Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Cleric, Bard, Druid
You reach out and touch a creature. That creature may expend and roll one hit die, regaining hit points equal to the number rolled plus their Con modifier.
You can allow the target to expend two hit dice as part of the same casting when you reach 5th level, three hit dice at 11th level, and four hit dice at 17th level. The target's Con mod is added to each die individually, as it would be during a short rest.
2nd level Abjuration
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a small lasso)
Duration: Instantaneous
Classes: Ranger, Sorcerer, Wizard
Choose a creature you can see within range. That creature must make a Strength saving throw or drop one item of your choice that it is holding. The item is then flung harmlessly up to 30ft in any direction of your choice away from the target. If you fling it toward yourself and you have an open hand, you can catch the item.
2nd level Transmutation
Casting Time: 1 action
Range: Self (30 ft line)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Bard, Warlock, Wizard
You hurl the weapon used in the spell's casting, sending it hurtling through a group of enemies. Make one melee weapon attack with the chosen weapon against each creature in a 5ft-wide, 30ft-long line originating from you. You choose whether these attacks use your spellcasting ability modifier or the same ability modifier as if throwing the weapon normally. Either way, the weapon deals its usual damage on a hit.Â
Whether the attacks hit or miss, the weapon flies harmlessly back to your hand after reaching the end of the line or hitting a wall. If it does not have a path to get back to your hand, it teleports to your hand instead.
3rd level Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Classes: Wizard, Sorcerer, Cleric, Druid
Make a melee spell attack against a creature you can reach. If the target is not a spellcaster, this spell has no effect, and the spell is wasted. On a hit, the target must make a saving throw using their spellcasting ability modifier against your spell save DC. If their strongest available spell slot is 3rd level or lower, they automatically fail the save. On a failed save, their highest level spell slot is expended with no effect, and you can regain one spell slot of lower level than the one the target was forced to expend.
If the target can cast spells but has no spell slots to take, they instead lose one usage of their highest level spell that is not at-will, and the effect is otherwise treated as if you drained a spell slot of a level equal to the level of that spell.
If the target has no spell slots or remaining uses of expendable magical abilities, this spell fails.
At Higher Levels: When you cast this spell at 4th level or higher, the target automatically fails their save if the level of their highest spell slot or strongest innate spell is less than or equal to the level of the spell slot you used.
4th level Enchantment
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Sorcerer, Wizard
You erase all visuals from a creature's imagination, making it nigh impossible for that creature to focus. Choose a creature within range. The target must make a Wisdom saving throw. On a failed save, the target cannot concentrate on any spells until this spell ends.
5th level Evocation
Casting Time: 1 action
Range: See text
Components: V, S, M (the material components necessary for both spells)
Duration: See text
Classes: Sorcerer
You weave two spells together in your mind and release them in a single burst of magic. When you cast this spell, choose any two 1st to 4th level spells you know whose combined levels sum to 5 or less. Both spells must have a casting time of 1 action or 1 bonus action, and cannot both require concentration.
Both spells take effect in the order you choose, as if you had cast them immediately one after the other, but you don't expend any additional spell slots to cast those spells. For the purposes of metamagic and counterspell, both spells together count as a single 5th level spell.
If either spell requires material components, all necessary components must be used in the casting of this spell.
6th level Enchantment
Casting Time: 10 minutes
Range: Touch
Components: S, M (calligrapher's supplies)
Duration: Instantaneous
Classes: Wizard, Warlock
You touch a piece of parchment, stone tablet, or other surface that has a formal agreement written on it. As part of casting this spell, you must sign your true name on the contract. Up to 9 other creatures can also sign this contract with their true names during the casting time. When the spell is complete, all those who willingly signed during the casting of the spell are bound to whatever text of the document they could read, and a copy of the contract appears in their hands.
When a creature directly breaks the terms written in the contract, that creature takes 5d10 psychic damage, and all other creatures who signed the contract are made aware of it. A creature can take damage from this spell no more than once per day.
The contract is no longer binding if all signed parties agree to end the contract, or a clause written into the contract ends it. A Wish spell can also be used to remove one or more creatures' signatures from a contract, or to end a contract entirely.
At Higher Levels: When you cast this spell using a 7th level spell slot, a creature who breaks the contract takes 7d10 psychic damage. When you cast this spell using an 8th level spell slot, a creature who breaks the contract takes 10d10 psychic damage. When you cast this spell using a 9th level spell slot, a creature who breaks the contract is instantly reduced to 0 HP.
8th level Conjuration
Casting Time: 10 minutes
Range: 120 ft
Components: V, S, M (chips of stone and wood, a few grains of sand, and a sprinkling of water)
Duration: Until dispelled
Classes: Druid, Wizard
You conjure a sturdy building within a 60ft. cube on a surface that you can see within range. This structure is predominantly made of material that is common in the area where the spell is cast - e.g. stone, wood, or concrete. The structure can appear however you want, and multiple castings of this spell can create larger and more complex structures. If the surface you choose contains sturdy plant material (such as a large tree), you can reshape that plant into the desired structure without killing it.
The structure created by this spell does not have to have realistic supports, but it cannot be created in midair. If the spell ends, the structure does not disappear - rather, the magic supporting the structure is undone, and the laws of physics take over from there, potentially causing the structure to collapse.
Prerequisite: The ability to cast Counterspell
You have honed your skills in battling enemy mages to the point where you can immediately counter their magic with an offense of your own, and in some cases, you can even hijack enemy spells entirely.
When you successfully counter a spell with Counterspell, you can cast another spell of first level or lower as part of that same reaction. The spell must normally have a casting time of at most 1 Action. If the spell you cast is from the same school of magic as the spell you countered, you do not need to expend a spell slot to cast the extra spell.
Prerequisite: The ability to cast a spell
You are an expert in taking advantage of lapses in mental defenses. Creatures have disadvantage on saving throws against spells you cast if they are Surprised, if they are under the effects of a Confusion spell or similar effect, or if they have any type of Madness.
Prerequisite: Extra Attack
Immediately after taking the Attack Action, if you did not draw or pick up a weapon in the middle of the attack action, you can use a Bonus Action to make one more weapon attack with a weapon you were wielding during that attack action. If this attack hits, it deals 1d6 extra damage for each prior hit in that attack action.
Prerequisite: The ability to cast at least one spell of 1st level or higher
You can channel your own life essence into your magic to make it more potent. When you cast a spell of 1st to 8th level, you can expend and roll 1 hit die. You take necrotic damage equal to what you rolled, and you are able to upcast the spell one level higher.
Prerequisite: The ability to cast a spell
When you cast a spell that deals damage, you can choose to do the maximum damage possible instead of rolling. After doing so, you instantly gain levels of exhaustion equal to half the level of the spell, rounded up (minimum 1). This can also be used with spells that affect a certain number of hit points, such as Sleep.
Prerequisite: The ability to cast a spell of 1st level or higher that deals Acid damage
When you cast a spell of first level or higher that deals Acid damage, any creatures who take damage from the spell that are either wearing armor or that have the Natural Armor property have their AC reduced by 1 until the end of your next turn.
Prerequisite: The ability to cast a spell of 1st level or higher that deals Cold damage
When you cast a spell of first level or higher that deals Cold damage, any creature who takes damage from the spell must make a Con save against your spell save DC. On a failed save, that creature's speed is reduced to 0 until the end of your next turn.
Prerequisite: The ability to cast a spell of 1st level or higher that deals Fire damage
When you cast a spell of first level or higher that deals Fire damage, any creature who takes damage from the spell is ignited, and will take 1d6 points of fire damage at the start of each of their turns until they use an Action to put themselves out.
Prerequisite: The ability to cast a spell of 1st level or higher that deals Lightning damage
When you cast a spell of first level or higher that deals Lightning damage, any creature who takes damage from the spell must make a Con save against your spell save DC. On a failed save, that creature immediately drops prone, and is Stunned until the start of their next turn. If they fail the save by 5 or more, they are Paralyzed instead.
Prerequisite: The ability to cast a spell of 1st level or higher that deals Poison damage
When you cast a spell of first level or higher that deals Poison damage, any creature who takes damage from the spell must make a Con save against your spell save DC. On a failed save, they are infected with one of the following diseases of your choice: Cackle Fever, Sewer Plague, or Sight Rot.
Alternatively, you can inflict any other disease which you have encountered before, so long as it was not inflicted by magic of 5th-level or higher.
Prerequisite: The ability to cast a spell of 1st level or higher that deals Thunder damage
When you cast a spell of first level or higher that deals Thunder damage, any creature who takes damage from the spell must make a Con save against your spell save DC or be Deafened until the end of their next turn.
While you are wielding a shield, you can use a reaction to raise it in response to being hit with an attack. Until the start of your next turn, you have a +3 bonus to your AC, including against the triggering attack.
When you make a one-handed attack with a Versatile weapon, you have a +2 bonus to hit. When you make a two-handed attack with a Versatile weapon, the attack deals +2 damage.
If you are not wearing medium or heavy armor and your speed is not 0, you can use a reaction to move up to 5ft into an unoccupied space when you are targeted by an attack. If this movement brings you out of range of the attack, the attack automatically misses. This movement does not provoke attacks of opportunity.
Creatures can provoke attacks of opportunity from you by moving at least 5ft while within your reach, even if they do not leave your reach. This includes any ability that expends movement, such as standing up from prone.
Prerequisite: 5th level, Pact of the Chain feature
You can cast Find Steed once using a warlock spell slot. You can’t do so again until you finish a long rest.
Prerequisite: 15th level, Pact of the Chain feature
You can cast Find Greater Steed once using a warlock spell slot. You can’t do so again until you finish a long rest.
Prerequisite: Pact of the Blade feature
When you create a pact weapon, you can choose to create two weapons that do not have the Heavy property instead of one weapon. In addition, you can bind up to two magic weapons as Pact Weapons. While one of them is already summoned, you can use a Bonus Action to summon the other one, dismissing the one you were wielding back to its extradimensional space. If neither weapon is Heavy, they can be summoned simultaneously.
Standard: +2 AC, 10gp, 6lb. The base 5e shield.
Buckler: +1 AC, 2gp, 3 lb. Can be donned or doffed as a bonus action, and doesn't interfere with somatic components.
Tower: +3 AC, 50gp, 12lb. Speed -10ft if your Str is not 15 or higher.
When you cast a spell, you can spend 1 sorcery point to cast it without material components, using your own innately magical blood as an arcane focus. You cannot use this metamagic to replace components that have a listed cost.
When you cast a spell that has a range of Self and does not affect an AoE, you can spend 1 sorcery point to extend the spell's range to Touch, allowing it to affect a willing creature as if they had cast the spell.
If you are concentrating on a spell that allows you to choose its shape and/or location when you cast it, such as Wall of Fire, you can spend 2 sorcery points as a bonus action to change the shape of the spell as if you had cast it again from your current position. You can use this metamagic even if you used a different metamagic option when initially casting the spell.
When you cast a spell and move on your turn, you can spend 1 sorcery point to extend the casting time over the movement. When you do so, the spell's range covers every area in range of the spell at any point during that turn.
1st level: Shield of Faith
3rd level: Augury, Lesser Restoration
5th level: Aura of Vitality, Protection from Energy
7th level: Aura of Life, Guardian of Faith
9th level: Dispel Evil and Good, Mass Cure Wounds
1st level: Arms of Hadar, Cause Fear
3rd level: Crown of Madness, Ray of Enfeeblement
5th level: Bestow Curse, Hunger of Hadar
7th level: Evard's Black Tentacles, Shadow of Moil
9th level: Creation, Enervation
1st level: Thunderwave, Fog Cloud
3rd level: Shatter, Skywrite
5th level: Call Lightning, Sleet Storm
7th level: Storm Sphere, Watery Sphere
9th level: Control Winds, Maelstrom
1st level: Chaos Bolt, Hex
3rd level: Pyrotechnics, Enhance Ability
5th level: Hypnotic Pattern, Slow
7th level: Confusion, Polymorph
9th level: Conjure Elemental, Synaptic Static
1st level: Chromatic Orb (acid only), Create or Destroy Water
3rd level: Dragon's Breath, Melf's Acid Arrow
5th level: Vampiric Touch, Water Breathing
7th level: Elemental Bane, Vitriolic Sphere
9th level: Insect Plague, Transmute Rock
1st level: Chromatic Orb (cold only), Armor of Agathys
3rd level: Dragon's Breath, Snilloc's Snowball Swarm
5th level: Erupting Earth, Sleet Storm
7th level: Elemental Bane, Fire Shield (cold shield only)
9th level: Cone of Cold, Hold Monster
1st level: Chromatic Orb (fire only), Burning Hands
3rd level: Dragon's Breath, Scorching Ray
5th level: Fireball, Melf's Minute Meteors
7th level: Elemental Bane, Fire Shield (warm shield only)
9th level: Flame Strike, Immolation
1st level: Chromatic Orb (lightning only), Witch Bolt
3rd level: Blur, Dragon's Breath
5th level: Haste, Lightning Bolt
7th level: Elemental Bane, Storm Sphere
9th level: Maelstrom, Destructive Wave
1st level: Chromatic Orb (poison only), Detect Poison or Disease
3rd level: Dragon's Breath, Blindness/Deafness
5th level: Gaseous Form, Stinking Cloud
7th level: Elemental Bane, Blight
9th level: Cloudkill, Contagion
1st level: Charm Person, Faerie Fire
3rd level: Dragon's Breath, Calm Emotions
5th level: Blink, Fast Friends
7th level: Charm Monster, Guardian of Nature
9th level: Dream, Seeming
Every once in a while, a powerful druidic force will choose a beast to grant the mind of man. It is a rare and expensive form of magic in most settings, but almost any animal from any setting can be supernaturally gifted with the ability to think and speak as a humanoid does.
The Awaken spell specifies that the target gains an Int of 10 and learns one language. However, this is not a universal effect of this type of magic every time it is cast by every druid. Some druids may create smarter or dumber animals, or teach their wards many tongues. Besides, even starting at that baseline, any creature can grow more intelligent and knowledgeable over time.
Your awakened beast character has the following racial traits.
Ability Score Increase. Choose any +2, choose any other +1
Creature Type. You are a Beast.
Languages. You can speak and read Common. You theoretically can also write, if you have the physical ability to.
Bestial Form. Choose one beast (not swarm) that is CR 1 or lower, is no bigger than Large, and ordinarily has an Intelligence score of 3 or lower. This beast must exist in some form within the relevant setting. All your racial abilities will be based on the abilities of this beast. If the animal you want to play as is not published, choose the closest beast statblock you can find, and talk to the DM about what abilities need to change to reflavor it, if any.
Size. Depending on what beast you are, you are either Medium or Small. If you choose a Tiny or Large beast, the following traits apply to you:
Large Beast. You count as a Medium creature for most purposes. However, a medium creature can ride you if it is not itself being ridden, and you count as Large for the purposes of calculating carrying capacity and the amount of weight you can push/drag/lift.
Tiny Beast. You count as a Small creature for most purposes. However, you can ride other small creatures if no creature is riding you, and you can move through tiny gaps without squeezing.
Speed. Your base speed is equal to the speed of the beast you chose. If the beast you choose has any special speeds (fly, burrow, climb, swim), you gain those as well.
Natural Weapons. If the beast you choose has natural weapons, such as claws or sharp teeth, you gain the ability to make unarmed strikes using them. Regardless of the damage they deal in the beast's statblock, your natural weapons deal 1d4 damage of a fitting physical type (or 2d4, see below). If the beast you choose deals poison damage with any of its attacks, you gain the ability to deal the same amount of poison damage once per turn when you hit with that natural weapon. The save DC for this is equal to 8 + your constitution modifier + your proficiency bonus.
Unusual Shape. Depending on the beast you choose, you may not have hands with which to manipulate items or wield traditional weapons. If you cannot wield humanoid weapons and are a Medium creature, your natural weapons deal 2d4 damage by default instead of 1d4. Any ability which increases the die size of your unarmed strikes (such as martial arts) increases the size of both dice. In addition, normal armor does not fit you, and you will need to use barding instead. Barding for a creature smaller than a horse is cheaper than usual barding, but probably needs to be custom made.
Special Abilities. If the beast you choose has any special abilities (such as Spider Climb, Flyby, etc), you gain those abilities as well. If it has an ability with the tag "recharge (5-6)," you can only use that ability once per short rest. If the beast has a multiattack ability, you do not gain that. If the beast has no special abilities or unique traits, you may choose a special ability from any other beast that fits the requirements for this race, so long as it makes enough sense to the DM.
Monks that follow the Way of Redirection seldom use their own strength to fight on equal ground. Instead, they exploit the strength of their enemies to put themselves in advantageous positions. Above all, they are master grapplers, and spend most of their time controlling their opponents rather than dealing damage.
3rd level: Controlling Technique, Traps and Throws
6th level: Disarming Parry
11th level: Reversal
17th level: Size Matters Not
At 3rd level, you can use Dexterity (Athletics) checks for grappling and shoving creatures.
At 3rd level, when a creature you can see that is no more than one size category larger than you misses you with a melee attack, you can use your Reaction to attempt to grapple or shove that creature.
At 6th level, when a creature you can see that is no more than one size category larger than you misses you with a melee weapon attack using a weapon they were holding, you can use your Reaction to make an Unarmed Strike against them. If the attack hits, it deals no damage, but you disarm the target of their weapon. If it is not Heavy, you can spend 1 ki point as part of the same reaction to make one attack with the stolen weapon. The weapon is treated as a Monk Weapon for this attack.
At 11th level, you have advantage on Athletics and Acrobatics checks to resist and/or escape from grapples or shoves. In addition, when you successfully resist or escape from a grapple from a creature within your reach, you can spend 1 ki point to automatically grapple the creature if it is no more than one size category larger than you.
At 17th level, you can use your ki to lock down creatures many times larger than you. You are no longer restricted by size category for grappling, shoving, or any of these subclass features.