Power Word Fortify
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients. Spell Tags: Buff Available For: Bard (Legacy), Cleric (Legacy), Bard, Cleric
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients. Spell Tags: Buff Available For: Bard (Legacy), Cleric (Legacy), Bard, Cleric
Content Warning Environmental effect (fire)
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rival’s minions to sow chaos and confusion. Secret. Ketgrinn can’t resist a puzzle or riddle, and a difficult one can send a ketgrinn’s mind…
Festergut is one of two abominations created by Professor Putricide. Festergut has a childlike mind, calls Putricide “Daddy,” and seems to cherish its pet plague-dog, Stinky, but it shares Putricide’s loathing of all living things.
Content Warning Environmental hazards (water)
Ring, legendary (requires attunement by a Paladin) This ring is blessed by a god of life and healing. While wearing the ring, you can use your Lay On Hands on a creature up to 10 feet away from you instead of needing to touch it. The Outer Ring. The inner, golden ring is covered by a silver puzzle ring that grants various benefits. The puzzle ring is made up of three distinct bands. As the bands…
A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up. Spell Tags: Healing, Buff Available For: Bard (Legacy), Cleric (Legacy), Bard, Cleric
You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Available For: Sorcerer (Legacy), Warlock (Legacy), Wizard…
You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage. Spell Tags: Damage, Control Available For: Bard (Legacy), Sorcerer (Legacy), Warlock (Legacy), Wizard (Legacy), Bard, Sorcerer, Warlock, Wizard
Wondrous Item, rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere…
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Spell Tags: Damage Available For: Sorcerer…
Level 7 Enchantment (Bard, Cleric) Casting Time: Action Range: 60 feet Components: V Duration: Instantaneous You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage. Spell Tags: Buff, Warding Available For: Cleric (Legacy), Druid (Legacy), Paladin (Legacy), Ranger (Legacy), Artificer (Legacy), Cleric, Druid, Paladin, Ranger, Artificer, Fighter - Bonesmith,…
Manipulate Time with Help from the Future Your patron is you in a decades-distant future. Perhaps your future self found an artifact of great power connecting them to the past, which they must now lead you to discover, or perhaps they were taught the mystic arts by their future self long ago, a cycle you will have to continue someday. Your future self has forgotten the fine details of some things…
When you cast this spell, grant a creature in range a portion of the power of the elementals. For the duration, the creature can speak and understand Primordial and gains additional benefits based on the element you choose when you cast the spell: Air. The target has Resistance to Lightning and Thunder damage. In addition, it has a Fly speed of 30 feet. Coldfire. The target has Resistance to Cold…
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General Feat (Prerequisite: Level 4+) You gain the following benefits. Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20. Defy Death. You have Advantage on Death Saving Throws. Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll. Notes: +1 Constitution, Defy Death, Speedy…
Sinister fleshwarpers reshape captive urdefhans into these juggernauts of war. Their clear skin is hardened into a thick, mirror-like carapace, creating an intimidating exoskeleton. Mulventoks don’t live long; within weeks—or, at most, months—their hyper-developed muscles split open their toughened skin, and they erupt in a shower of gore. A mulventok’s creator shapes their mind just as much as…
Make a Deal with the Lower Planes Your pact draws on the Lower Planes, the realms of perdition. You might forge a bargain with a demon lord such as Demogorgon or Orcus; an archdevil such as Asmodeus; or a pit fiend, balor, yugoloth, or night hag that is especially mighty. That patron’s aims are evil—the corruption or destruction of all things, ultimately including you—and your path is defined by…
Wondrous Item, uncommon (requires attunement by a Spellcaster) While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to the child. Unlike most symbionts, this entity cannot be separated from its host, and the two are permanently fused. Many Ruinbound have additional disturbing mutations; you can roll on the Ruinbound…
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