Spells
BARD SPELLS
Cantrips (o Level)
Gust Barrier
4th Level
Shape Plants
CLERIC SPELLS
1st Level
Elevated Sight
3rd Level
Invoke the Amaranthine
4th Level
Shape Plants
Stellar Bodies
DRUID SPELLS
Cantrips (o Level)
Mend plants
Gust Barrier
1st Level
Elevated Sight
Spiny Shield
Veil of Dusk
3rd Level
Feathered Reach
Globe of Twilight
4th Level
Shape Plants
Stellar Bodies
PALADIN SPELLS
3rd Level
Invoke the Amaranthine
RANGER SPELLS
1st Level
Elevated Sight
Spiny Shield
2nd Level
Ambush Prey
3rd Level
Feathered Reach
Globe of Twilight
SORCERER SPELLS
Cantrips (o Level)
Mend Plants
Gust Barrier
1st Level
Spiny Shield
4th Level
Stellar Bodies
WARLOCK SPELLS
1st Level
Elevated Sight
Veil of Dusk
3rd Level
Globe of Twilight
WIZARD SPELLS
Cantrips (o Level)
Mend Plants
Gust Barrier
1st Level
Elevated Sight
Spiny Shield
4th Level
Stellar Bodies
AMBUSH PREY
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: S, M (a broken twig)
Duration: 1 hour
You channel primal predatory energies to perfectly conceal
your presence in order to surprise your target. You become
invisible for the spell’s duration, granting advantage on all
Dexterity (Stealth) checks to remain hidden. The invisibility
will last for the duration of the spell, however, moving 5 feet
or more from your position when you cast the spell will end
the effect.
As long as you remain invisible, the first attack you make
against any target who is unaware of your presence deals an
additional 1d6 points of damage. This attack ends the spell.
At Higher Levels. When you cast this spell using a spell
slot above 2nd level, the damage of your first attack increases
by 1d6 for every slot level above 2nd.
ELEVATED SIGHT
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You cast your eyes skyward, granting you sight from a
higher vantage point. You project your vision to see through an
invisible sensor which appears in a spot up to 120 feet above
you. You can see through the sensor as if you were flying,
granting a full 360 degree view from its location.
The sensor moves with you, retaining its height in relation
to you. You can use a bonus action to adjust the sensor’s
height, but only to a maximum of 120 feet above you.
While looking through this sensor you are blind, though
you can switch between seeing through the sensor or through
your own eyes at any time during your turn.
FEATHERED REACH
3rd-level transmutation
Casting Time: 1 action
Range: Self
Components: S, M (a small feather)
Duration: 1 minute
You transform your arms into powerful wings, and your
fingers into long, graceful feathers. The effects of this spell
last 1 minute, at which point the feathers gradually fall out,
causing you to float gently to the ground as your arms return
to their original form. This spell confers a number of benefits
upon the caster:
ll As a bonus action, you can fly up to double your movement
speed. You must land once you finish your movement,
although you do not take fall damage while this
spell is active, as your feathered arms bear you gently to
the ground.
ll You can use your powerful feathered arms to propel yourself
upward a distance equal to half your movement speed.
You can do this once during your turn and may use it in
conjunction with a regular jump.
ll When falling, you can use your reaction to stiffen your
arms, and glide on the wind. You may fly up to your movement
speed, in any direction, choosing where you land.
ll You gain advantage on all athletics checks used to make a
long or high jump. You do not need to move 10 feet before
you jump to gain distance, and you triple the distance you
would jump normally.
In order to benefit from this spell your hands must
be free of shields and heavy weapons, and you cannot
be encumbered.
GLOBE OF TWILIGHT
3rd-level conjuration
Casting Time: 1 action
Range: Self (15-foot radius, 15 feet high)
Components: V, S, M (a dab of pitch and a bag of
glittering sand)
Duration: Concentration, up to 10 minutes
You shroud the area surrounding you in a sphere
of night sky, dotted with miniature stars. The twilight
conceals your allies, but clearly illuminates your enemies.
The area affected by this spell is lightly obscured by
magical shadow, within which small constellations softly
twinkle. Aside from these stars, only light produced by
a spell of 3rd level or higher can properly illuminate any
area inside the sphere. Nonmagical light does not function
inside the sphere, and all other forms of magical
radiance can only produce dim light in a 5-foot space.
When you cast this spell you may designate any number
of creatures you can see to be concealed by the supernatural
shadows while in the sphere. A concealed creature has advantage
on Dexterity (Stealth) checks when inside the sphere and
may attempt to hide at any time. Because the area of the spell
is lightly obscured, creatures within the spell’s area have disadvantage
on Wisdom (Perception) checks made to see those
outside of it.
All other creatures in the area are dazzled by the light of
the miniature stars, causing them to have disadvantage on all
perception checks inside the sphere. When such a creature
enters the spell’s area for the first time, or starts its turn there,
it must make a Wisdom saving throw or be blinded until the
end of its turn.
GUST BARRIER
Evocation cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 round
You spread your arms wide, allowing yourself to become
enveloped by the air around you. Until the end of your next
turn, any ranged attack against you is made with disadvantage.
Melee attackers who successfully hit you must make a
Constitution saving throw against your spell save DC. On a
failure, the attacker is flung away from you up to 10 feet and is
knocked prone.
INVOKE THE AMARANTHINE
3rd-level divination
Casting Time: 10 minutes; Special, see text
Range: Self; Special, see text
Components: V, S, M (a holy symbol of the Amaranthine);
Special, see text
Duration: 24 hours
You call upon the power of an Amaranthine to grant
yourself insight into the Great Rhythm that moves all
things. When you cast this spell, roll two d20s, and record
what you rolled. For each die, choose either attack roll,
skill check, or saving throw. You can choose each option
multiple times. For the next 24 hours, you may substitute
any roll of an ally or enemy you can see within 60 feet
with one of the recorded numbers that matches the type of
roll you wish to replace (attack roll, skill check, or saving
throw). The target still adds any relevant modifiers to this
number, but otherwise treat the substituted number as the
number they rolled.
To do this, you must spend a reaction to present your
holy symbol and invoke the name of the Amaranthine
whose energies you called upon. You can do this anytime
after the skill check, saving throw or attack has been rolled,
but before the outcome of the event has been determined.
The spell ends after 24 hours have passed, or when both
dice have been expended.
MEND PLANTS
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a small twig and a loop of twine)
Duration: Instantaneous
Drawing on primordial magic, you can instill
vitality in nearby plants to create one of the following
effects within range:
l You instantly repair a single break or tear in a living plant
you touch, such as torn foliage, a scorched branch, a scar
cut into bark, or two pieces of a plant that have been
broken apart. As long as the damage is no larger than 1
foot in any dimension, you mend it, leaving no trace of the
former destruction.
l You instantly cause a defoliated plant to grow foliage, cause
a planted seed to sprout, or restore the ability to sprout to
a dead seed pod.
l You can cause a 5-foot cube of living plants to flourish
with foliage such as leaves and grass. This area can become
thick enough to conceal a Medium or smaller creature,
or become overgrown enough to become difficult terrain
(your choice when you cast the spell).
l You can touch a living plant with 10 or fewer hit points
remaining to stimulate regenerative growth.The plant
regains 1 hit point at the start of each of its turns for the
next minute.
SHAPE PLANTS
4th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous; Special, see text
You call upon gentle natural magics to alter the growth
of plants. Any plant life you can see within range that fits
within a 5-foot cube can take on whatever shape you desire.
Additionally, if the plant is a bramble or capable of growing
thorns, you may turn the affected area into difficult terrain,
causing 2d4 points of piercing damage for every 5 feet moved
through the area you shaped. You may also increase or decrease
the number of flowers, vines, leaves, thorns, branches, or fruits
produced by any plant you shape.
After one hour, the magic of your spell fades, and the plant
resumes its normal shape. If you can use speak with plants
(or a similar ability) to communicate with the plant, you may
persuade it to retain its new form. Different plants have different
feelings and attitudes, and if the form is too different from
its natural shape it is likely to decline. If the plant accepts, at
the GM’s discretion, it will retain the
form you have sculpted it into, in which case the effect
becomes permanent.
At Higher Levels. When you cast this spell using a spell
slot above 4th level, the size of the cube of plant life you can
affect with the spell increases by an additional 5 feet for every
slot level above 4th.
SPINY SHIELD
1st-level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S, M (a small quill)
Duration: 1 round
An ethereal barrier of spikes, made of magical force,
interposes itself between you and an attacker. Until your next
turn, when you are hit by a melee attack, the barrier reduces
the damage your are dealt by 2d4, and deals the same amount
of piercing damage to the attacker. The shield is ineffective
against ranged attackers, but still provides a +2 bonus to AC
(treat as half cover) against them for the duration.
At Higher Levels. When you cast this spell using a spell
slot above 1st level, increase the spell’s effect by an additional
1d4 for every slot level above 1st.
STELLAR BODIES
4th-level evocation
Casting Time: 1 action
Range: Special, see text
Components: V, S
Duration: 1 minute
You create two small stars that orbit you. They twinkle
pleasantly, shedding dim light in a 10-foot radius centered
on you. The stars protect you. If a creature within 5 feet of
you hits you with a melee attack they must make a Wisdom
saving throw or take 1d8 points of radiant damage for each star
orbiting you.
Once per round, on your turn, you may use your action
to cause a star to streak towards an enemy, expending it as it
explodes in a blinding flash. Make a ranged spell attack against
an enemy within 120 feet, dealing 4d8 points of radiant
damage on a hit. The target must then make a Constitution
saving throw or be blinded until the start of your next turn.
The spell ends when either its duration expires, you fall
unconscious, or you have expended all of your stars.
At Higher Levels. When you cast this spell using a spell
slot above 4th level, you may create one additional star for
every two slot levels above 4th. For each additional star
orbiting you, the radius of dim light centered on you increases
by 5 feet.
VEIL OF DUSK
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a pinch of soot)
Duration: Concentration, up to 10 minutes
You incant towards a creature, cloaking them in a shadowy
veil of darkness and silence. The target gains a +1 bonus to
their armor class and makes Stealth checks with advantage for
the duration of the spell.
Ancestral Guidance
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S (a piece of sandalwood)
Duration: Concentration, up to 1 hour
Classes: Bard, Cleric, Wizard
When you cast this spell, you open your mind to
the vast experiences of your ancestors and call
upon their wisdom to aid you in your current
endeavors. Choose a character background.
For the duration, you gain advantage on ability
checks made in relevance to skills, tools, gaming
sets or musical instruments that an ancestor
of yours was proficient at, as dictated by your
background of choice. In addition, you can
understand and speak the languages they knew
in life.
At the DM’s discretion, the ancestral being that
guides you may also be capable of providing you
with specific information it is privy to, based
on what it has learned about the world during
its life. For example, by choosing the Acolyte
background, the ancestor who aids you in your
Wisdom (Insight) and Intelligence (Religion)
checks might have been an adventuring
dungeon dweller who also knows that a skeleton
is vulnerable to bludgeoning damage.
Bestow Grace
3rd-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Wizard
You touch a willing creature and imbue it with
grace for the duration of the spell. When you
cast this spell, choose the nature of the grace
from the following options.
• Choose one ability score. While graced, the
target has advantage on ability checks and
saving throws made with that ability score.
• While graced, the target has advantage on
the first attack it makes during each of its
turns.
• While graced, the target makes a Wisdom
check at the start of each of its turns. The
DC for this check equals its Wisdom score.
If it succeeds, it gains an additional action
for that turn. This action can be used only
to take the Attack (one weapon attack only),
Dash, Disengage, Hide, or Use an Object
action.
• While graced, the target deals an extra 1d8
radiant damage with its attacks and spells.
A dispel magic spell can end this effect. At the
DM’s discretion, you may choose an alternative
grace effect, but it should be no more powerful than those described above. The DM has final
say on such a grace’s effect.
At Higher Levels. If you cast this spell using a
spell slot of 4th level or higher, the duration
is concentration, up to 10 minutes. If you use
a spell slot of 5th level or higher, the duration
is 8 hours. If you use a spell slot of 7th level or
higher, the duration is 24 hours. If you use a 9th
level spell slot, the spell lasts until it is dispelled.
Using a spell slot of 5th level or higher grants a
duration that doesn’t require concentration.
Roaring Embers
1st-level evocation
Casting Time: 1 action
Range: 120 ft
Components: V, S, M (at least one open source
of flame)
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Wizard
Choose a number of open sources of flame up
to your spellcasting modifier that you can see
within the spell’s range and hurl them towards
the target. Make a ranged spell attack for each
flame hurled in this way that has a direct line of
sight to the target, originating from its source.
On a hit, a flame hurled in this way deals fire
damage according to the size of the source, and
the source is then extinguished.
Source Size Fire Damage Dealt
Tiny 1d8
Small 1d10
Medium 1d12
Open flames such as a Tiny candle, a Small
torch or a Medium campfire count for a single
source. For the purposes of this spell, flames
that cover larger areas such as a Huge bonfire
or the effects created by wall of fire provide a
potential source of size Medium for each 5-foot
square they occupy.
sPIRIT sENSE
4th-level divination
Casting Time: 1 action (ritual)
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Ranger
Upon casting this spell, you grow magically
aware of the presence and alignment of each
creature that has the spirit subtype within 1,000
feet of you, as well as the direction and general
distance to their locations.
Warding Cornerstone
1st-level abjuration
Casting Time: 1 action (ritual)
Range: Touch
Components: V, S, M (a wooden holy talisman)
Duration: 24 hours
Classes: Cleric, Paladin
You touch a building and bless it with abjurant
magics that ward it from trespassers. The
building must not be larger than a 60-foot cube.
When casting this spell, you also designate a
creature that you can see or are familiar with as
the building’s householder. For the duration, the
spell affects creatures in the following ways:
• A creature that tries to enter the building
must first succeed on a Charisma saving
throw, unless the householder grants
it permission to enter. Creatures of the
elemental, fey, fiend or undead type also take
1d8 psychic damage on a failed save.
• Creatures inside the building cannot be
charmed, frightened or possessed by
creatures outside the building.
At Higher Levels. If you cast this spell using a
spell slot of 2nd level or higher, the size of the
building it can affect increases by 20 feet for
each slot level above 1st.
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