5e Advanced Ravnica Supplement
5e Advanced Ravnica Supplement
5e Advanced Ravnica Supplement
Supplement
by RLBK
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Contents
Forward ............................................................................................................................................................................................................................... 2
Contents ............................................................................................................................................................................................................................. 2
The Guildmage ................................................................................................................................................................................................................. 3
Simic Adaptations..........................................................................................................................................................................................................16
Guildmage Guild Specific Spells ...............................................................................................................................................................................20
Guild Familiars ................................................................................................................................................................................................................40
Class Features
As a guildmage, you gain the following class features. Equipment
You start with the following equipment, in addition to
Hit Points the equipment granted by your background:
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
• (a) a light crossbow and 20 bolts or (b) any simple
Hit Points at Higher Levels: 1d8 (or 5) + your
weapon.
Constitution modifier per level after the first.
• (a) a component pouch or (b) an arcane focus
Proficiencies • (a) a scholar's pack or (b) a dungeoneer's pack
Armor: light armor • Leather armor, any simple weapon, and two daggers
Weapons: simple weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Arcana, Deception, History,
Intimidation, Investigation, Nature, and Religion.
You can transform one magic weapon into your pact Consumptive Power
weapon by performing a special ritual while you hold
the weapon. You perform the ritual over the course of At 5th level, you can draw on your own life force to
1 hour, which can be done during a short rest. You can recover a lost spell slot. As a bonus action, you can
then dismiss the weapon, shunting it into an recover a lost spell slot by expending a number of hit
extradimensional space, and it appears whenever you dice equal to the value of spell slot level regained in
create your pact weapon thereafter. You can't affect an this way.
artifact or a sentient weapon in this way. The weapon
ceases being your pact weapon if you die, if you You must take a long rest before using this feature
perform the 1-hour ritual on a different weapon, or if again.
you use a 1-hour ritual to break your bond to it. The
weapon appears at your feet if it is in the Great Boon
extradimensional space when the bond breaks.
At 9th level, your boon becomes stronger:
Pact of the Chain
Great Pact Weapon
You learn the find familiar spell and can cast it as a
Your pact weapon deals an additional 2d6 force
ritual. The spell doesn't count against your number of
damage when you strike with it and has a reach of 10
spells known.
ft. You can also use it to make a ranged spell attack up
to 30 ft. If you hit, you deal 2d6 force damage.
When you cast the spell, you gain the familiar
associated with your guild. See table at the end of the
document. Great Familiar
Your familiar grows into a stronger form. See the
Additionally, when you take the Attack action, you can familiar table at the end of the document to see what
forgo one of your own attacks to allow your familiar to grand familiar each guild has.
use its reaction to make one attack of its own.
Great Tome
Pact of the Tome You learn four new spells and two cantrips of your
Your patron gives you a grimoire called a Book of choice from ANY spellcaster list. You gain the wizard's
Shadows. When you gain this feature, choose three arcane recovery feature.
cantrips from any class's spell list. The cantrips do not
need to be from the same spell list. While the book is Great Talisman
on your person, you can cast those cantrips at will. You can use your action to grant all willing creatures of
They don't count against your number of cantrips your choice that can see and hear you within 60 ft. a
known. Any cantrip you cast with this feature is d10 inspiration die. You must take a long rest before
considered a guildmage cantrip for you. If you lose using this feature again.
your Book of Shadows, you can perform a 1-hour
ceremony to receive a replacement from your patron. You can use your bonus action to grant yourself a d10
This ceremony can be performed during a short or long inspiration die. You can use this a number of times a
rest, and it destroys the previous book. The book turns
to ash when you die.
If you cast a spell of the enchantment school using a Boros Guildmage Expanded Spells
spell slot of 1st level or higher, you can change the Spell Level Spells
spell's casting time to 1 bonus action for this casting, 1st Response, Bless
provided the spell's casting time is normally 1 action. 2nd Intervention, Prayer of Healing
3rd Wear and Tear, Crusader’s Mantle
You can use this feature a number of times equal to 4th Resurgence, Aura of Purity
5th Brightflame, Banishing Smite
your Wisdom modifier (minimum of once), and you
Once you use this feature, you can't use it again until You learn the mage hand cantrip if you don't already
you finish a long rest. know it. When you cast it, the hand takes the form of
your swarming nature spirits.
Selesnya Conclave
Writhing Tide
You have made a pact with the Selesnya Conclave, At 6th level, you can condense part of your swarm into
which seeks peace through understanding and a focused mass that lifts you up. As a bonus action, you
cooperation. Their magic heals but can also harness the gain a flying speed of 10 feet and can hover. This effect
power of nature to defeat enemies with brute force. lasts for 1 minute or until you are incapacitated.
Bonus Cantrips You can use this feature a number of times equal to
At 1st level, you learn the pollination cantrip. it counts your proficiency bonus, and you regain all expended
as guildmage cantrips for you, but it doesn’t count uses when you finish a long rest.
against your number of cantrips known.
Cytoplast Mastery
Simic Guildmage Expanded Spells Starting at 14th level, when create your cytoplast for
Spell Level Spells yourself, you can create up to two secondary
1st Shielding Plax, Cure Wounds cytoplasts (with the same minor adaptation trait as
2nd Biogenic Upgrade, Alter Self yours) for up to two willing creatures you can see
3rd Voidslime, Fly
4th Aether Mutation, Polymorph
MINOR ADAPTATIONS
As an action, you can spray acid from glands in your mouth, targeting one
creature or object you can see within 30 feet of you. The target must make a
Dexterity saving throw against a DC of 8 + your proficiency bonus + your
Acid Spit
Constitution modifier. The target takes 2D10 acid damage if they fail. The
damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this
up to your Constitution modifier's worth of times per long rest
The krasis can move through a space as narrow as 1 inch wide without
Amorphous Structure
squeezing
The krasis gains a swimming speed equal to its walking speed and can breathe
Aquatic
underwater.
At the start of each of its turns, the Krasis deals 5 (1d10) piercing damage to any
Barbed Hide
creature grappling it
Your skin in places is covered by a thick shell. You gain a +1 to your AC when not
Carapace
wearing heavy armor.
Climbing Speed The krasis gains a climbing speed equal to its walking speed.
The krasis can change color to match its surroundings. It has advantage on
Cryptic Skin
Dexterity (Stealth) checks made to hide.
The krasis can take the Dash, Disengage, or Hide action as a bonus action on
Escape
each of its turns
The krasis doesn't provoke opportunity attacks when it flies out of an enemy's
Flyby
reach
Hairy Skin Cold Resistance, Slashing Resistance
At the start of its turn, the krasis can choose to have disadvantage on all melee
Harden weapon attack rolls during that turn, but attack rolls against it have
disadvantage until the start of its next turn
The krasis can't be surprised, as a result of having sensitive barbels like a catfish,
Heightened Awareness stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a
lobster, or an array of several eyes.
Honed Instincts The krasis has advantage with initiative rolls
(Recharges after a Short or Long Rest). While underwater, the krasis can use a
bonus action to expel a cloud of ink and then move up to its speed. The ink
Ink Cloud cloud is stationary and fills a 20-foot-radius sphere centered on a point in the
krasis's space before it moves. The sphere is heavily obscured until the ink
disperses after 1 minute. A strong current also disperses the ink cloud.
The krasis has advantage on Wisdom (Perception) checks that rely on either one
Keen Senses
or a combination of sight, sound, or smell
MAJOR ADAPTATIONS
Any creature that touches the krasis or hits it with a melee attack while within 5
Acidic Skin feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category
2), or 6 (1d12) acid damage (category 3).
The krasis has better natural armor afforded by a shell or thick scales, increasing
Armored Hide
its Armor Class by 4.
The krasis has glowing patterns on its skin that take the shape of defensive
Bioluminescent
runes, granting it advantage on saving throws against spells and other magical
Markings
effects
Flight The krasis has wings and gains a flying speed equal to its walking speed.
When the krasis hits a creature with its claws, the target is grappled (escape DC
13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a
Grabber
specialized grasping appendage on the krasis. It can have only one creature
grappled in this way at a time.
(Recharge 5–6). As an action, the krasis makes a threatening display at group of
creatures. Each creature within 15 feet of it that can see it must succeed on a
Glare
Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for
category 3) or be stunned for 1 minute. The stunned creature can repeat the
Lightning Breath (Recharge 5–6) The krasis exhales a line of lightening that is 20 feet long and 5
feet wide. Each creature in that line must make a Dexterity saving throw, taking
A BSORB
3rd-level abjuration
Casting Time: 1 reaction
Range: 60 ft.
Components: S
Duration: instant
You attempt to interrupt a creature in the process of casting a spell or use an ability. If the creature is casting a spell of 3rd
level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your
spellcasting ability. The DC equals 10 + the spell’s level. The ability DC equal 10 + the creature's proficiency bonus. On a
success, the creature’s spell or ability fails and has no effect. In addition, you regain a number of hitpoints equal to your
level.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if
its level is less than or equal to the level of the spell slot you used. You regain 1 additional hitpoints for each level beyond
a 3rd level slot.
A CT OF T REASON
5th-level enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: 1 minute, Concentration
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be
charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving
throw. While the target is charmed, it becomes hostile to everyone. When you first succeed in charming the target it gets
a free attack of opportunity, and an additional attack of opportunity during each of your turns.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes.
When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or
higher, the duration is concentration, up to 8 hours.
A PPLIED B IOMANCY
Cantrip, transmutation
Casting Time: 1 action
Range: touch
Components: V,S,M
Duration: 1 minute
You touch another willing creature. It gains a minor mutation trait of your choice OR two random minor mutation traits
for up to a minute. You may only affect 1 creature at a time with this spell.
A RTIFACT M UTATION
2nd-level transmutation
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Choose one object within range. Common items are automatically broken by this spell. For less common items, make an
ability check using your spellcasting ability. The DC equals 10 + the item's rarity (3 for uncommon, 6 for rare, 9 for
legendary). On a successful check, the object is broken. If it is destroyed, you summon 2d4 saprolings that last up to a
minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal 1d6 more damage to objects
and spawn d4 more saprolings on its destruction.
A URA M UTATION
1st-level transmutation
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Choose one creature, object, or magical effect within range. Any spell of 4th level or lower on the target ends. For each
spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the
spell’s level. On a successful check, the spell ends. When a magical effect is ended in this way, create 4d4 saprolings that
last up to a minute.
B IOGENIC U PGRADE
1st-level transmutation
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 8 hours
Your spell augments your allies with unique biomass. Choose up to three creatures within range. Each target’s hit point
maximum and current hit points increase by 5 for the duration. They also gain a minor adaptation trait of your choice for
the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an
additional 5 for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, an additional
minor mutation trait is gained for each two slot levels above 2nd.
B RIGHTFLAME
5th-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: instant
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius,
40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire
damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. You heal a number of
hitpoints equal to half the value rolled rounded down as long as you hit at least two targets.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant
damage (your choice) increases by 1d6 for each slot level above 5th.
C ARNIVAL H ELLSTEED
2nd-level conjuration
Casting Time: 1 action
Range: touch
Components: V,S
Duration: 10 minutes
You summon a portal that brings forth a nightmarish steed wrought with anger and hate. it appears in an unoccupied
space near the portal. The steed has the statistics of the Carnival Hellsteed.
Your steed requires animal handling to control and mount it. If you cannot control it, it will act on its own will. If you can
control it, it becomes bonded to you and becomes subservient for the rest of its existence. While mounted on your steed,
you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You cannot dismiss your steed. You
can’t have more than one steed bonded by this spell at a time.
C INDERVINES
1st-level necromancy
Casting Time: 1 action
Range: 90 ft.
Components: V,S
Duration: 1 minute, Concentration
Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration,
these plants turn the ground in the area into difficult terrain. Creatures beginning their turn or moving through a space
occupied by cindervines take 1d4 fire damage. A creature in the area when you cast the spell must succeed on a Strength
saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its
action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured
plants wilt away.
C OLLECTIVE B LESSING
1st-level enchantment
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 1 minute, Concentration
C OMRADERIE
5th-level abjuration
Casting Time: 1 action
Range: self
Components: V,S,M
Duration: instant
For each creature that is friendly towards you, all friendly creatures within 30 ft. gain the following benefits:
The extra spell slots and attribute bonuses last for up to a minute.
D ARK M ARK
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 ft.
Components: V,S
Duration: 1 hour, Concentration
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage
to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has
disadvantage on ability checks made with the chosen ability. You and any Dimir guild mages have advantage on any
Wisdom (Perception) or Wisdom (Survival) check you make to find it - the mark being only visible to them.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse
a new creature.
D EATH G RASP
5th-level necromancy
Casting Time: 1 action
Range: touch
Components: V,S
Duration: 1 minute, Concentration
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell
attack against a creature within your reach. The target must make a Dexterity saving throw. On a successful save, the
target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage and is
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the
target takes.
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.
D EATH M UTATION
5th-level necromancy
Casting Time: 1 bonus action
Range: self
Components: V,S,M
Duration: 1 minute, Concentration
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with death and
undeath, and the attack deals an extra 5d10 necrotic damage to the target. Additionally, if this attack reduces the target
to 50 hit points or fewer, the following happens:
1) A number of saprolings equal to the CR/Level of the creature spawn from its decaying body. Each saproling deals 1d4
damage to the creature.
2) If the creature dies from this attack, you animate a ghast from its corpse.
D EATHSPROUT
4th-level evocation
Casting Time: 1 minute
Range: 10 ft.
Components: V,S,M
Duration: instant
This spell creates two undead servants. Choose a pile of bones or a corpse of a Medium or Small humanoid within range.
Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if
you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). For Each undead servant
you raise in this way, you also bring life to two saprolings. Saprolings last for 10 minutes.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the
creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time,
issuing the same command to each one). You decide what action the creature will take and where it will move during its
next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no
commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to
follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain
control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour
period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell,
rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or reassert control over
three additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse
or pile of bones.
If you cast this spell as a reaction, you point your finger, and the creature that damaged you is momentarily surrounded
by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 necrotic or fire damage on a failed save,
or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for
each slot level above 1st.
D EPLOY A EROLITES
2nd-level conjuration
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 1 hour, Concentration
You create two thopters within range that hover in the for the duration. You mentally receive visual information from
them, which has normal vision and darkvision out to 30 feet. They can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the thopters
can move, but it can’t enter another plane of existence. A solid barrier blocks their movement, but the thopters can pass
through an opening as small as 6 inches in diameter.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional thopter for
every two slot levels above the 2nd.
D EPOSE
4th-level enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: 1 minute
Choose up to four humanoids that you can see within range. The targets must succeed on a Wisdom saving throw or be
paralyzed for the duration. At the end of each of its turns, the targets can make another Wisdom saving throw. On a
success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional
humanoid for each slot level above 4th. The humanoids must be within 30 feet of each other when you target them.
If the target is native to the plane of existence you are on, you banish the target to a harmless demiplane. While there,
the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space
it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you are on, the target is banished with a faint popping
noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or
in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you disperse an additional random
spell slot for every two slot levels above the 2nd.
E THEREAL A BSOLUTION
1st-level enchantment
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 1 minute, Concentration
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw
before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target
that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and
subtract the number rolled from the attack roll or saving throw.
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 effect for each slot level above 1st.
F IRESPOUT
5th-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: instant
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius,
40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire
damage and 4d6 force damage on a failed save, or half as much damage on a successful one.
Creatures within 20 ft. of the Firespout must also make a dexterity saving throw. Failure results in being drawn into the
outer edge of the firespout and taking half the damage.
F ROSTFIRE J OLT
Cantrip, evocation
Casting Time: 1 action
Range: 90 ft.
Components: V,S
Duration: instant
You crack an elemental blast at a creature or object within range. Make a ranged spell attack against the target. On a hit,
the target takes 1d10 lightning or cold damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). The
target's speed is reduced by 10 feet until the start of your next turn.
H YSTERIA
3rd-level enchantment
Casting Time: 1 action
Range: 120 ft.
Components: V,S
Duration: 1 minute, Concentration
Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw as you reach into
their minds. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the
ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the
target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among
the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity
attack from the affected creature, the creature must make that attack if it is able to.
I NTERVENTION
2nd-level conjuration
Casting Time: 1 bonus action
Range: self
Components: V,S,M
Duration: instant
Briefly surrounded by divine lightning, you teleport up to 30 feet to an unoccupied space that you can see. If you move
adjacent to an allied willing creature, it gains 10 temporary hitpoints that are lost after a minute. If you move adjacent to
a hostile creature, you deal 2d10 lighting damage if that creature fails a Dexterity saving throw against your spellcasting
DC.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, allied creatures gain 5 temporary
hitpoints and hostile creatures take 1d10 additional lightning damage for each slot level above 3rd.
M ACABRE M OCKERY
Cantrip, enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: instant
You unleash a string of insults laced with demonic power at a creature you can see within range. If the target can hear you
(though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and the next
attack against it has advantage until your next turn.
if there is an adjacent corpse near the target, it rises for this turn and makes an attack against it. It decays onto the
ground after. The corpse stats are taken from a zombie, regardless of its original form.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level
(4d4). The corpse lasts for an additional turn at 5th, 11th, and 17th levels.
M ORBID B LOOM
2nd-level necromancy ritual
Casting Time: 1 action
Range: touch
Components: V,S,M
Duration: instant
You touch a corpse or other remains. The corpse rots away, unable to be used for anything. A number of saprolings equal
to the CR/Level of the creature spawn from its decaying body.
M ORTIFY
4th-level necromancy
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Choose between one of two effects:
When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.
P OLLENBRIGHT W INGS
3rd-level conjuration
Casting Time: 1 action
Range: touch
Components: V,S,M
Duration: 10 minutes, Concentration
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target
falls if it is still aloft, unless it can stop the fall. Whenever a creature affected by this spell hits with an attack, a saproling is
spawned adjacent to that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature
for each slot level above 3rd.
P OLLINATION
Cantrip, conjuration
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: instant
If you have a saproling under your control, you can spawn a saproling adjacent to it. It lasts for a minute.
P SYCHIC D RAIN
5th-level divination
Casting Time: 1 action
Range: self
Components: V,S,M
Duration: 1 minute
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking
3d4 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also cause the
target to lose a total of 2 spell slots of any combination or less if the target does not have enough slots available. You gain
1d4 life for each spell slot consumed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the
total spell slots lost increases by 2 for each slot level above 2nd.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can
either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If
you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its
emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). You also
force the target to lose two spell slots, starting at 1st level slots. If it succeeds, the spell ends. Either way, the target knows
that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can
use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly
effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see.
When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell
can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You
can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described
above, even if you can’t see it, but it must still be within range.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you purge an additional spell slot for
every two slot levels above the 2nd.
P UTREFY
3rd-level necromancy
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Choose one creature within range. The target must make a Constitution saving throw. The target takes 6d6 necrotic
damage on a failed save, or half as much damage on a successful one. The spell can affect undead and constructs.
OR
Choose one object within range. Common items are automatically broken by this spell. For less common items, make an
ability check using your spellcasting ability. The DC equals 10 + the item's rarity (3 for uncommon, 6 for rare, 9 for
legendary).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the
total spell slots lost increases by 2 for each slot level above 2nd.
The creature is returned to life with random mutations. It takes on two permanent minor adaptation traits, chosen at
random from the minor adaptation trait list.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This
spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting
the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.
This spell closes all mortal wound and restores missing body parts. However, If the creature is lacking body parts or organs
integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks.
Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the creature returned to life gains
another random minor adaptation trait.
R ESPONSE
1st-level evocation
Casting Time: 1 reaction
Range: 60 ft.
Components: V,S
Duration: instant
You point your finger, and the creature that damaged you or an ally within 30 ft. is momentarily surrounded by righteous
flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much
damage on a successful one.
R ESURGENCE
4th-level evocation
Casting Time: 1 bonus action
Range: 30 ft.
Components: V,S
Duration: instant
Choose up to 3 creatures that can see and hear you within 30 ft. You and those creatures get an additional action on their
upcoming turns.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, choose an additional creature for
every spell slot levels above the 5th.
R OLE R EVERSAL
4th-level enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: 1 minute, Concentration
You attempt to swap the minds of two creatures, targets must be alive. The DC for this spell is doubled, and the targets
add their saving throws together. They must succeed on a Wisdom saving throw or be charmed by you for the duration. If
you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. If successful, each creature's
mind is in the other creature's body. They act accordingly.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes.
When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or
higher, the duration is concentration, up to 8 hours.
S AVAGE S URGE
Cantrip, transmutation
Casting Time: 1 action
Range: self
Components: S
Duration: instant
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee
spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the
attack, your teeth or fingernails return to normal.
Your body grows in bulk, you gain 1d4 extra damage on hit and 1d4 temporary hitpoints that lasts until your next turn.
At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10). At 11th level, this feature gains multiattack, allowing you to attack twice instead of once.
S EARCH W ARRANT
Cantrip, divination
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: instant
S ENTINEL B EAM
1st-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a
hit, the target takes 4d6 radiant damage, and attack rolls made against this target before the end of your next turn have
advantage, thanks to the mystical light glittering on the target.
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.
S HADOW OF D OUBT
Cantrip, enchantment
Casting Time: 1 action
Range: 30 ft.
Components: S
Duration: instant
The target must succeed on a Wisdom saving throw or, it has disadvantage on all Wisdom checks and is amnesiac toward
you or a creature of your choice. An amnesiac creature forgets its agenda and select details towards the creature of
choice When the spell ends, the creature realizes that you have used magic to influence its mind and becomes hostile
toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the
DM’s discretion), depending on the nature of your interaction with it.
S HIELDING P LAX
1st-level abjuration
Casting Time: 1 bonus action
Range: 30 ft.
Components: V,S,M
Duration: 1 minute, Concentration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with
an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, this creature has advantage with
saving throws and attacks against it are made with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose an additional creature for
every two slot levels above the 1st.
S TOLEN I DENTITY
5th-level transmutation
Casting Time: 1 hour
Range: touch
Components: V,S,M
Duration: instant
The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. It takes on
the appearance of a humanoid you are familiar with (must have interacted with the humanoid, not just see it). It gains the
clothing, weapons, abilities (of the class only, not archetype - if a player character is chosen), and cantrips of the creature.
It does not gain any magical equipment or spell slots. It cannot gain spell slots in any way. The homunculus lasts for 24
hours before it decays into nothing.
You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.
S TORM S TRIKE
3rd-level evocation
Casting Time: 1 reaction
Range: self
Components: V
Duration: 1 minute, Concentration
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright
light, and the attack deals an extra 3d8 lightning damage to the target. Additionally, the target must succeed on a
Constitution saving throw or be stunned until your next turn or until the creature's next turn, whichever is longer.
If you were to make an attack of opportunity with a reaction, you can instead cast this spell and still make that attack of
opportunity.
At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage
increases by 1d8 for each slot level above 3rd.
S UPREME V ERDICT
5th-level evocation
Casting Time: 1 action
Range: 60 ft.
Components: V,S,M
Duration: instant
A vertical column of divine lightning roars down from the heavens in a location you specify. Each creature in a 10-foot
radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6
lightning damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
S YNCOPATE
3rd-level abjuration
Casting Time: 1 reaction
Range: 60 ft.
Components: S
Duration: instant
A spell countered in this way is unable to be cast for 24 hours by target creature. Target creature can opt to sacrifice an
equivalent spell slot to prevent this spell's effect; this choice is made before the saving throw is rolled.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if
its level is less than or equal to the level of the spell slot you used.
T ELEPORTAL
2nd-level conjuration
Casting Time: 1 bonus action
Range: self
Components: V,S
Duration: instant
Briefly surrounded by fire and frost, you teleport up to 30 feet to an unoccupied space that you can see. You gain
advantage with your next weapon or spell attack roll.
T ITHE
Cantrip, necromancy
Casting Time: 1 action
Range: 60 ft.
Components: V,S
Duration: instant
Choose up to four humanoids that you can see within range. The targets must succeed on a Constitution saving throw or
lose 1d4 hitpoints. You gain 1d4 hitpoints. You must strike at least one target to regain hitpoints in this way.
At Higher Levels. This spell’s damage and regained hitpoints increase by 1d4 when you reach 5th level (2d4), 11th level
(3d4), and 17th level (4d4). You can target an additional humanoid at 5th level (up to 5), 11th level (up to 6), and 17th
level (up to 7).
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any Weird
whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The
target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen Weird. It retains its
alignment and personality.
As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The
creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any
other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its
equipment.
U NDERGROWTH
Cantrip, necromancy
Casting Time: 1 action
Range: 30 ft.
Components: V,S
Duration: instant
Whispering to the spirits of nature, you create one of the following effects within range:
• Target a corpse or plant matter. You create a saproling from the undergrowth that last for a minute. You must
take a short rest before using this feature again.
• You instantly make a flower wither, a seed pod die off, or a leaf bud wither.
• You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small
animal, or the faint order of skunk. The effect must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a small campfire.
At Higher Levels. You create 2 saprolings at 5th level, 3 saprolings at 11th level, and 4 saprolings at 17th level.
U NITY
2nd-level abjuration
Casting Time: 1 action
Range: 30 ft.
Components: V,S,M
Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit
point maximum and current hit points increase by 5 for the duration. Those creatures also gain +2 Strength and +2
Constitution for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an
additional 5 for each slot level above 2nd.
V OIDSLIME
3rd-level conjuration
Casting Time: 1 reaction
Range: 60 ft.
Components: S,M
Duration: instant
You attempt to interrupt a creature in the process of casting a spell or use an ability. If the creature is casting a spell of 3rd
level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your
In addition, you create a voidslime ooze creature adjacent to the creature whose spell or ability you attempted to
counter.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if
its level is less than or equal to the level of the spell slot you used.
Choose one object within range. Common items are automatically broken by this spell. For less common items, make an
ability check using your spellcasting ability. The DC equals 10 + the item's rarity (3 for uncommon, 6 for rare, 9 for
legendary).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a
spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
Uncommon objects are automatically broken when cast at 6th level or higher. Rare items are automatically broken when
cast at 9th level.
W ITHSTAND
Cantrip, abjuration
Casting Time: 1 action
Range: touch.
Components: V,S
Duration: instant
You or a willing creature you touch gains 5 temporary hitpoints and resistance against the next source of damage that
would affect you or that creature. This effect is lost when you take damage or upon your next turn.
W RECKING B ALL
4th-level evocation
Casting Time: 1 action
Range: 120 ft.
Components: V,S,M
Duration: instant
A dark streak flashes from your pointing finger to a point you choose within range and then grows a flaming magma ball.
Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6
fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that
fail the saving throw are also knocked prone
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.