way, through the rigid study of 
  abjurations to protect themselves, and divinations to 
  limit discoveries to manageable slivers. Voidmancers 
  believe that scholars, cultists, and warlocks that touch 
  the other side, do so recklessly, and thus they are 
  consumed. Voidmancers believe that strict adherence 
  to methodology and mental discipline, allows them to 
  ward off a similar fate. 
  Voidmancer Features
  Wizard Level     Feature
  2nd
  Bonus Profi ciencies and Spells, 
  Whispers from the Void 
  6th
  Mental Discipline and Fortitude 
  10th
  Secrets of the Void 
  14th
  Screaming into the Void 
  Bonus Proficiencies and Spells
  Starting at 2nd level, you gain profi ciency in the 
  Arcana skill, and you double your profi ciency bonus 
  when making Intelligence (Arcana) checks related to 
  aberrations. In addition, armor of Agathys, arms of Hadar, 
  and hunger of Hadar are added to the wizard spell list for 
  you.  
  Whispers from the Void
  Starting at 2nd level, you constantly hear whispers 
  from the otherworld. Though trained to block out most 
  of these maddening sounds, occasionally a few useful 
  scraps of knowledge can be gleaned. Whenever you 
  make a skill check, you can roll an additional 2d4 and 
  add it to the total. This must be done after you roll the 
  die, but before the outcome is determined. You can use 
  this ability a number of times equal to your Intelligence 
  modifi er (minimum of once). You regain all expended 
  uses after fi nishing a long rest.  
    
  Mental Discipline and Fortitude
  At 6th level, your mental defenses against the constant 
  incursions of the otherworld are signifi cant. Whenever 
  you fail a Wisdom saving throw or a Charisma saving 
  throw, you can reroll the die and must use the new roll. 
  At 6th level,  you can use this ability once per long 
  rest. This increases to twice per long rest at 10th level, 
  and three times per long rest at 14th level.     
  Secrets of the Void
  At 10th level, you have seen the physics-defying 
  environments of the other side, and understand that 
  nothing is fi xed, even when it’s rigid. When you cast a 
  spell that has a range greater than self or touch, or an 
  area of effect greater than a single target, you can alter 
  the range or area of effect of that spell by 50%, either 
  greater or smaller. After using this ability, you cannot 
  use it again until after completing a long rest.    
  Screaming into the Void 
  Beginning at 14th level, aware of your infi nitesimally 
  inconsequential nature against the vast, unfathomable 
  beings of the void, you have become inured to the 
  horrors of the mundane. You gain resistance to psychic 
  damage and are immune to the stunned condition.    
  
  80
  New Voidmancer Spells
  Echoes of the Void
  5th-level conjuration 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a pickled octopus tentacle)   
  Duration: Concentration, up to 10 minutes 
  You conjure the merest shadow of the void in a 60-
  foot radius centered on a point within range. This 
  frigid, inky blackness torments those within. The area 
  is considered diffi cult terrain and is utterly black, and 
  creatures within the area of darkness have the blinded 
  condition unless they have senses beyond sight. Any 
  creature in the area of effect must succeed on a Wisdom 
  saving throw or take 2d6 psychic damage. At the start 
  of each of its turns, any creature in the area of darkness 
  takes 2d6 cold damage. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 6th level or higher, the psychic damage increases 
  by 1d6 for each slot level above 5th. 
  Visions of the Void
  3rd-level illusion 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a pickled eyeball)   
  Duration: Concentration, up to 1 minute 
  You create a 30 foot radius of swirling, disorienting 
  visions from the void. All creatures within the area 
  of effect when the spell is cast, or who start their turn 
  there, must make a successful Wisdom saving throw or 
  have their speed reduced to zero. Creatures perceive 
  they are moving if they attempt to, but seem to fi nd no 
  end to the confusing visions. 
  Voidsight
  2nd-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an eye from an aberration)   
  Duration: Concentration, up to 10 minutes 
  Casting this spell, your eyes change to solid purple 
  orbs, able to perceive in a new, alien perspective. You 
  are able to see in darkness, including magical darkness, 
  to the limit of your normal vision. Additionally, you 
  have advantage on skill checks that rely on sight when 
  interacting with aberrations. 
  Voidwhisper
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S  
  Duration: Instantaneous 
  You assault the senses of a creature within range with 
  whispers from the void. The creature must succeed on 
  a Wisdom saving throw or suffer 1d6 psychic damage 
  and can't take reactions until the start of its next turn. 
  This spell’s damage increases by 1d6 when you reach 
  5th level (2d6), 11th level (3d6), and 17th level (4d6).     
  Micah Watt
  This isn’t magic – it’s codiﬁ ed 
  stupidity. The ultimate hubris of 
  any wizard is believing you are in 
  control. There are certain things in 
  the multiverse that mortals should not 
  meddle with, no matter how disciplined 
  or knowledgeable they think they are. The 
  void is one of those things.
  meddle with, no matter how disciplined 
  or knowledgeable they think they are. The 
  
  81
  Bestiary
  Guardinal
  The guardinals live in the outer planes, centered on 
  Elysium, although many can be found in the service 
  of various deities. Like their angelic brethren, the 
  guardinals can shrug off most spells cast upon them and 
  are immune to many mundane woes like exhaustion. 
  While the selection of magic available to each type of 
  guardinal differs, they are all capable magic users and 
  healers.
  Guardinals are virtuous creatures, holding themselves 
  above capricious acts such as lying, stealing, or 
  cheating. This makes guardinals valuable peacekeepers 
  to other beings of the outer planes.
  Tranquility of Nature. Guardinals love their home 
  plane of Elysium for what it is; a picturesque image 
  of nature in balance. To a mortal visiting their plane, 
  it might remind them of a peaceful garden, or a quiet 
  glade. Everything seems peaceful and safe, and that’s 
  the way the guardinals want to keep things. 
  Should an invading force threaten to disturb this 
  tranquility, they should be prepared for the full might 
  of the guardinals to fall upon their heads.
  Beings Of Goodness. While angels are shards of 
  divinity, splintered off and given form, the guardinals 
  are long-lived mortal beings more like the eladrin. 
  While they can be angered quickly, their defi ning trait is 
  more about passion. Their passion for the lovely things 
  in the world knows no bounds. Guardinals treasure 
  things like well-brewed tea or conversation had during 
  a sunset or a quiet walk on a beach. There’s nothing 
  better than a quiet happy sigh, to a guardinal.
  Adventure on the Horizon. When not indulging in 
  their home plane, guardinals feel the need to fi nd work 
  worthy of their lot. Devoting themselves to the various 
  gods of the realms, whether wandering the outer planes 
  looking for trouble or just going on a walk-about to 
  see what they might fi nd, guardinals are the natural 
  adventurers of the universe.
  Planar Creatures. Despite not being celestials, 
  elementas or fi ends, guardinals can be summoned using 
  the planar ally or planar binding spells. 
  Avoral
  With unmatched eyesight, the avoral are the perfect 
  scouts for the guardinals. Their great skill at fl ying, 
  mixed with excellent spellcasting, make them revered 
  wherever they go. Rarely found alone, those that are 
  alone are typically on an important mission, otherwise, 
  they’re generally found in the company of other 
  guardinals. 
  Avoral
  Medium monstrosity, neutral good
  Armor Class 16 (natural armor)
  Hit Points 161(17d8+85)
  Speed 40 ft., f y 90 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   15 (+2) 23 (+6) 20 (+5) 15 (+2) 16 (+3) 16 (+3)
  Saving Throws Con +9
  Skills Insight +7, Perception +7, Persuasion +7 
  Damage Resistances lightning; bludgeoning, piercing and 
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, petrif ed, 
  poisoned
  Senses truesight 60 ft., passive Perception 17
  Languages all
  Challenge 11 (7,200 XP)
  Nature Speech. The avoral can converse with animals and 
  monstrosities, even if they don’t share a language.
  Magic Resistance. The avoral has advantage on saving throws 
  against spells and other magical ef ects.
  Magical Attacks. The avoral’s attacks count as magical for the 
  purposes of overcoming damage immunities and resistances.
  Innate Spellcasting. The avoral's spellcasting ability is 
  Charisma (spell save DC 14). The avoral can innately cast the 
  following spells, requiring only verbal components:
  At will: blur, dimension door, dispel magic, protection against evil 
  and good, magic missile
  1/day: lightning bolt
  Actions
  Multiattack. The avoral makes two claw attacks and two wing 
  attacks.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6+6) slashing damage.
  Wing. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6+6) bludgeoning damage.
  Medium monstrosity, neutral good
  Speed 40 ft., f y 90 ft.
   15 (+2) 23 (+6) 20 (+5) 15 (+2) 16 (+3) 16 (+3)
  Challenge 11 (7,200 XP)
  
  82
  The Guardinals are a planar race of dichotomy. They have physical characteristics we 
  associate with common animals, and occasionally display similar traits or behaviors, but 
  at the same time are peaceful, civilized, and wise in ways we mortals rarely are. They 
  have an effortless grace and calm but can display unrestrained savagery when sufﬁ ciently 
  provoked. They also naturally wield magic with a proﬁ ciency that wizards can only envy. 
  They are, perhaps, what we should aspire to emulate.
  
  83
  Cerdival
  The ram-headed cervidal are said to resemble satyrs, 
  a statement they’ll outright and fl atly deny. Perhaps 
  the differences are subtle, but it is more likely that of 
  all the guardinals, the cervidal have the most pride. 
  Contrary to their powerful physical build, most 
  cervidal prefer to avoid confl ict whenever possible 
  through the use of their magic.
  Cerdival
  Medium monstrosity, neutral good
  Armor Class 17 (natural armor)
  Hit Points 97 (15d8+30)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   19 (+4) 15 (+2) 15 (+2) 12 (+1) 17 (+3) 16 (+3)
  Saving Throws Wis +6, Cha +6
  Skills Athletics +7, Perception +6 
  Damage Resistances lightning, poison; bludgeoning, piercing 
  and slashing from nonmagical weapons
  Condition Immunities exhaustion, frightened, petrif ed
  Senses darkvision 30 ft., passive Perception 16
  Languages Common, Celestial, Infernal
  Challenge 6 (2,300 XP)
  Nature Speech. The cerdeval can converse with animals and 
  monstrosities, even if they don’t share a language.
  Magic Resistance. The cerdeval has advantage on saving 
  throws against spells and other magical ef ects.
  Charge. If the cervidal moves at least 20 feet straight towards 
  a creature and then hits it with a horn attack on the same 
  turn, the target takes an extra 9 (2d8) bludgeoning damage. 
  The target must succeed on a DC 14 Charisma saving throw 
  or be sent back to its plane of origin as if af ected by the 
  banishment spell. Creatures native to the plane the cervidal is 
  on are immune to this ef ect.
  Innate Spellcasting. The cerdeval's spellcasting ability is 
  Charisma (spell save DC 14). The cerdeval can innately cast 
  the following spells, requiring only verbal components:
  At will: bless, detect evil and good, light
  3/day each: hold person, magic missile
  1/day each: cure wounds, suggestion
  Actions
  Multiattack. The cervidal makes three attacks: two slam 
  attacks and one attack with its horns. 
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8+4) bludgeoning damage.
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 9 (1d10+4) bludgeoning damage.
  Speed 50 ft.
  Equinal
  Large monstrosity, neutral good
  Armor Class 14 (natural armor)
  Hit Points 130 (20d8+40)
  Speed 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   23 (+6) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 15 (+2)
  Saving Throws Con +7
  Skills Arcana +5, Perception +6, Religion +5, Survival +6 
  Damage Resistances lightning; bludgeoning, piercing and 
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, petrif ed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Celestial, Infernal
  Challenge 9 (5,000 XP)
  Nature Speech. The equinal can converse with animals and 
  monstrosities, even if they don’t share a language.
  Magic Resistance. The equinal has advantage on saving 
  throws against spells and other magical ef ects.
  Innate Spellcasting. The equinal's spellcasting ability is 
  Charisma (spell save DC 14). The lupinal can innately cast the 
  following spells, requiring only verbal components:
  At will: detect evil and good, detect magic
  3/day each: counterspell, cure wounds, dispel magic, magic 
  missile
  1/day each: slow, wall of stone
  Actions
  Multiattack. The equinal makes four slam attacks
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 
  Hit: 13 (2d6+6) bludgeoning damage.
  War Whinny. The equinal unleashes a terrifying shriek. All 
  creatures of the equinal’s choice within 40 feet, must succeed 
  on a Wisdom saving throw or become deafened for 1 minute. 
  The target can repeat the saving throw at the end of each of 
  its turns, ending the ef ect on itself on a success. The equinal 
  gains temporary hit points equal to twice the number of 
  creatures targeted (regardless of the outcome of their saving 
  throw).
  Speed 80 ft.
  Challenge 9 (5,000 XP)
  Equinal
  The most reserved of the guardinals, the equinal is a 
  deadly warrior. Able to survive damage that would 
  end lesser creatures, they spend most of their lives 
  perfecting a specifi c art; honing it in the same way 
  they would their martial prowess. Warrior poets, 
  artists, and songwriters are common ways of life for 
  an equinal. 
  
  84
  Lupinal
  Medium monstrosity, neutral good
  Armor Class 19 (natural armor)
  Hit Points 130 (20d8+40)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   22 (+6) 20 (+5) 14 (+2) 16 (+3) 15 (+2) 18 (+4)
  Skills Athletics +10, Acrobatics +9, Perception +6, Stealth +9 
  Damage Resistances lightning; bludgeoning, piercing and 
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, petrif ed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Celestial, Infernal
  Challenge 9 (5,000 XP)
  Nature Speech. The lupinal can converse with animals and 
  monstrosities, even if they don’t share a language.
  Magic Resistance. The lupinal has advantage on saving throws 
  against spells and other magical ef ects.
  Heightened Senses. The lupinal has advantage on Wisdom 
  (Perception) checks that rely on sight or smell.
  Grappler. If the lupinal strikes with two claw attacks against 
  the same target on the same turn, if it isn’t already grappling 
  a creature, the target is grappled. All attacks against a creature 
  that it is grappling count as critical hits.
  Rapid Dodging. Creatures making ranged weapon attacks 
  against the lupinal suf er disadvantage on their attack.
  Innate Spellcasting. The lupinal's spellcasting ability is 
  Charisma (spell save DC 16). The lupinal can innately cast the 
  following spells, requiring only verbal components:
  At will: blink, blur, detect evil and good, light
  3/day each: cure wounds, magic missile, f y
  Actions
  Multiattack. The lupinal makes three attacks: two claw attacks 
  and one bite attack.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 9 (1d6+6) slashing damage.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 10 (1d8+6) piercing damage.
  Speed 50 ft.
  Challenge 9 (5,000 XP)
  Lupinal
  The wolf-headed lupinal is an incomparable hunter; 
  tracking down prey unerringly and quickly fi nishing 
  them off. Lupinals very rarely congregate, with the 
  sole exception of grand hunts. When a lupinal has 
  found very diffi cult prey, they’ll often seek out other 
  lupinals to assist them.
  Leonal
  Medium monstrosity, neutral good
  Armor Class 19 (natural armor)
  Hit Points 237 (25d8+125)
  Speed 40 ft..
  STR
  DEX
  CON
  INT
  WIS
  CHA
   27 (+8) 17 (+3) 20 (+5) 14 (+2) 14 (+2) 18 (+4)
  Saving Throws Str +13, Con +10, Wis +7
  Skills Athletics +13, Acrobatics +8, Intimidation +9, Perception 
  +7, Persuasion +9, Stealth +8, Survival +8 
  Damage Resistances lightning; bludgeoning, piercing and 
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, petrif ed, 
  poisoned
  Senses truesight 60 ft., passive Perception 17
  Languages all
  Challenge 16 (15,000 XP)
  Nature Speech. The leonal can converse with animals and 
  monstrosities, even if they don’t share a language.
  Magic Resistance. The leonal has advantage on saving throws 
  against spells and other magical ef ects.
  Protective Aura. All creatures of the leonal’s choice within 
  20 feet, share the leonal’s damage immunities and damage 
  resistances, and benef t from the leonal’s Magic Resistance 
  trait as well.
  Innate Spellcasting. The leonal's spellcasting ability is 
  Charisma (spell save DC 17). The leonal can innately cast the 
  following spells, requiring only verbal components:
  At will: detect thoughts, f reball, protection from evil and good
  3/day each: greater restoration, heal
  Actions
  Multiattack. The leonal makes one bite attack and two claw 
  attacks or four claw attacks if it moved at least 15 feet f rst.
  Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 22 (4d6+8) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 22 (4d6+8) slashing damage. 
  Speed 40 ft..
  Challenge 16 (15,000 XP)
  Leonal
  Leonals are charismatic, natural leaders, and 
  paragons of bravery. The leonals are exceptional 
  combatants, with powerful magic to back their 
  natural weapons. When found with other guardinals, 
  they take on a commanding role. When found alone, 
  they’re often in a self-exile, searching for meaning in 
  the universe.
  
  85
  Ursinal
  Large monstrosity, neutral good
  Armor Class 18 (natural armor)
  Hit Points 199 (19d10+95)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
   25 (+7) 14 (+2) 21 (+5) 18 (+4) 17 (+3) 18 (+4)
  Saving Throws Str +11, Con +9
  Skills Arcana +8, Athletics +11, History +8, Insight +7, 
  Medicine +7, Nature +8, Religion +8 
  Damage Resistances lightning; bludgeoning, piercing and 
  slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities exhaustion, frightened, petrif ed, 
  poisoned
  Senses truesight 60 ft., passive Perception 13
  Languages all
  Challenge 12 (8,400 XP)
  Nature Speech. The ursinal can converse with animals and 
  monstrosities, even if they don’t share a language.
  Magic Resistance. The ursinal has advantage on saving throws 
  against spells and other magical ef ects.
  Expert Grappler. The ursinal is the consumate grappler. When 
  rolling ability checks to start or maintain grapples, the ursinal 
  can treat any result of 20 or lower as 21.
  Uncanny Dodge. When an attacker that the ursinal can see 
  hits them with an attack, they can use their reaction to halve 
  the attack’s damage.
  Innate Spellcasting. The ursinal's spellcasting ability is 
  Charisma (spell save DC 16). The ursinal can innately cast the 
  following spells, requiring only verbal components:
  At will: daylight, detect evil and good, dimension door, sleep
  3/day each: hold monster, polymorph, lesser restoration
  1/day: divine word
  Actions
  Multiattack. The ursinal makes one bite attack and two claw 
  attacks.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 16 (2d8+7) piercing damage, or 48 (6d8+21) piercing 
  damage against a grappled target
  Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 16 (2d8+7) slashing damage. If the ursinal hits with both 
  claw attacks against the same target, the target must succeed 
  on a DC 19 Strength saving throw or become grappled by the 
  ursinal.
  Speed 30 ft.
  Challenge 12 (8,400 XP)
  Ursinal
  Second in strength only to the leonal, the fearsome 
  presence of a ursinal was intimidating, but they were 
  actually quite prone to encouraging others to non-
  violence. Philosophers and academics, the ursinal 
  kept the lore and history of the guardinals as living 
  testaments to everything they were, are, or ever will 
  be.
  
  86
  Spell Index - By Name
  Ablative Body Ward  
   
  10
  Aegis of Shielding 
   
  43
  Aggressive Surge 
   
  14
  Air Lift  
   
   
  21
  Alamanther's Return 
   
  76
  Alchemical Grenade  
   
   7
  Altered Marionette 
   
  60
  Arane Resilience  
   
  14
  Arcane Ball Bearings  
   
   7
  Beckon Closer 
   
   
  49
  Blade of Flickering Shadows 
  57
  Blessing of the elements  
  14
  Breath of Life 
   
   
  21
  Chaotic Polarity Aura 
   
  34
  Command Water 
   
  27
  Conjure Plants 
   
   
  23
  Corrosive Covering 
   
  39
  Create Revenant  
   
  65
  Curse of Combustion 
   
  30
  Dead Man's Tell  
   
  65
  Decelerating Slash 
   
  44
  Detect Magical Object 
   
  39
  Dimensional Doorway 
   
  18
  Dimensional Reach 
   
  18
  Dimensional Window 
   
  19
  Dire Radiance 
   
   
  44
  Disconnect Bond  
   
  16
  Dishearten 
   
   
  32
  Duel Ward 
   
   
  44
  Duplicate Soul Object 
   
  73
  Earthen Grace 
   
   
  26
  Echoes of the Void 
   
  80
  Elastic Tether 
   
   
  51
  Emerald Bands  
   
  40
  Emparadweomer 
   
  47
  Ensnaring Draft  
   
  21
  Ethereal Quiver  
   
  16
  Exemplar of Self  
   
  31
  Explosive Marionette 
   
  60
  Fire Trap 
   
   
  30
  Fires of Avernus  
   
   8
  Fist of Stone 
   
   
  26
  Flechette 
   
   
  34
  Flechette Spray  
   
  34
  Flechette Storm  
   
  35
  Fleet Foot 
   
   
  51
  Fleeting Journey  
   
  19
  Gemstone Fission 
   
  40
  Gravity Ward 
   
   
  11
  Greater Charm of Second Chance  10
  Greater Darkness 
   
  71
  Greater Fire Trap 
   
  30
  Greater Telepathic Bond  
  71
  Hungering Blade 
   
  14
  Improved Mage Armor  
  46
  Inevitable Winter 
   
  58
  Jade Clone 
   
   
  41
  Know Direction  
   
  46
  Laeral's Dancing Dweomer 
  76
  Lesser Charm of second Chance  10
  Lifetap  
   
   
  66
  Light Lance 
   
   
  36
  Locate Favored Enemy 
   
  46
  Lunar Fire Fist 
   
   
  53
  Maladweomer 
   
   
  47
  Melf's Most Minute Meteor 
  11
  Mind Bomb 
   
   
  55
  Mind Hold 
   
   
  55
  Misty Escape 
   
   
  46
  Monstrous Marionette 
   
  60
  Moon Soul Revival 
   
  54
  Moon Walk 
   
   
  54
  Night Vision 
   
   
  36
  No More Lies 
   
   
  76
  Object Sight 
   
   
  74
  Overpower Bond 
   
  16
  Passionate Pursuit 
   
  32
  Peep-Hole 
   
   
  50
  Pierce Any Shield 
   
  48
  Pierce Magic Resistance  
  47
  Piercing Vision  
   
  72
  Portal Sense 
   
   
  51
  Positive Foundations 
   
  32
  Predict Action 
   
   
  72
  Preserve Plant 
   
   
  24
  Prismatic Cloud  
   
  10
  Prismatic Ray 
   
   
  37
  Psychic Armor  
   
  55
  Psychic Wind 
   
   
  55
  Pulsar Shield 
   
   
  11
  Pure Flame 
   
   
  29
  Pyroclastic Cataclysm 
   
  30
  Radiant Burst 
   
   
  37
  Radiant Shield 
   
   
  37
  Radiant Weapon  
   
  37
  Rain   
   
   
   
  28
  Rain of Stones 
   
   
  26
  Reaver's Touch  
   
  66
  Redirect  
   
   
  50
  Remove Gravity  
   
  12
  Remove Oxygen  
   
  22
  Reverse Teleportation 
   
  52
  Rune of Recharge 
   
  70
  Rune of Supression 
   
  70
  Runic Barrier 
   
   
  70
  Rust Field 
   
   
  35
  Rusting Burst 
   
   
  35
  Rusting Grasp 
   
   
  35
  Sandblast 
   
   
  26
  Scalding Sphere  
   
  28
  Self Destruct 
   
   
  39
  Shadow Magic  
   
  58
  Shifting Shadow  
   
  58
  Shrapnel Ray 
   
   
   8
  Siege Imbuement 
   
  39
  Simbul's Spell Sequencer  
  76
  Singularity 
   
   
  12
  Soul Burn 
   
   
  74
  Soulshare 
   
   
  74
  Spell Rune 
   
   
  69
  Spellsteal 
   
   
  48
  Sunglow 
   
   
  24
  Suspicion and Doubt 
   
  32
  Symbiotic Confidence 
   
  32
  Temporal Visions 
   
  50
  Tenser's Recall 
   
   
  16
  Tethered Mind  
   
  56
  Tidy 
   
   
   
  50
  Twinned Lunar Fire Fist  
  54
  Unshakable Self Awareness 
  32
  Ventriloquy 
   
   
  61
  Viridian Shell 
   
   
  41
  Visions of the Void 
   
  80
  Voidsight 
   
   
  80
  Voidwhisper 
   
   
  80
  Warding Blade  
   
  14
  Water Lasso 
   
   
  28
  Whimsybloom  
   
  24
  X-Ray Vision 
   
   
  72
  
  87
  Spell Index - By Level
  Cantrip
  Alchemical Grenade  
   
  7
  Dire Radiance 
   
   
  44
  Duplicate Soul Object 
   
  73
  Flechette 
   
   
  34
  Fleet Foot 
   
   
  51
  Know Direction  
   
  46
  Melf's Most Minute Meteor 
  11
  Peep-Hole 
   
   
  50
  Piercing Vision  
   
  72
  Preserve Plant 
   
   
  24
  Reaver's Touch  
   
  66
  Shifting Shadow  
   
  58
  Voidwhisper 
   
   
  80
  Whimsybloom  
   
  24
  1st level
  Dead Man's Tell  
   
  65
  Dimensional Window 
   
  19
  Dishearten 
   
   
  32
  Earthen Grace 
   
   
  26
  Emerald Bands  
   
  40
  Emparadweomer 
   
  47
  Flechette Spray  
   
  34
  Gemstone Fission 
   
  40
  Night Vision 
   
   
  36
  Positive Foundations 
   
  32
  Pure Flame 
   
   
  29
  Sandblast 
   
   
  26
  Scalding Sphere  
   
  28
  Shrapnel Ray 
   
   
   8
  Soulshare 
   
   
  74
  Ventriloquy 
   
   
  61
  Viridian Shell 
   
   
  41
  Warding Blade  
   
  14
  2nd level
  Aggressive Surge 
   
  14
  Altered Marionette 
   
  60
  Chaotic Polarity Aura 
   
  34
  Dimensional Reach 
   
  18
  Disconnect Bond  
   
  16
  Elastic Tether 
   
   
  51
  Fist of Stone 
   
   
  26
  Gravity Ward 
   
   
  11
  Lesser Charm of second Chance  10
  Lifetap  
   
   
  66
  Lunar Fire Fist 
   
   
  53
  Overpower Bond 
   
  16
  Passionate Pursuit 
   
  32
  Radiant Burst 
   
   
  37
  Radiant Weapon  
   
  37
  Rain   
   
   
   
  28
  Self Destruct 
   
   
  39
  Siege Imbuement 
   
  39
  Symbiotic Confidence 
   
  32
  Tidy 
   
   
   
  50
  Voidsight 
   
   
  80
  3rd level
  Ablative Body Ward  
   
  10
  Aegis of Shielding 
   
  43
  Arcane Ball Bearings  
   
   7
  Breath of Life 
   
   
  21
  Conjure Plants 
   
   
  23
  Corrosive Covering 
   
  39
  Dimensional Doorway 
   
  18
  Ethereal Quiver  
   
  16
  Hungering Blade 
   
  14
  Improved Mage Armor  
  46
  Laeral's Dancing Dweomer 
  76
  Light Lance 
   
   
  36
  Maladweomer 
   
   
  47
  Misty Escape 
   
   
  46
  Moon Soul Revival 
   
  54
  No More Lies 
   
   
  76
  Object Sight 
   
   
  74
  Portal Sense 
   
   
  51
  Psychic Wind 
   
   
  55
  Rain of Stones 
   
   
  26
  Remove Gravity  
   
  12
  Rusting Grasp 
   
   
  35
  Soul Burn 
   
   
  74
  Suspicion and Doubt 
   
  32
  Visions of the Void 
   
  80
  Water Lasso 
   
   
  28
  X-Ray Vision 
   
   
  72
  4th level
  Air Lift  
   
   
  21
  Arane Resilience  
   
  14
  Blade of Flickering Shadows 
  57
  Command Water 
   
  27
  Decelerating Slash 
   
  44
  Detect Magical Object 
   
  39
  Fire Trap 
   
   
  30
  Greater Charm of Second Chance  10
  Jade Clone 
   
   
  41
  Monstrous Marionette 
   
  60
  Pierce Magic Resistance  
  47
  Radiant Shield 
   
   
  37
  Rusting Burst 
   
   
  35
  5th level
  Blessing of the Elements  
  14
  Curse of Combustion 
   
  30
  Duel Ward 
   
   
  44
  Echoes of the Void 
   
  80
  Fires of Avernus  
   
   8
  Flechette Storm  
   
  35
  Fleeting Journey  
   
  19
  Locate Favored Enemy 
   
  46
  Mind Hold 
   
   
  55
  Moon Walk 
   
   
  54
  Prismatic Cloud  
   
  10
  Prismatic Ray 
   
   
  37
  Pulsar Shield 
   
   
  11
  Redirect  
   
   
  50
  Remove Oxygen  
   
  22
  Rune of Recharge 
   
  70
  Runic Barrier 
   
   
  70
  Shadow Magic  
   
  58
  Spell Rune 
   
   
  69
  Sunglow 
   
   
  24
  Tenser's Recall 
   
   
  16
  Tethered Mind  
   
  56
  Twinned Lunar Fire Fist  
  54
  Unshakable Self Awareness 
  32
  6th level
  Beckon Closer 
   
   
  49
  Ensnaring Draft  
   
  21
  Explosive Marionette 
   
  60
  Greater Darkness 
   
  71
  Greater Fire Trap 
   
  30
  Inevitable Winter 
   
  58
  Psychic Armor  
   
  55
  Rune of Supression 
   
  70
  Rust Field 
   
   
  35
  Temporal Visions 
   
  50
  7th level
  Create Revenant  
   
  65
  Predict Action 
   
   
  72
  Simbul's Spell Sequencer  
  76
  Spellsteal 
   
   
  48
  8th level
  Greater Telepathic Bond  
  71
  Mind Bomb 
   
   
  55
  Reverse Teleportation 
   
  52
  9th level
  Alamanther's Return 
   
  76
  Exemplar of Self  
   
  31
  Pierce Any Shield 
   
  48
  Pyroclastic Cataclysm 
   
  30
  Singularity 
   
   
  12
  
  88
  Spell Index - By Spell School
  Abjuration
  Ablative Body Ward  
   
  10
  Aegis of Shielding 
   
  43
  Arane Resilience  
   
  14
  Duel Ward 
   
   
  44
  Earthen Grace 
   
   
  26
  Fire Trap 
   
   
  30
  Greater Fire Trap 
   
  30
  Improved Mage Armor  
  46
  Mind Hold 
   
   
  55
  Radiant Shield 
   
   
  37
  Spell Rune 
   
   
  69
  Warding Blade  
   
  14
  Tenser's Recall 
   
   
  16
  Conjuration
  Air Lift  
   
   
  21
  Arcane Ball Bearings  
   
   7
  Beckon Closer 
   
   
  49
  Command Water 
   
  27
  Conjure Plants 
   
   
  23
  Dimensional Doorway 
   
  18
  Dimensional Reach 
   
  18
  Dimensional Window 
   
  19
  Duplicate Soul Object 
   
  73
  Echoes of the Void 
   
  80
  Elastic Tether 
   
   
  51
  Emerald Bands  
   
  40
  Ensnaring Draft  
   
  21
  Ethereal Quiver  
   
  16
  Fleeting Journey  
   
  19
  Misty Escape 
   
   
  46
  Prismatic Cloud  
   
  10
  Psychic Armor  
   
  55
  Rain   
   
   
   
  28
  Reverse Teleportation 
   
  52
  Sandblast 
   
   
  26
  Scalding Sphere  
   
  28
  Shifting Shadow  
   
  58
  Sunglow 
   
   
  24
  Tidy 
   
   
   
  50
  Water Lasso 
   
   
  28
  Divination
  Dead Man's Tell  
   
  65
  Detect Magical Object 
   
  39
  Greater Charm of Second Chance  10
  Greater Telepathic Bond  
  71
  Know Direction  
   
  46
  Lesser Charm of second Chance  10
  Locate Favored Enemy 
   
  46
  Object Sight 
   
   
  74
  Peep-Hole 
   
   
  50
  Piercing Vision  
   
  72
  Portal Sense 
   
   
  51
  Predict Action 
   
   
  72
  Temporal Visions 
   
  50
  Voidsight 
   
   
  80
  X-Ray Vision 
   
   
  72
  Enchantment
  Aggressive Surge 
   
  14
  Blessing of the elements  
  14
  Chaotic Polarity Aura 
   
  34
  Curse of Combustion 
   
  30
  Dishearten 
   
   
  32
  Emparadweomer 
   
  47
  Exemplar of Self  
   
  31
  Hungering Blade 
   
  14
  Maladweomer 
   
   
  47
  No More Lies 
   
   
  76
  Passionate Pursuit 
   
  32
  Pierce Any Shield 
   
  48
  Pierce Magic Resistance  
  47
  Positive Foundations 
   
  32
  Rune of Supression 
   
  70
  Simbul's Spell Sequencer  
  76
  Spellsteal 
   
   
  48
  Suspicion and Doubt 
   
  32
  Symbiotic Confidence 
   
  32
  Unshakable Self Awareness 
  32
  Evocation
  Alchemical Grenade  
   
   7
  Breath of Life 
   
   
  21
  Dire Radiance 
   
   
  44
  Explosive Marionette 
   
  60
  Fires of Avernus  
   
   8
  Flechette 
   
   
  34
  Flechette Spray  
   
  34
  Flechette Storm  
   
  35
  Greater Darkness 
   
  71
  Light Lance 
   
   
  36
  Lunar Fire Fist 
   
   
  53
  Melf's Most Minute Meteor 
  11
  Mind Bomb 
   
   
  55
  Moon Soul Revival 
   
  54
  Preserve Plant 
   
   
  24
  Prismatic Ray 
   
   
  37
  Psychic Wind 
   
   
  55
  Pulsar Shield 
   
   
  11
  Pure Flame 
   
   
  29
  Pyroclastic Cataclysm 
   
  30
  Radiant Burst 
   
   
  37
  Radiant Weapon  
   
  37
  Rain of Stones 
   
   
  26
  Runic Barrier 
   
   
  70
  Self Destruct 
   
   
  39
  Shrapnel Ray 
   
   
   8
  Soul Burn 
   
   
  74
  Tethered Mind  
   
  56
  Twinned Lunar Fire Fist  
  54
  Voidwhisper 
   
   
  80
  Illusion
  Jade Clone 
   
   
  41
  Laeral's Dancing Dweomer 
  76
  Moon Walk 
   
   
  54
  Shadow Magic  
   
  58
  Ventriloquy 
   
   
  61
  Visions of the Void 
   
  80
  Whimsybloom  
   
  24
  Necromancy
  Blade of Flickering Shadows 
  57
  Create Revenant  
   
  65
  Inevitable Winter 
   
  58
  Lifetap  
   
   
  66
  Reaver's Touch  
   
  66
  transmutation
  Alamanther's Return 
   
  76
  Altered Marionette 
   
  60
  Corrosive Covering 
   
  39
  Decelerating Slash 
   
  44
  Disconnect Bond  
   
  16
  Fist of Stone 
   
   
  26
  Fleet Foot 
   
   
  51
  Gemstone Fission 
   
  40
  Gravity Ward 
   
   
  11
  Monstrous Marionette 
   
  60
  Night Vision 
   
   
  36
  Overpower Bond 
   
  16
  Redirect  
   
   
  50
  Remove Gravity  
   
  12
  Remove Oxygen  
   
  22
  Rune of Recharge 
   
  70
  Rust Field 
   
   
  35
  Rusting Burst 
   
   
  35
  Rusting Grasp 
   
   
  35
  Siege Imbuement 
   
  39
  Singularity 
   
   
  12
  Soulshare 
   
   
  74
  Viridian Shell 
   
   
  41
  
  89
  Scott Bean
  Scott is the owner of Dragon Rock Games, which he 
  started in 2016 with his first release on the DMs Guild—
  the Spirit Shaman character class. The bulk of Scott’s 
  game design experience includes developing character 
  classes, class archetypes, spells, and magic items. Scott’s 
  project work experience includes art direction, editing, 
  layout, product design, project lead, and writing. Some 
  of his best-selling work has been released through 
  collaborations, which include ‘Elminster’s Guide to 
  Magic', ‘Faiths of the Forgotten Realms 1 & 2', and ' The 
  Blackstaff's Book of 1000 Spells'.  @dragonrockgames on 
  Facebook and Twitter. 
  Phil Beckwith
  Phil Beckwith is an Adamantine bestselling author 
  on DMsGuild. He is a father and husband, and Chief 
  Publisher at P.B. Publishing with releases including the 
  Adamantine bestselling adventure The Haunt (featured 
  in Dragon+), Dinos-Wars Duology (featured in 
  Dragon+), The Minotaur Trilogy, The Haunt 2 & 3, and 
  Richard A. Knaak’s Rex Draconis RPG plus many more 
  over on DMs Guild and DrivethruRPG. Follow Phil on 
  Twitter: @pbpublishing1 and over on Patreon: www.
  patreon.com/pbpublishing.
  Dante Ezio Cifaldi
  Dante Cifaldi is an Artist with a passion for all things 
  entertainment, whether that be movies, videogames, 
  books, or TTRPG's, and harbors a great ambition to 
  work professionally across all areas one day.
  He is most actively associated with Pyromaniac 
  Press as the Lead Artist, ranging from Artwork, to 
  Cartography and the Graphic Design Elements that 
  can be found throughout the Adventure Path 'What 
  Lies Beyond Reason', and the D&D 5e hardcover deity 
  supplements 'Faiths of the Forgotten Realms 1 & 2'.
  You can find him on Facebook by his name or check 
  out his Artstation https://www.artstation.com/dante_
  ezio_c.
  Elise Ann Cretel
  Elise Cretel works as a technical writer-editor and 
  project manager by day and Dungeon Master at night. 
  She is a contributing writer of Undermountain:The Lost 
  Chambers, The Great Dale Campaign Guide, Temple 
  of Madriel, and Uncaged on the DM’s Guild and 
  DriveThruRPG. Elise is the creator of The Red Knight 
  Inn which supports diversity in gaming and her favorite 
  classes are Wizard and Psion. She is also published 
  through HitRecord productions, and you can find Elise 
  on Twitter @DNDElise.
  Jeremy Forbing
  Jeremy Forbing is a Mithral-bestselling author at 
  DMsGuild, with creations ranging from the Masque 
  of the Red Death Player's Guide to the Ravenloft 
  Archetypes series of player options (which Critical 
  Role creator Matt Mercer praised as “Well thought 
  out, well presented, and a fantastic supplement to any 
  campaign") and, most recently, The Blackstaff's Book 
  of 1000 Spells. He is currently sheltering in place in Los 
  Angeles with his wife Celine and their two sons, Isaac 
  and Owen. Find him on Twitter @JeremyForbing.
  Bryan Holmes
  It’s said that if you listen very carefully, at the quietest 
  point in the middle of the night, the echoes from 
  clacking keys can be heard. As it turns out, these 
  legends are true, and the clacking comes from Bryan’s 
  keyboard. Between being a programmer during the day, 
  an author at night, a father all the time, and a moderator 
  for the unofficial DMsGuild Discord, it seems like his 
  soul must have been traded in a contract to somehow 
  have more hours in the day than physics would allow. 
  For a preview of what one can do with infernal gifts 
  like these, check out the 'Backgrounds of Faerûn' series, 
  'Feats of the Forgotten Realms', or 'Hellbound Heists' on 
  the DMsGuild.
  Justyn Johnston
  Justyn has worked on a number of DMs Guild 
  projects, as both a writer and as an editor. His works 
  include 'Artifacts of the Guild', 'Advanced Arcana', 
  and ‘Invasion of the Gnoll Lord’. You can find him on 
  Twitter @dnd_JJ.
  Ryan Langr
  Owner of Realmwarp Media, Ryan incorporates his 
  passion for creating variant and optional mechanics in 
  most of his products for D&D 5e. He’s known primarily 
  for his variant race mechanics 'Grazilaxx’s Guide to 
  Ancestry', and for alternate multiclassing mechanics 
  ‘Master of None’. You can follow him on facebook at @
  realmwarpmedia, or on Twitter at @RealmwarpM
  Contributor Biographies
  
  90
  Robyn Nix
  Robyn Nix's DMsGuild work includes a plethora of 
  Fantasy Grounds conversions for projects such as 
  Master of None, Faiths of the Forgotten Realms II, 
  Cursed Classes, and Archetypes of Eberron. Aside 
  from being a Fantasy Grounds extraordinaire, she 
  enjoys creating monsters, magic items, classes, races, 
  and worldbuilding-focused content. You can fi nd her 
  posting about worldbuilding, DMing digitally with 
  Fantasy Grounds, and dabbling in art on Twitter @
  Remedeezy
  Iam Pace
  Iam Pace is a multiple Emmy-nominated journalist 
  and Reader's Choice Award-winning copywriter and 
  copyeditor who has freelanced for Wizards of the 
  Coast and Cryptozoic Entertainment. You can see his 
  award-winning work on the Cryptozoic store and the 
  DMsGuild, and you can fi nd him posting about RPGs, 
  writing, and art on Twitter.
  Micah Watt
  Shrouded in mystery, hidden in darkness, and rumored 
  to be the chosen of Dumathoin (because he started the 
  rumor) Micah is the Owner of Pyromaniac Press, and 
  Platinum Bestselling D&D 5e designer. Known widely 
  for his epic adventure path 'What Lies Beyond Reason', 
  the 'Rex Draconis RPG' conversion, and the hardcover 
  deity supplements 'Faiths of the Forgotten Realms 1 & 
  2', you can stalk him at www.pyromaniacpress.com, or 
  on Facebook or Twitter @pyromaniacpress.
  Faiths of the Forgotten Realms 
  provides Cleric Domains and 
  Paladin Oaths for the 50 primary 
  deities of the Faerûnian Pantheon
  This volume features more than 100 
  archetypes, 179 new spells, 28 holy 
  texts, 18 magic items and 13 holy 
  artifacts to bring your faith inspired 
  adventures to life.
  Want More Archetypes? More Spells?
  Faiths of the Forgotten Realms 2 
  provides class archetypes for 50 select 
  deities from the various peoples of 
  the realms.
  This volume features 100 archetypes, 
  105 new spells, 13 holy texts and 22 
  magic items for faithful characters.
  The Blackstaff's Book of 1000 
  Spells 
  This ancient book of magical secrets 
  and the wisdom of the greatest 
  spellcasters in the Forgotten Realms 
  lives up to its name, with over 1,000 
  spells for every character class, every 
  occasion, and every level of power.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Pyromaniac Press/Pyromaniac Press - Blackstaffs Tome of Wizardry.pdf