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AEONS Backup

This document provides a summary of the Art by Denman Rooke Archive of Entombed Omens & Neglected Secrets, an unofficial Dungeons & Dragons sourcebook created by the Haven Discord server. The summary includes a preface, credits for those involved in creating the sourcebook, and a table of contents outlining the chapters and content included such as new races, subclasses, spells, magic items, and monsters. The sourcebook is intended for 5th edition D&D and aims to provide balanced new content for players and dungeon masters to enjoy in their games.

Uploaded by

Edinaldo Coxinha
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
100% found this document useful (6 votes)
3K views91 pages

AEONS Backup

This document provides a summary of the Art by Denman Rooke Archive of Entombed Omens & Neglected Secrets, an unofficial Dungeons & Dragons sourcebook created by the Haven Discord server. The summary includes a preface, credits for those involved in creating the sourcebook, and a table of contents outlining the chapters and content included such as new races, subclasses, spells, magic items, and monsters. The sourcebook is intended for 5th edition D&D and aims to provide balanced new content for players and dungeon masters to enjoy in their games.

Uploaded by

Edinaldo Coxinha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Art by Denman Rooke

Archive of Entombed Omens & Neglected Secrets

Presented by Haven
havenbrews.com
Preface Changelog
AEONS is a dust-coated compendium lovingly assembled by the The various erratas and adjustments made over the course of
good people of the Haven Discord server. We homebrew for our additional playtesting by players and DMs outside of Haven can
own enjoyment and to provide enjoyment to our readers. be found below:
The contents of this compendium are intended to be balanced
Version 1.0.0 (06 March 2024) - Release version of AEONS
for play in a regular Dungeons and Dragons Fifth Edition group.

Other Media
The contents of this book have been adapted for use with the
following other services. These resources can also be found
online at havenbrews.com. Additional resources will be added at a
later date.
Latest Version of the PDF
To stay up to date on any changes or errata we make to AEONS
after publishing, you can see the most recent version of the
document here.
Credits Table of Contents
Director: fungusamongus. (/u/Fungalbrews)
Art Direction: jonoman3000 (/u/jonoman3000)
Chapter 1: Races................................................................ 3
Project Management: the_bard (/u/rampantentity) Echoes..............................................................................................3
Proofreaders: blackbando (/u/Dingo_Chungis), exempt_medic, Ji.................................................................................................... 5
sirzotore (/u/SirZot), .dango (/u/abodeofadeptus) Prymid............................................................................................ 6
Cover Illustrator: Wylie Beckert
Additional Art & Illustrations: BkyleB (/u/bkyleb)
Chapter 2: Subclasses................................................... 8
Additional Designers: agathist, automagus, copyrightdragon, Artificer: Dungeon Keeper, Timekeeper........................................ 8
cozycat, Crazedfox, distresss, literally_laila, localcoffeemancer Barbarian: Paths of the Golem, Savagery.....................................13
(u/LocalCoffeemancer), numbers1999, sir_platinum, sirzotore Bard: Colleges of Oracles, Relics.................................................15
(/u/SirZot), teetengee, theprodigalsun, vmarch.5 Cleric: Despair, Hope Domains....................................................17
Druid: Circle of Ancients, the Weald.......................................... 19
Fighter: Draugr, Sentry................................................................. 21
Monk: Way of Repose, the Stopped Clock.................................. 23
Paladin: Oath of Progress, Remembrance.................................... 25
Ranger: Lurker, Soul Caller..........................................................27
Rogue: Mind Cutter, Mirage........................................................ 29
Sorcerer: Abandoned Throne, Crystal Heart................................ 31
Warlock: The Bygone King, Slumbering Ancient....................... 34
Wizard: Archivist, Hexarch.......................................................... 37
Chapter 3: Spells............................................................. 39
Spell Lists..................................................................................... 39
Spell Descriptions.........................................................................41
Chapter 4: Feats............................................................... 51
Chapter 5: Curses.............................................................52
Chapter 6: Magic Items............................................... 54
Chapter 7: Bestiary........................................................61
Amber Syrup.................................................................................61
Brick Golem................................................................................. 62
Clocktopus....................................................................................63
Crawling Apocalypse................................................................... 64
Crystal Ruin Crab.........................................................................65
Eternal Healer............................................................................... 65
Gemlins........................................................................................ 67
Geocacher......................................................................................70
Giant Prehistoric Animals............................................................ 71
Hollow.......................................................................................... 73
Ji................................................................................................... 74
Laikmets........................................................................................76
Molten Core Golem......................................................................78
Mist Mimic................................................................................... 79
Mummy Priest.............................................................................. 80
ON THE COVER Overgrown Stone Golem............................................................. 81
Prismatic Entangler...................................................................... 82
FRONT: Wylie Beckert illustrates a Zendikar native saving
Ruin Builder................................................................................. 83
themselves from a lethal fall.
Ruin Crab..................................................................................... 84
BACK: Chase Stone depicts the Roil raising an abandoned
Shade Prince................................................................................. 84
Zendikari city into the sky.
Silent Banshee.............................................................................. 86
Swirling Sand............................................................................... 87
Sruth............................................................................................. 88
Walking Ruin................................................................................89
Created July 2021
Released March 2024
Version 1.0.0

AEONS is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chapter 1: Races
HIS CHAPTER PRESENTS THREE NEW
Wandering Wonderers
lineages to supplement those in the Player’s Born into the world fully formed and fully mature, a newborn
Handbook: Echoes, Ji, and Prymid. When echo often takes up adventuring as a way to find its place in the
compared to the races in the Player’s Handbook, world. With minds filled with memories not their own and little
these races are very rare. They most often appear personal experience or upbringing from which to draw guidance,
in remote ruins long-abandoned by civilization or echoes are often intrigued or enthused by even the most mundane
wandering in isolated deserts occupied only by aspects of everyday life.
sandblasted rubble. Some echoes loyal to their creators may take up arms in their
Echoes are the shades and imitations of other beings created from name, whether to protect their progenitor or continue a mission in
outpourings of powerful emotion. They wander the world in their memory.
search of their own truths and to discover their own purpose. Many are born without knowledge of the whereabouts of the
Ji are a quiet and inscrutable race of nomads who explore for being they reflect and travel the world in search of them,
exploration’s sake. Their robes and masks lend them a delighting in the new experiences they find along the way.
mysterious air, and their knowledge of reincarnation gives Their divergent experiences shape their new personalities,
them a unique perspective on remembrance of the dead. influencing them as they wander. Some echoes never realize their
Prymids are primates of mysterious origin that replicate the true nature as a perfect duplicate of another creature’s soul and
culture of long-dead neighbors. Their rapidly-evolving biology think of themselves as undead abominations, uncannily beautiful
hints at a common ancestor among all humanoids. humans touched by fey, or die alone and unmourned in the
wilderness, never sharing their existence with their creator—or
Echoes anyone else.

“THESE ECHOES ARE NOT THE CRUDE IMITATIONS BORN Born from Passion
from your simulacra. They are singular individuals, created Echoes can arise in a variety of ways. Some can be memories
fully-formed out of nothing. Each enjoys a unique experience made flesh, while others are dreams conjured into reality. Others
from its first moments, and seeks its purpose for all its life. come from fey bargains or ancient curses that returned the
shadows of daring heroes or entrapped the souls of intrepid
—Onnaphiane the White, moon elf dreamwitch treasure-hunters.
An echo might be a twisted reflection of a being that gazed too
Echoes are not born, but made. Powerful emotional outpourings long into an enchanted mirror, arise from beautiful works of art,
combined with mighty magic coalesce into a duplicate of the or other mysterious origins.
distraught mage in that moment. Echoes can thus take many
forms and temperaments. Some have a noble
demeanor, others are malicious, and most are
curious about their place in the world. No
matter their attitude, all resemble another:
the creature that spawned them.

Art by Ryan Yee >>

CHAPTER 1 | RACES

3
The Echo Origins tables below provide suggestions and d4 Creation
inspiration for how you might have come to life.
3 You are the reflection of a diviner brought to life by a
scrying mirror to ward off foreseen doom.
Art Given Life
4 A powerful necromancer bound their soul to their
d4 Creation shadow, seeking immortality, and brought you to life.
1 You emerged from a painting meant to capture the full

2
essence of the subject’s soul.
You are a character from a magical story brought to
Echo Traits
life by a masterful performance. While echoes vary widely in origin, appearance, and disposition,
3 You are the life’s work of a master sculptor who all share these traits.
devoted heart and soul to the likeness’ creation. Ability Score Increase. Your Charisma score increases by 2,
4 You are the protagonist of a fairytale given life by the and your Constitution score increases by 1.
love of a child who read it. Age. Many echoes face a brief existence, though one full of
meaning. They form fully mature and typically live between 20
and 30 years.
Dream Made Real Alignment. Echoes, like their creators, can exemplify any
alignment, but are typically influenced by their origins.
d4 Creation
Size. You are Medium or Small. You choose your size when
1 You are a champion dreamed to life by a noble cursed you select this race. Your weight is a fourth of the weight of the
to eternal slumber and longing for rescue. creature that birthed you at the time of your creation.
2 You are a dream of a sleeping dragon tasked with Speed. Your base walking speed is 30 feet.
returning a treasure stolen from its hoard. Imitator’s Legacy. Echoes appear as many different races and
3 A slumbering mummy lord dreamed you to life to lineages, but they are not what they appear to be. Your skill in
protect its tomb or its descendants. replicating what you are not grants you proficiency in Deception
4 An ancient aberration shaped you to act as its agent in and Intimidation.
the world of mortals. Enchanted Existence. You don’t need to sleep and magic
cannot put you to sleep. You can finish a long rest in 4 hours so
long as you spend those hours in meditation or enjoying light
Memory Born Anew
activity. You also have advantage on saving throws against being
d4 Creation charmed or frightened.
Art Imitates Life. When a creature other than you within 30
1 A powerful psychic brought the happy memories of its
feet of you that you can see makes a weapon attack or casts a
lost loved ones to life.
cantrip, you can use your reaction to make one weapon attack or
2 Mind flayers learned of a mighty hero from the cast a cantrip of your own against the same target.
memories of a victim and replicated them in you. You can use this feature a number of times equal to your
3 You are all the remains of the memory of a deity slain Charisma modifier (a minimum of once) and regain all expended
or forgotten millennia ago. uses when you finish a long rest.
4 You are the result of a last-ditch effort by a dying lich Languages. You know Common and one other language of
to preserve itself after its phylactery’s destruction. your choice, usually one spoken by your creator.

Reflection and Shadow


d4 Creation
1 You are the reflection of a victim of a cursed mirror,
freed when the artifact claimed their soul.
2 You are the shadow of a hero who wandered the
Shadowfell, broken free to claim your own destiny.

Art by Johannes Voss >>

CHAPTER 1 | RACES

4
A ji’s journey is as intrinsic to each individual as its mask. They
Ji are often highbrow and esoteric, and may seem impossible to
non-ji. But the ji are patient and ageless, and will set whatever
“IT’S GOOD TO SEE YOU BLOW THROUGH TOWN AGAIN,
pace they deem appropriate. As soon as they accomplish their
wanderer. It’s been a long time—ten, fifteen years? I remember goal, they choose another.
meeting you as a wee babe; now here I am with gray in my hair And so, their journey continues.
and a third grandchild on the way. Come with me; I’ll show you
Ji names
how things have changed and keep the louts off your back…So,
Ji name themselves with a single, musical syllable. People less
tell me. Did you ever find what you were looking for? musically inclined struggle to pronounce ji names, and instead
—Gregory Rowantree, human innkeep assign nicknames from their own culture to ji they know
personally. More gregarious ji happily accept these nicknames,
Discussed rarely and witnessed less, the elusive ji are a masked, though a select few find such rechristening offensive.
nomadic people devoted to their personal journeys. Often Ji rarely express gender identities, and pay little regard to it in
unfamiliar with local customs, most find the faceless people other species. Those living among gendered societies may adopt
off-putting. They are rarely welcome for long, and so drift idly one, based on their mannerisms or the pitch of their voice.
from place to place. Some claim they appear spontaneously and Ji Names. Ao, Bo, Fa, Hu, Ia, Il, Li, Mu, Na, Se, Uo, Ua, Yi
fully-grown, though ji often travel in groups of ji of varied ages Ji Nicknames. Angel, Cloak, Dusk, Ghost, Hollow, Linger,
and sizes, resembling typical family units. Moth, Night, Shade, Silent, Strider, Singer, Watcher

Masked Figures Ji Traits


Ji masks exemplify their mysterious nature. Each mask is unique The wandering ji are not a flashy people, but their adaptations and
and represents its wearer’s identity and personality. Ji masks abilities make them well-suited to their chosen lifestyle.
cannot be removed. Some believe ji store their souls within their Ability Score Increase. Your Constitution score increases by 2,
masks, which explains the universal ji belief in reincarnation. and another ability score of your choice increases by 1.
Age. Ji do not age. They are born fully-formed from a mask
Aimless Pilgrims created by one or more ji parents. Youths are rare; most ji have
lived for centuries.
The ji wander for reasons unknown. The spiritual calling to Alignment. Independent and unbound by borders, most ji are
wander and seek is deeply ingrained into the psyche of the ji. chaotic. Having seen empires rise and fall, they are often passive,
Some believe that they can experience enlightenment through preferring neutrality in the battles between good and evil.
travel, while others claim they seek a forgotten ancestral home or Size. Most ji resemble tall, thin humans, though they have
are simply cursed to wander the world forever. In lieu of a clear varied shapes, sizes, and colors. Your size is Medium.
answer, many ji choose their own path. Typical missions include Speed. Your base walking speed is 30 feet.
wandering a desert in search of a legendary buried city, or Language. You can speak, read, and write Common and one
exploring the universe through interplanar portals. other language of your choice. Ji often know exotic, extinct, or
monstrous tongues.
Masked Speaker. You have never seen the face of another ji,
and may not have seen your own. As such, you learn other ways
of understanding. Others have disadvantage on Wisdom (Insight)
checks made to discern your intentions, and you have advantage
on Wisdom (Insight) checks to understand intent through body
language, tone, or other factors besides the target’s expression.
Mask Maker. You gain proficiency in one of the following
artisan’s tools: glassblower’s, jeweler’s, mason’s, potter’s,
smith’s, or woodcarver’s.
Pilgrim of the Wind. You take no damage if you fall from a
height of 60 feet or less.
Tireless Walker. You have advantage on saving throws against
exhaustion and you ignore nonmagical difficult terrain.
Voice of the Ages. You can use an action to emit a few
nostalgic notes from a song long forgotten. Creatures of your
choice within 60 feet of you gain temporary hit points equal to
your level. Plants and flowers within the area bloom and grow,
regardless of season. A target must be able to hear you to be
affected by this feature. Once you use this feature, you can’t do so
again until you finish a short or long rest.

<< Art by Brian "Chippy" Dugan

CHAPTER 1 | RACES

5
Prymid Adaptable Apes
“THEY ARE BIZARRE, NO? YOU LOOK AT THEM AND SEE Prymids’ bodies change to accommodate their environment as
talking monkeys. You have better things to dig up in these ruins. easily as their culture and language do. Most are small, agile
monkeys, while others evolve hulking apelike forms in the span
Then you realize they talk, act, and live like the dead people you of a few generations.
want to learn about. What a find! But they’ll start taking after As they grow, prymids also experience much more exotic
changes. Some bear a mane of porcupine-like quills down their
you, too. Stick around—in a few generations they’ll start to look
shoulders and back. Others grow quills on their back to defend
like you. They taste terrible no matter what, though.” themselves, or an additional eye to enhance their vision.
—Drixl Moss, lizardfolk guide Their ever-moldable biology and resemblance to neighbors of
any humanoid species drive scientific speculation. Natural
Prymids are a small, monkey-like people who live where they feel philosophers propose that prymids served as the common
safest. Though their technology is limited and their speech ancestor of all modern humanoids or are the missing evolutionary
rudimentary, they have the uncanny ability to adapt to their link between humanoids and lesser beasts. Isolated prymid
surroundings and imitate nearby peoples, even centuries after populations may have changed over generations, and their
those peoples’ extinction. adaptations transformed them into elves, dwarves, or men.

Simian Reenactors Quick to Flight


Prymid groups migrate whenever their population outstrips Prymids know their size and weight make them vulnerable to
available resources. Family groups with close ties depart together predators and bandits, even more than other Small races like
for new lands, and settle in uninhabited forests and jungles on the gnomes and halflings.
outskirts of human, elf, and other civilizations. They tend to spook easily. Sudden shows of hostility or loud
Prymids are a blank slate that adapt to their environment, and noises are a surefire way to drive away a group of prymids.
love the arts, culture, and languages of others. Communications Villages looking to drive their unwanted neighbors away find
with their neighbors are infrequent, but prymids are always horn blasts, ringing bells, and banging cookware effective and
watching. They put their observations to good use by taking on accessible methods.
their neighbors’ mannerisms and traits. A group of prymids near Non-confrontational as a rule, prymids do their best to be good
an orcish stronghold learn to speak Orc and carry gigantic, crude neighbors. If they can be found and reasoned with, any
weapons, while those close to a high elf outpost learn Elvish and troublesome behaviors (such as eating crops or harassing
devote themselves to music and art. livestock) come to a quick end. Prymids prefer to change or flee
More disturbingly, the prymids near the orcish stronghold grow when confronted rather than stand their ground. Preservation of
to larger, gorilla-like proportions, while the prymids near the the group and self takes precedence over anything else.
elvish settlement are slender, swift, and willowy.
Prymids preserve the trappings of their neighbors’ way of life
even after those neighbors disappear. This living reenactment
preserves style, culture, and language better than any written
record. Historians often seek prymid settlements to find
living examples of the cultures they choose to study.

Art by Andrea Radeck >>


CHAPTER 1 | RACES

6
Prymid Traits Speed. Your base walking speed is 30 feet, and you have a
climbing speed equal to your walking speed.
While their environments and imitative cultures make every Language. You can speak, read, and write Common and one
prymid group unique, all share common physical traits. other language of your choice. Prymids usually learn the
Ability Score Increase. Your Dexterity score increases by 2, languages of nearby settlements.
and your Strength and Wisdom scores increase by 1. Ape Escape. When you take the Disengage action, you can
Age. Most prymids perish long before their time. The few that take the Hide action as part of the same action.
survive possess centuries of memories and can recount tales of Prehensile Tail. A tail extends from the middle of your back just
the creators of the ruins prymids often inhabit. They mature to above your legs. This tail has a reach of 5 feet, and you can
adulthood within two years. manipulate it as if it were another limb. It can lift a number of
Alignment. Prymids care most about the survival of themselves pounds equal to your Strength score, and you can use it to do
and their loved ones, and rarely take sides in external conflicts. If simple tasks such as pulling a lever or opening a door.
they believe it is safe to do so, they will offer assistance to others. Your tail can’t wield weapons or shields or do anything that
They are usually chaotic and rarely evil. requires extreme manual precision, such as performing the
Size. Most prymids range from 1½ feet to 3 feet tall and weigh somatic components of a spell. Your tail also conceals a sharp,
up to 25 lbs. Others range from 4-5 feet tall and weigh up to 300 retractable spike, which you can use to make an unarmed
pounds. You are Medium or Small. You choose the size when you strike. When you hit with it, the strike deals 1d6 + your Strength
select this race. modifier in piercing damage, instead of the bludgeoning damage
normal for an unarmed strike.
Bizarre Adaptation. Your primeval biology allows you to grow
parts that help you adjust to your environment.
Choose an adaptation from the list below.
Chlorophyll. Your skin and fur are tinted green, allowing you
to sustain yourself as plants do. 1 hour in direct sunlight provides
you with enough nourishment to sustain you for one day (though
you can still eat normally). If you spend the entire duration of a
short rest exposed to direct sunlight, you can choose a number of
hit dice up to your Constitution modifier (a minimum of 1) and
treat those dice as if you had rolled the maximum result.
Eyespot. An extra, rudimentary eye grows within your flesh
or on a short stalk that extends from the tip of your tail, the
nape of your neck, or another part of your body. You have
advantage on saving throws against being blinded. If you are
blinded, you can still see and do not automatically fail checks that
require sight. The other penalties of the blinded condition still
apply to you.
Quills. Sharp spines hide within your fur. If a creature grapples
you, it takes 1d6 piercing damage. When you would make a
weapon attack, you can instead choose to launch your quills,
which are ranged weapons with a normal range of 20 feet and a
long range of 60 feet. You can use your Strength or Dexterity
modifier for the attack and damage rolls of your quills (you must
use the same modifier for both rolls). The quills have a damage
die of 1d8.
You can make this attack a number of times equal to your
proficiency bonus, and you regain all expended uses when you
finish a long rest. If you expend all your uses, creatures that
grapple you take no damage from your quills.
Spinnerets. You have small glands that you can use to spin
webs. You can use your action to connect a line of webs to a
creature of your size or smaller, preventing it from moving
more than 15 feet from you. A creature that can reach the line can
use its action to break the web.
You can also use an action to adhere an object weighing no
more than 25 pounds to another surface. Your webs dissolve 1
hour after their application.

<< Art by Magali Villeneuve

CHAPTER 1 | RACES

7
Chapter 2: Subclasses You can create a number of devices equal to your Intelligence
modifier, and cannot do so again until you finish a long rest or
expend a spell slot of 1st level or higher.
HIS CHAPTER PRESENTS TWENTY-SIX The device lasts indefinitely and crumbles into twinkling dust
new subclasses to supplement those in the when destroyed or dismissed as a bonus action. If you dismiss a
Player’s Handbook: two for each class. trap that has not been activated, you regain one expended use of
These new options are available when you make a this feature.
character, provided that your DM allows them in Your devices are nearly invisible, requiring a successful
your campaign. Intelligence (Investigation) check as an action against your
artificer spell save DC to be discerned. A creature aware of the

Artificer Specialist
device can use its action to disarm the device, making an
Intelligence (Arcana) check against your artificer spell save DC.
At 3rd level, an artificer gains the Artificer Specialist feature. The On a success, the device is destroyed.
following additional options are available to an artificer: the You can only have one device at a time. When you reach certain
Dungeon Keeper and the Timekeeper. levels in this class, you can have more active devices at any given
The artificer class can be found in Tasha’s Cauldron of time: two at 6th level and three at 15th level. You cannot deploy
Everything. more than one of the same type of device at one time, and your
devices cannot occupy the same space.
Dungeon Keeper The device activates when a creature moves into its area for the
first time on a turn or starts its turn there, and resets at the end of
A Dungeon Keeper specializes in the fortification and defense of a the same turn. The device’s effect depends on the type of the
chosen location with hidden traps and tricks to make their chosen device you create from the options below.
position nigh impregnable. They create disposable, magical traps When you create a device, you can choose creatures that won’t
inspired by the masterful engineering found in ancient trigger the device, such as your allies. If an effect forces a creature
underground tombs and monsters' treacherous fortresses, and to make a saving throw, it uses your artificer spell save DC.
corral their enemies into thin corridors filled with obstacles and Launchpad. The target must succeed on a Strength saving throw
the Dungeon Keeper's equally-dangerous allies. As they master or be flung 20 feet away from the trap in a direction you choose,
their abilities, Dungeon Keepers become absolute rulers of the landing prone.
domains they choose and create labyrinths of death and Lift. The target must succeed on a Constitution saving throw or
destruction where none dare tread. suffer the effects of the levitate spell until the start of its next turn.
Tool Proficiency Pit. The target must succeed on a Dexterity saving throw or fall
into a 10-foot-deep extradimensional pit. The space exists on a
When you adopt this specialization at 3rd level, you gain different plane, so it can’t be used to create open
proficiency with mason's tools or miner's tools. If you already passages. The bottom is identical to the ground
have this proficiency, you gain proficiency with one other type of above it, including temporary effects or magic.
artisan’s tools of your choice. A creature inside a pit can exit it
Dungeon Keeper Spells by climbing out. If the device is
Starting at 3rd level, you always have certain spells prepared after destroyed or dismissed, creatures
you reach particular levels in this class, as shown in the Dungeon and objects inside it appear in the
Keeper Spells table. These spells count as artificer spells for you, nearest unoccupied space.
but don’t count against the number of artificer spells you prepare.

Dungeon Keeper Spells


Artificer Level Spells
3rd grease, entangle
5th spike growth, rope trick
9th counterspell, stinking cloud
13th banishment, guardian of faith
17th awaken, wall of force

Treacherous Traps
At 3rd level, you've learned how to create and deploy magical
devices like those used to protect ancient tombs and temples. You
can use an action to magically create a device using miner's tools
or mason's tools that occupies a 10-foot cube within 60 feet
of you. It is neither a creature nor an object, and you
determine its appearance when triggered. For example,
a Trap might appear as explosive runes or a jet of
flames, while a Lift might be an elevator or a
gust of wind.

Art by Alexander Deruchenko >>

CHAPTER 2 | SUBCLASSES

8
Sanctuary. The target gains the benefits of the bless spell until • Stone spikes sprout from the ground in a 20-foot radius
the start of its next turn.
centered on a point on the ground within your area of
Trap. When you create this device, choose acid, cold, fire, influence. The effect is otherwise identical to the spike growth
lightning, poison, or thunder damage. The target must succeed on spell and lasts until dismissed.
a Dexterity saving throw, taking 2d8 damage of the chosen type • A wall of nonmagical solid stone springs into existence on a
on a failure or half as much on a success. solid surface within your area of influence. The wall is 6 inches
Remote Trigger thick and is composed of ten 10-foot-by-10-foot panels, and
Starting at 5th level, you learn how to channel your magic blocks line of sight. Each panel must be contiguous with at
through your devices. When you cast an artificer spell, you can least one other panel. If the wall cuts through a creature's space
cast it as though you were in a device’s space, but you must use when it appears, the creature is pushed to one side of the wall
your own senses. When you cast a spell through a device, you (your choice). If a creature would be surrounded on all sides by
can activate it. the wall (or the wall and another solid surface), that creature
can make a Dexterity saving throw. On a success, it is ejected
Upgraded Traps into an unoccupied space not enclosed by the wall. The wall is
Starting at 9th level, every device you create is more destructive: an object made of stone that can be damaged and thus
breached. Each panel has AC 15 and 30 hit points per inch of
• The device’s damage roll, if it has one, increases by 1d8.
thickness. Reducing a panel to 0 hit points destroys it.
• If the device moves a target, the distance the target moves is
• The air quivers around up to five creatures of your choice
increased by 10 feet.
within your area of influence. An unwilling creature must
• You and creatures of your choice have half cover while in a
succeed on a Wisdom saving throw or be teleported to an
device’s area as a result of a shimmering field of magical
unoccupied space you choose within your area of influence.
protection that the device emits. You gain this benefit from That space must be on the ground or on a floor.
both unactivated and activated devices.
Area of Influence Timekeeper
By 15th level, you have developed the intuitive ability to secure The spirit of magical creation and scientific advancement persists
any location. As an action, you claim a 120-foot sphere of throughout the ages. Sprung from the ancient past or the far-off
influence centered on a point within 60 feet of you. This sphere of future, Timekeepers are artificers who learned to traverse time
influence is charged with magic and temporarily becomes your and space. They are accompanied by a specialized drone of their
lair, granting you certain lair actions. You can dismiss the effects own design, which provides companionship and aid during their
of your lair actions at will. long journeys. Gatherers of information and masters of spacetime,
On initiative count 20 (losing all initiative ties), you can use these artificers are skilled in teleportation and divining knowledge
one of the following lair action options; you can’t take the same of past, present, and future.
lair action twice in a row. You can’t do so while incapacitated or
otherwise unable to take actions. Tool Proficiency
If an effect forces a target to make a saving throw, it makes it When you adopt this specialization at 3rd level, you gain
against your artificer spell save DC. proficiency with navigator’s tools, which you can use as a
You can use this feature once, and can’t do so again until you spellcasting focus for your Artificer spells. If you already have
finish a long rest. this proficiency, you gain proficiency with one other type of
artisan’s tools of your choice.
Timekeeper Spells
Starting at 3rd level, you always have certain spells prepared after
you reach particular levels in this class, as shown in the
Timekeeper Spells table. These spells count as artificer spells for
you, but they don’t count against the number of artificer spells
you prepare.

Timekeeper Spells
Artificer Level Spells
3rd comprehend languages, shield of faith
5th augury, misty step
9th haste, slow
13th divination, dimension door
17th legend lore, teleportation circle

<< Art by Josu Hernaiz

CHAPTER 2 | SUBCLASSES

9
Timeless Knowledge
Starting at 3rd level, you can add half your proficiency bonus
(round up) to any Intelligence, Wisdom, or Charisma check you
Photonic Chronodrone
make that doesn't already use your proficiency bonus. Tiny construct
In addition, you learn the druidcraft cantrip, which is
considered an Artificer spell for you and does not count against
the number of Artificer spells you know. Armor Class 15 (natural armor)
Hit Points 2 + your intelligence modifier + three times your
Photonic Chronodrone artificer level (the chronodrone has a number of Hit Dice [d6s]
Also at 3rd level, your understanding of time and space allows equal to your artificer level)
you to manifest an ephemeral companion composed of light. It's Speed 0 ft., fly 40 ft.(hover)
friendly to you and your companions, and it obeys your
commands. See its game statistics in the Photonic Chronodrone
stat block, which uses your proficiency bonus (PB) in several STR DEX CON INT WIS CHA
places. You determine the creature's appearance, voice, and 8 (-1) 14 (+2) 12 (+1) 14 (+2) 10 (+0) 6 (–2)
personality; your choice has no effect on its game statistics.
In combat, the chronodrone shares your initiative count, but it Saving Throws Dex +2 plus PB, Con +1 plus PB
takes its turn immediately after yours. It can move and use its Skills History +2 plus PB, Perception +0 plus PB
reaction on its own, but the only action it takes on its turn is the
Damage Immunities poison
Dodge action, unless you take a bonus action on your turn to
Condition Immunities charmed, exhaustion, poisoned
command it to take another action. That action can be one in its
Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
stat block or some other action. If you are incapacitated, the
chronodrone can take any action of its choice, not just Dodge. Languages the languages you speak and one additional
If the mending spell is cast on the chronodrone, it regains 2d6 language of your choice
hit points. If it has died within the last hour, you can use your Challenge – Proficiency Bonus (PB) equals your bonus
navigator’s tools as an action to revive it, provided you are within
5 feet of it and expend a spell slot of 1st level or higher. The Flyby. The chronodrone doesn't provoke opportunity attacks
chronodrone returns to life after 1 minute with all of its hitpoints. when it flies out of an enemy's reach.
At the end of a long rest, you can create a new photonic
chronodrone if you have navigator's tools with you. If you already Actions
have a chronodrone from this feature, the first one immediately Time’s Arrow. The chronodrone disorients one creature it can
perishes. The chronodrone also perishes if you die. see within 20 feet of it. The target must make a Wisdom saving
Split Decision throw (using your spellcasting modifier) or be frightened until
Starting at 5th level, you can tap into alternate timelines to change the end of its next turn.
decisions you’ve already made. When you lose concentration on a Phase Shift (3/Day). The temporal mechanisms within the
spell, you can choose to immediately re-cast that spell as normal, chronodrone allow it to cast mirror image using your
without using a spell slot or consuming material components. The spellcasting ability.
spell cannot affect a creature who was previously affected. You
can't use this feature on that spell again until you finish a long Reactions
rest. Alter Time. The chronodrone briefly alters one attack roll or
Precision Warp ability check made by a non-hostile creature of your choice it
Starting at 9th level, your meticulous tuning allows you to move can see that is within 10 feet of it. The creature re-rolls the die
creatures through time and space with incredible accuracy and and must use the new roll.
great speed. As an action, you can teleport your chronodrone and
any willing creatures within 5 feet of it to any unoccupied space
of your choice within 10 feet of you. The chosen space must be
on a surface or in a liquid that can support the target without the
target having to squeeze.
In addition, any creatures teleported by this effect gain 10 feet
of movement speed until the end of their next turn.
Break Time Art by Alix Branwyn >>
At 15th level, you gain the ability to steal a few moments for
yourself and your allies. As an action, you can displace creatures
of your choice within 15 feet of you or your chronodrone in time
for a few moments. You each enter a harmless location in your
native time period (or a harmless demiplane), positioned as you
were when you left. The effect lasts until the end of your next
turn, during which you and your allies can take actions and move
as normal. At the end of the displacement, you and your allies
reappear in the same positions at the instant you left. You can also
end the displacement early as a bonus action.
Once you use this feature, you can't do so again until you finish
a long rest, unless you expend a spell slot of 4th level or higher to
use this feature again.
CHAPTER 1 | SUBCLASSES

10
Artificer Infusions Replicate Cursed Magic Item
Prerequisite: 10th-level artificer
At 2nd level, an artificer gains the Infuse Item feature. Here are
Using this infusion, you replicate a curse that can be applied to a
new options for that feature, in addition to the options in Tasha’s
magic item, such as one of your other infused items. You can
Cauldron of Everything.
learn this infusion multiple times; each time you do so, choose a
Some infusions specify a minimum artificer level. You can’t
magic item or curse that you can make or apply with it, picking
learn such an infusion until you are at least that level.
from the Curses table below. A table’s title tells you the level you
Unless an infusion’s description says otherwise, you can’t learn
must be in the class to choose an item from the table.
an infusion more than once.
In the tables, an item's entry tells you whether the curse
Cottontouch Gloves requires the target to attune to the item. See the item's description
Item: A pair of gloves in the Dungeon Master's Guide for more information about it,
A creature wearing these gloves can't damage or break an object it including the type of object required for its making. If you apply a
is holding, though it can take damage from other sources. The curse from Chapter 5 of this book, you instead apply it to another
object does not age while held. item that you infused. The first creature other than you that
attunes to the item (or touches it if the curse does not require
Delver’s Cage attunement) is cursed. A remove curse spell cast at the level of
Item: A cage large enough to fit a Tiny creature your highest spell slot is required to break one of these curses.
An illusion of a Tiny beast appears in the cage. It requires no food
or water, and performs only the most basic activities of the chosen Curses (10th-level Artificer)
beast. It falls unconscious in the presence of toxic gas, inhaled Curse or Item Attunement
poison, or other airborne hazards, but is immune to damage from Consuming Love Yes
them. If released from the cage while indoors, the creature takes
Deafening Silence No
the fastest safe route back to the entrance.
Devouring Hunger No
Dowsing Rod Dream Weaver No
Item: A rod, staff, or quarterstaff Shield of missile attraction Yes
A creature holding this rod can use an action to cause the rod to
Tortured Reflection Yes
slowly turn toward the nearest source of drinkable water or
precious metal (user's choice). Toxic Needs Yes

Fragile Relic
Prerequisite: 17th-level artificer Curses (14th-level Artificer)
Using this infusion, you replicate a rare and powerful item from Curse or Item Attunement
the table below. You can learn this infusion multiple times; each Berserker Axe Yes
time you do so, choose a magic item from the Fragile Relics table
Sleep Like the Dead No
below. In the tables, an item's entry tells you whether the item
requires attunement. See the item's description in the Dungeon Sword of Vengeance Yes
Master's Guide for more information about it, including the type
of object required for its creation. Curses (17th-level Artificer)
You can use any of the item's properties, such as blowing the Curse or Item Attunement
Iron Horn of Valhalla, casting scrying from the crystal ball, or one Burden Yes
minute of activity from the animated shield, once, after which the
Dark Presence Yes
infused item ceases to be magical and your attunement to it ends.
You can’t use the magic item’s properties again until you finish a Fragile Immortality Yes
long rest and reapply this infusion. Unstable Immortality Yes
Choose 1 Minor Detrimental Artifact Property Yes
Fragile Relics
Magic Item Attunement
Amulet of the planes Yes
Crystal ball Yes
Horn of Valhalla, iron No
Ring of invisibility Yes
Rod of absorption Yes
Sovereign glue No
Universal solvent No

Art by Aaron Miller >>

CHAPTER 2 | SUBCLASSES

11
Replicate Magic Item
This infusion adds a number of magic items from this book to the Tools
artificer’s Replicate Magic Item infusion. The core mechanical This section includes a new set of artisan's tools that you can gain
text of the feature is restated below: proficiency in instead of one of the tools, languages, or similar
Using this infusion, you replicate a particular magic item. You benefits granted by your background.
can learn this infusion multiple times; each time you do so,
choose a magic item that you can make with it, picking from the Miner’s Kit
Replicable Items tables below. A table's title tells you the level Miner's kits allow you to excavate tunnels and enhance existing
you must be in the class to choose an item from the table. ones, opening new paths beneath the earth in order to excavate
Alternatively, you can choose the magic item from among the the valuables within. Their work is often difficult and dangerous;
common magic items in the game, not including potions or miners tend to be hardy, wary workers, able to work long hours
scrolls. and cut and run at a moment's notice.
In the tables, an item's entry tells you whether the item requires Attributes. Miner’s kits cost 30 gp, and weigh 15 lbs.
attunement. See the item’s description in Chapter 6, “Magic Components. Miner's kits include a miner's pick, a hooded
Items,” of this book for more information about it, including the lantern, a chisel, a small hammer, a shovel, padded leather gloves
type of object required for its making. and boots, a bucket, and a small birdcage.
Animal Handling. You know how to soothe the nerves of
Replicable Items (2nd-Level Artificer) beasts of burden placed in uncomfortable environments.
Perception. Proficiency with miner's kits helps you detect air
Magic Item Attunement
currents and subtle sounds, helping you locate hidden paths,
Draftsman’s lens No entrances, and exits, as well as fellow travelers beneath the earth.
Florch No Investigation. Accustomed to dangerous work in subterranean
Guide to home No environments, using mining tools helps you identify potential
failure points in underground structures and tunnels.
Persuasion, Nature. You can identify materials, especially
Replicable Items (6th-Level Artificer) useful and precious stones and metals, both before and after
Magic Item Attunement excavation. You also have a keen sense of their value when
Dust mantle Yes bought and sold.
Vehicles, Land. Your experience extracting minerals en masse
helps you handle vehicles filled with heavy, unsecured cargo.
Replicable Items (10th-Level Artificer) Carve a Path. You can use miner’s kits to slowly burrow
Magic Item Attunement through solid rock. As part of a long rest, you can use miner’s
Chronolock pistol Yes tools to dig a line up to 5 feet wide and 10 feet long through
nonmagical rock and earth, both worked and unworked.
Chronolock rifle Yes

Miner’s Kit
Replicable Items (14th-Level Artificer)
Activity DC
Magic Item Attunement
Identify a rare gemstone 10
Chronolock bomb Yes
Rescue a person buried in rubble 15
Scorching sun Yes
Navigate an underground maze 20

Replicable Items (17th-Level Artificer)


Magic Item Attunement
Aether touch Yes
Golem core Yes

Spelunker’s Boots
Prerequisite: 14th-level artificer
Item: A pair of boots
A creature wearing these boots gains a
climbing speed equal to its base
walking speed, and has tremor-
sense in a 30-foot radius.

Art by Elizabeth Peiró >>

CHAPTER 2 | SUBCLASSES

12
Primal Path Life Enduring
Beginning at 6th level, you can channel your supernatural
At 3rd level, a barbarian gains the Primal Path feature. The
endurance into your allies. When a creature other than you within
following options are available to a barbarian: the Path of the
15 feet of you is reduced to 0 hit points but not killed outright, you
Golem and the Path of Savagery.
can use your reaction to cause it to drop to 1 hit point instead. Both
Path of the Golem you and the target gain temporary hit points equal to your
barbarian level + your rage damage bonus. You can use this feature
Most creatures that seek immortality do so for selfish reasons. once per long rest.
Barbarians who walk the Path of the Golem were made immortal In addition, you are nigh-impossible to destroy. If you take
by another, to serve as soldiers untouched by time. damage that would reduce you to 0 hit points, and the amount of
They are servants of their people, whose rage burns as damage taken is lower than your barbarian level, you instead take
unending passion for the civilization that made them. These no damage and remain conscious.
hulking constructs are created to guard royal tombs, preserve
sacred religious sites, and keep the memory of their people alive Rock of Ages
as time wipes their civilization away. They are made of materials At 10th level, you cease aging. You also cannot be aged magically,
that modern craftsmanship can never hope to use, making them a and no longer need to eat or drink. Your physical ability scores and
living relic from a bygone age. Bearing the weight of such heavy hit point maximum can't be reduced, and fatal injuries, such as
responsibility is both a burden and a gift, but golems carry out decapitation, cannot kill you while you are raging.
their mission with tireless perseverance.
Immortal Ornamentation
History Abides When you reach 14th level, magic carves itself into your skin
When you choose this path at 3rd level, your memory of your when you rage. Choose one of the following decorations below.
charges allows you to preserve and defend the culture of your The adornment decorates your form when you transform, granting
people. You gain proficiency in the History skill and your choice you additional benefits.
of mason’s, potter’s, or woodcarver’s tools. You are proficient in Colossal. You grow two sizes larger, and your reach increases
any Intelligence check related to any aspect of your peoples’ by 10 feet. The damage you can deal does not change.
culture, history, or religion, and your proficiency bonus is doubled Golem Core. When you enter a rage, choose a damage type
for such checks. other than bludgeoning, piercing, or slashing. You gain resistance
to that damage type until your rage ends. When you take damage
Defy the Ages of a type you resist other than bludgeoning, piercing, or slashing,
Also at 3rd level, you undergo an extensive magical ritual that you can use your reaction to move up to 10 feet and make a melee
allows you to change your body’s composition. Choose one of the weapon attack. Your rage damage bonus for this attack is the type
materials listed below. Whenever you rage, you can choose to of damage you took, and you regain your reaction if you miss.
transmute your flesh into that material until your rage ends, or Moss. Vines, moss, and other hearty vegetation cover your
until you end your transformation as a bonus action independent body, and regrow rapidly as they absorb damage. At the start of
of your rage. While transformed in this way, your weight each of your turns while raging, you gain temporary hit points
quadruples, you ignore nonmagical difficult terrain, and you gain equal to half your barbarian level.
the following benefits from your chosen material while Runes. Sigils and powerful magical symbols etch themselves
transformed: into your skin. When you enter a rage, you use your reaction to
Adamantine. Iridescent and alien, adamantine can endure cast the glyph of warding spell on your body, requiring no
incredible impacts. You take no damage from falling, and any components. Constitution is your spellcasting ability for this spell.
critical hit against you becomes a regular hit. When cast in this way, the glyph does not break when moved more
Brimstone. Fiery and foul, brimstone is born from toxic than 10 feet. If a creature targets you with a spell of 3rd-level or
explosions in the heart of volcanoes. When you take damage from lower, you can use your reaction to immediately enter a rage and
a creature within 5 feet of you, you can use your reaction to create a Spell Glyph on your person with that spell stored inside
release an explosion of toxic smog. The target must succeed on a instead of an Explosive Rune.
Constitution saving throw (DC 8 + your proficiency bonus + your
Constitution modifier) or be poisoned and blinded until the start
of its next turn.
Ironwood. Firm and inflexible, ironwood is magically treated
to a hardness that rivals steel, yet lives, grows, and heals as any
other plant. If you have less than half your hit points, you regain a
number of hit points equal to your Constitution modifier (a
minimum of 1) at the start of your turn. You don't gain this benefit
if you have 0 hit points. When you gain these hit points, you can
also remove one of the following conditions from yourself:
blinded, paralyzed, petrified, poisoned, or stunned.
True Ice. Unmeltable and eternal, true ice can absorb
any heat. You resist fire damage, and whenever you
take cold damage, you take no damage and
instead gain a number of temporary hit
points equal to half the damage dealt.
You can change your material choice
when you gain a level in this class.

Art by Seb McKinnon >>

CHAPTER 2 | SUBCLASSES

13
Path of Savagery Hard-Won Trophies
Starting at 6th level, you embrace the techniques of the foes you
Barbarians who follow the Path of Savagery use their primitive have defeated. When you finish a short or long rest, choose one of
might in battle. Their fearsome combat style is honed against the following benefits, which lasts until you finish your next short
brutal beasts, and their terrifying force belies a hidden cunning. or long rest:
Used to contending with great beasts, dinosaurs, and other titanic Behemoth’s Pelt. When you would take damage, you can
forces, they sweep through smaller foes with ease. choose to instead take no damage and suffer no effects or
Primitive Warfare conditions accompanying the triggering damage. You can use this
ability once and can’t do so again until you choose the pelt again at
When you choose this path at 3rd level, you learn to use the
the end of a short or long rest.
strength of others against them. When you are grappling a
Charger’s Horns. If you move at least 20 feet straight toward a
creature that is your size or smaller, you can wield that creature as
creature and hit it with an attack on the same turn, it must succeed
an improvised melee weapon with which you are proficient. When
on a Constitution saving throw (DC equal to 8 + your proficiency
you attack using a creature in this way, it deals bludgeoning
bonus + your Strength modifier) or be knocked prone. If the target
damage equal to 1d8 + your Strength modifier and has the thrown
fails, you can make one attack against it as a bonus action.
(10 ft.) and versatile (1d12) properties. On a hit, both the creature
Predator’s Teeth. Once per turn, before you make a melee
you are wielding and the target take damage from the attack,
attack you can choose to attempt to seize your enemy. If the attack
though the creature you are wielding takes half the damage.
hits, you grapple the target.
For each size larger than Medium, your reach with this
improvised weapon increases by 5 feet (Large creatures have a Apex Predator
reach of 10 feet, Huge creatures 15, and so on). Starting at 10th level, you strike fear into the hearts of wild
At 10th level, your attacks with improvised weapons count as creatures. Beasts with a Challenge Rating equal to or lower than
magical for the purpose of overcoming resistance and immunity to your Rage Damage bonus will not attack you unless provoked.
nonmagical attacks and damage. In addition, you gain the ability to cast dominate beast without
Titanic Might using a spell slot or material components. Strength is your
spellcasting ability for this spell. After you cast the spell in this
Also at 3rd level, your strikes have been tested against mighty
way, you can’t do so again until you finish a short or long rest.
beasts. When you are raging, you gain the following benefits:
• You are considered one size larger for the purposes of grappling Titan Slayer
and shoving other creatures (but not attacking with them). Starting at 14th level, your raw strength is enough to break
• When you grapple a creature that is your size or smaller, you mountains. While you're raging, you are considered two sizes
can immediately use your Primitive Warfare feature to make an larger for the purposes of grappling and shoving other creatures,
attack against a target within your reach using that creature. and you can use your Primitive Warfare feature on any creature
• Once on your turn, when you shove a creature that you are one size larger than you or smaller.
grappling prone, it takes bludgeoning damage based on its size.
A Medium or smaller creature takes 1d6 damage, a Large
creature takes 2d6 damage, a Huge creature takes 3d6 damage,
and a Gargantuan creature takes 4d6 damage.

CHAPTER 2 | SUBCLASSES

14
Bard College Glory. Triumph buoys the target, giving them additional options
when using the die. While it holds the die, it adds your Charisma
At 3rd level, a bard gains the Bard College feature. The following modifier to any hit points it regains from any source. When the
additional options are available to a bard: the College of Oracles creature would be reduced to 0 hit points, it can roll the Bardic
and the College of Relics. Inspiration die to instead fall to a number of hit points equal to the

College of Oracles
result. A creature can't benefit from this feature again until it
finishes a long rest.
Cursed with visions of the past and future, dreamers, seers and Read the Omens
soothsayers seek to understand the confusing and mysterious
At 6th level, the adrenaline of combat gives you a glimpse into the
knowledge forced upon them. Some bards see this curse as a gift
immediate future. Once per day when you roll initiative, you can
to guide others to a better future, while others utilize their visions
grant a Bardic Inspiration die to a creature within 30 feet of you
toward selfish ends. Whatever the origin of their powers, bards of
without expending a use of your Bardic Inspiration feature.
this college are sought out by the humble and mighty alike; many
In addition, when a creature uses your Bardic Inspiration die to
see such knowledge as a way to escape an undesired fate or carve
deal damage or prevent death with your Fate Foretold feature, it
out a brighter future.
rolls two dice instead of one.
Sight Beyond Sight Future Fulfilled
When you join the College of Oracles at 3rd level, the curse of
At 14th level, you weave the threads of fate around others to guide
knowledge you possess grants you a unique insight into the
them toward their destiny. As an action, choose a creature under
mysteries of divination. All spells of the Divination school are
the effect of your Fate Foretold feature within 30 feet of you. The
considered bard spells for you, and when you cast a divination
duration of your Bardic Inspiration on that creature becomes 1
spell, you ignore any material components regardless of cost.
hour, and the effects of your curse upon them are empowered:
In addition, you learn the guidance cantrip, which doesn't count
Calamity. You glimpse tragic defeat. The chosen creature has
against the number of bard cantrips you know.
disadvantage on the first ability check, attack roll, or saving throw
Fate Foretold it makes each round. The creature cannot gain hit points, and the
Also at 3rd level, you can grant others the benefit (or detriment) first time it takes damage each round, it takes additional damage
of your cursed visions. When you grant your Bardic Inspiration equal to a roll of your Bardic Inspiration die.
die to a creature, it does not need to be able to hear you, and you Glory. You glimpse glorious victory. The creature gains
can choose to foresee Calamity or Glory as detailed below: advantage on the first ability check, attack roll, or saving throw it
Calamity. Doom hangs over the target, preventing it from using makes each round. It gains temporary hit points equal to your
the die. While it has the die, it subtracts your Charisma modifier Charisma modifier at the start of each of its turns, and once per
from any hit points it regains from any source. When a creature turn when it damages a creature, it can choose to deal additional
damages the holder, the attacker can choose to end the effect to damage equal to a roll of your Bardic Inspiration die.
roll the die and add the number rolled to the damage. Once the effect ends, you can't use this feature on that creature
again until you finish a long rest. If you use this feature on another
creature while a creature is under the effects of your Future
Fulfilled, the effects on the first creature immediately end.

Art by Zack Stella >>

CHAPTER 2 | SUBCLASSES

15
College of Relics Faithful Restoration
At 14th level, your ability to restore artifacts becomes so perfect
Bards of the College of Relics understand that some of the that it extends to you. Once per long rest, when your hit points are
greatest works came before their time; ballads and epic stories last reduced to 0 or you die through some other means, you can instead
only as long as the words hang in the air. These bards believe that return to life with half your maximum hit points and regain all
the truly great works persist for thousands of years. They work as expended uses of your Bardic Inspiration.
archaeologists and curators, uncovering ancient mysteries on In addition, when you use your Enduring Works ability, the
expeditions, protecting historical objects in museums, or restoring target object gains a number of temporary hit points equal to a roll
them for future generations. of your Bardic Inspiration die + your Charisma modifier. If the
To that end, they keep old traditions alive by practicing ancient item is being worn or wielded by a creature, you can choose to
forms of art and can be found in studios for days on end, devoting grant said creature the temporary hit points instead.
their lives to statues, pottery, mosaics, and all physical forms of
art.
Bonus Proficiencies
When you join the College of Relics at 3rd level, you gain
Art by Caroline Gariba >>
proficiency in one of the following artisan’s tools: jeweler's tools,
mason's tools, or potter's supplies. You can use these tools as a
spellcasting focus for your Bard spells. You also learn the
mending cantrip, which is a Bard cantrip for you and does not
count against the number of Cantrips you know. When you cast
mending, you can reduce its casting time to 1 action.
Enduring Works
Also at 3rd level, you have learned to imbue everyday objects
with the inspirational history of ancient relics. You can use your
bonus action to expend one use of your Bardic Inspiration to
imbue an object with the might of the legendary artifacts that
came before it. When you do so, choose one of the following
effects, which last for 1 minute:
Regal Armor. You imbue a piece of armor with the protection
of the ancients. All damage dealt to the creature wearing the armor
is reduced by an amount equal to your Charisma modifier.
Battleworn Weapon. You imbue a weapon with the spirit and
passion of a thousand battles. The weapon is considered magical
for the purposes of overcoming resistance and immunity to
non-magical weapons, and if its damage die is smaller than your
Bardic Inspiration die, it uses your Bardic Inspiration die instead
of its normal damage dice.
Masterwork Object. You touch an object that isn’t being worn
or carried and imbue it with a fraction of eternity. The object gains
a damage threshold equal to your bard level, and you can halve or
double the object's weight.
The number of objects you can imbue at one time increases
when you reach certain levels in this class, increasing to 2 at 5th
level, 3 at 10th level, and 4 at 15th level.
Fateful Edifice
At 6th level, you have created works of your own imbued with the
endurance of the ages. You can use an action to create a brilliant
centerpiece within 30 feet of you in a location of your choosing.
The edifice is a Medium object and has a number of hit points
equal to three times your bard level. When an ally within 30 feet
of the edifice takes damage, you can use your reaction to redirect
the damage to it. The edifice cannot take damage in any other
way, and when its hit points are reduced to 0, any remaining
damage returns to the original target.
Once you use this feature, you can't do so again until you finish
a long rest, unless you expend a spell slot of 3rd level or higher to
use this feature again.

CHAPTER 1 | SUBCLASSES

16
Divine Domain Examples of such ruined deities include Asmodeus’ former master,
now betrayed, and master of the plane of Pluton who the Raven
At 1st level, a cleric gains the Divine Domain feature. The following Queen struck down in rebellion. Both gods had their names
additional options are available to a cleric: Despair and Hope. stricken from history and their power taken, rendering them well
Despair Domain and truly dead.

Even gods can end. Some followers of these dead gods embrace their Ruin Domain Spells
fate and become fanatical doomsday cultists who plot the downfall of Cleric Level Spells
all remaining gods to avenge their dead master. They are the priests of 1st bane, wrathful smite
the end times, bringing destruction and wrath upon the world in their
3rd crown of madness, shatter
final days. Devoid of their source of power, they can only cling to the
lives of others to maintain their power and become living voids that 5th fear, vampiric touch
rage against the world itself. 7th blight, phantasmal killer
9th destructive wave, planar binding

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
with martial weapons and your choice of Intimidation or Religion.
Godless Demand
Also at 1st level, the blasphemous nature of your spells strikes
dread into the hearts of those who witness them. If you cast a cleric
spell of 1st level or higher, choose a creature within 30 feet of you
that was not affected by the spell. That creature must make a
Wisdom saving throw against your cleric spell save DC. On a
failed save, a target takes necrotic damage equal to 2d8 + the level
of the spell slot expended, or half as much on a success.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once), and regain all expended
uses when you finish a long rest.
Channel Divinity: Scourge the Divine
Beginning at 2nd level, you can use your Channel Divinity to
project an aura of ruin. As an action, you unleash a sphere of
life-draining energy around yourself. The sphere is centered on
you, has a 30-foot radius, moves with you, and lasts for 1 minute
or until you are incapacitated. Whenever a creature in the sphere
takes damage from an attack, you can force it to make a
Constitution saving throw. On a failed save, the target's hit point
maximum is reduced by an amount equal to the damage taken.
When a target fails this save, you can use your reaction to gain
temporary hit points equal to half the damage taken.
In addition, each nonmagical object associated with the divine
within the aura that is not being worn or carried is reduced to dust,
including holy symbols, altars, devotional arms and armor, and
statues of the gods.
Existential Horror
At 6th level, you can share the terror of staring into the glassy eyes
of a dead god. You can frighten any creature that is immune to the
frightened condition.
Profane Strike
At 8th level, you gain the ability to infuse your weapon strikes
with blasphemous energy. Once on each of your turns when you
hit a creature with a weapon attack, you can cause the attack to
deal an extra 1d8 necrotic damage to the target. When you reach
14th level, the extra damage increases to 2d8.
Graven Image
Starting at 17th level, you can use an action to conjure the corpse
of your dead god, presenting their body as a reminder that
nothing—not even a god—is invincible. The spectral corpse is an
intangible, Huge apparition that appears centered on you and
which moves with you. The corpse lingers for 1 minute, until you
dismiss it as a bonus action, or until you are incapacitated.
<< Art by James Ryman
While the corpse is present, creatures of your choice within 15
feet of it cannot resist any damage taken, and whenever an affected
CHAPTER 2 | SUBCLASSES creature takes necrotic damage, it takes additional necrotic damage
equal to your Wisdom modifier.
17
Hope Domain Relentless Faith
Starting at 17th level, you can use an action to touch a willing
Even gods can end. Some followers of these dead gods lead
creature that can see or hear you and fill it with determination.
fractured ceremonies in crumbling temples, using artifacts whose That creature is cured of all conditions and is immune to all
significance is scarcely remembered. There, they pray to the damage and conditions until the end of your next turn. Once you
shadows of their gods. They are the priests of the end times, galvanize a creature in this way, you can't use this feature on that
bringing comfort and solidarity to the huddled masses in their
creature again until you finish a long rest.
final days. Devoid of their source of power, they can only cling to In addition, when a friendly creature within 15 feet of you is
ancient rites that retain scraps of meaning and become living reduced to 0 hit points, it can use its reaction to make a
paragons that try to uphold the world’s crumbling natural order.
Constitution saving throw. The DC equals 5 + the damage taken.
In less apocalyptic circumstances, gods that remain steadfast in On a success, the creature drops to 1 hit point instead.
the face of suffering, such as Ilmater and Elpis, rule over this
domain and grant its power to clerics who bolster the fading hope
of the faithful to aid them in their time of need.
Hope Domain Spells
Cleric Level Spells
1st heroism, protection from evil and good
3rd calm emotions, silence
5th beacon of hope, spirit guardians
7th aura of purity, private sanctum
9th legend lore, modify memory

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency
in heavy armor and your choice of Persuasion or Religion.
Keep Pushing Forward
Also at 1st level, if you cast a cleric spell of 1st level or higher
and target an ally with the spell, that ally gains temporary hit
points equal to twice the slot level plus your Wisdom modifier.
Channel Divinity: Carry the Flame
Starting at 2nd level, you can use your Channel Divinity to ignite
the flame of hope in those around you. As an action, you emanate
dim light in a 30-foot radius around yourself for the next minute.
Objects of your choice within the light have resistance to all
damage.
When a creature within the aura gains temporary hit points or
starts its turn there while it has temporary hit points, you can use
your reaction to remove those temporary hit points and restore
that creature’s hit points by the same amount. In addition, when
a creature within the light rolls a death saving throw, you can
grant it advantage on the roll.
Soothing Presence
At 6th level, your companionship soothes the restless
sleep of others. When a creature of your choice
takes a long rest within 90 feet of you, it gains the
following benefits:
• The long rest removes 2 levels of exhaustion, rather than 1
• The long rest can only be interrupted by 2 hours of strenuous
activity, rather than 1 hour
• If the creature sleeps in armor or in other conditions that would
prevent it from resting or inflict levels of exhaustion, it can
sleep normally
• The creature regains additional expended hit dice equal to your
Wisdom modifier (a minimum of 1)
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.

Art by Paul Scott Canavan >>

CHAPTER 2 | SUBCLASSES

18
Druid Circle Preserve the Present
At 10th level, you can manipulate the materials which create
At 2nd level, a druid gains the Druid Circle feature. The follow-
fossils to mire the land and immobilize enemies. As an action, you
ing additional options are available to a druid: the Circle of
can create either amber or tar.
Ancients and the Circle of Weald.
Amber. A creature or corpse that you can see within 30 feet of
Circle of Ancients you must succeed on a Constitution saving throw against your
spell save DC or become encased in amber for 10 minutes, or until
Druids of the Circle of Ancients understand the ephemeral nature another creature uses an action to shatter the casing. A willing
of existence. Cities fall to ruin, temples crumble into rubble, and creature can choose to fail the save, and a corpse fails the save
creatures die and rot away—leaving only bones behind. These automatically. While encased in this way, the target has total cover
druids know that all things die, but they need not be forgotten. and is petrified. While petrified in this way, time does not pass for
These druids embrace mortality, and honor the beauty of the target—it does not age, spells and other effects targeting it and
extinct, natural creatures which preceded them. But nothing, not no other targets do not progress through their duration, and it does
even memory, can escape the ravages of time. Druids of the Circle not make death saving throws.
of Ancients assume the forms of extinct creatures as they are Tar. The ground melts into a patch of black tar in a 30-foot
now—monoliths of petrified bones, wrenched from the earth for square starting from a point within 30 feet of you. The ground in
new generations to admire and study. the area becomes difficult terrain. Each 5-foot-square portion of
the area requires at least 1 minute to clear by hand. A creature on
Buried Knowledge the ground in the area when you turn it to tar, or that enters the area
When you choose this circle at 2nd level, you learn how to during a turn, falls prone as it sinks into the tar.
reconstruct long-dead creatures in your mind’s eye, which allows You can use this feature a number of times equal to your
you to transform into extinct beasts. Seeing an intact fossil, Wisdom modifier, and you regain all expended uses when you
skeleton, or corpse of a creature counts as seeing it for the finish a long rest.
purposes of assuming its form using your Wild Shape feature.
Life Finds a Way
Forgotten Forms At 14th level, you can survive grievous injuries by fossilizing your
Also at 2nd level, you can use your Wild Shape to assume the own body into a skeletal form. If you would be reduced to 0 hit
shape of prehistoric creatures, even if you haven’t seen them points, you can instead choose to be reduced to 1 hit point and
before. You can use your Wild Shape to transform into one of the instantly transform into one of your Forgotten Forms, without
beasts below starting at the level listed, or any dinosaur of the expending a use of your Wild Shape feature. You can use this
same CR, ignoring the Max CR column of the Beast Shapes table. feature even when you are already transformed into a beast form.
You can transform this way once, after which you must finish a
Forgotten Forms long rest to do so again.
Druid Level Beasts
2nd Dire wolf, giant spider
6th Cave bear, sabre-toothed tiger
9th Giant ammoniteAEONS, giant scorpion
12th Giant slothAEONS, hell pigAEONS
15th Giant crocodile, giant shark
18th Mammoth
20th Tyrannosaurus rex

When you transform into one of your Forgotten


Forms, your beast form becomes stony and skeletal.
You gain the following benefits while transformed:
• You have advantage on saves against poison,
and resistance to poison and necrotic damage.
• You don’t need to breathe.
• Your creature type is undead, rather than beast.
Hands of Time
At 6th level, when you attack with the natural
weapons of your beast forms, you can choose to
deal necrotic damage instead of the original damage
type. This damage ignores resistance to necrotic damage.
Additionally, the first creature you deal necrotic damage to on a
turn can’t regain hit points until the start of your next turn.

Art by Steve Prescott >>

CHAPTER 2 | SUBCLASSES

19
Circle of the Weald When you cast a spell, you can choose to do so as if you were
inside the space of any friendly plant creature within 30 feet of
Druids of the Circle of the Weald understand that even if death you, but you still need to use your senses.
and ruin come to a civilization, nature will remain and remember
all. When a place and a people become forgotten, nature creeps Eternal Wood
over the remains, protecting and preserving them for those curious Beginning at 10th level, you learn to forcibly share the patience of
enough to find them. an old-growth forest. As an action, you can expend two uses of
Druids of this circle know that nature can’t always preserve your Wild Shape feature to enclose yourself or a willing creature
everything, so they take on a difficult task: to protect that which you can see within 30 feet of you inside an eternal tree for 10
would otherwise be lost. minutes. A creature inside it is incapacitated, and can't be affected
by anything originating from outside the tree. It regains a number
Preserving Roots of hit points equal to half your level at the start of each of its turns,
Starting at 2nd level, your magic can call forth nature to preserve and any poisons and diseases it suffers are suspended while inside.
the decaying world around you. As an action, you can expend a Objects within 20 feet of the tree are considered under the effects
use of your Wild Shape feature to cover a Huge or smaller object of your Preserving Roots feature, unless you choose otherwise.
or creature within 30 feet of you that you can see with roots. The Once a creature has been healed with this feature, it can't be
target is grappled, immune to effects that would break or age it, affected by this ability again until it finishes a long rest.
and cannot otherwise decay or corrode.
Additionally, at the start of your turn, the target gains temporary Step of Old
hit points equal to twice your druid level. The roots last until you Starting at 14th level, your tireless efforts have made you part of
end the effect (no action required), or the object or creature the same magic you use to preserve the world. You are always
affected by the roots take 30 or more fire damage at once. A under the effects of the tree stride spell, and objects under the
creature can use its action to break free. effects of your Preserving Roots feature are considered possible
targets for this spell.
Wild Nature
At 6th level, the ancient essence of nature lets you create a
stronger connection with the spirits you call forth. When you
summon a creature using a spell or ability, you can change
its creature type to plant.

Art by Alix Branwyn >>

CHAPTER 1 | SUBCLASSES

20
Martial Archetype Ravages of Time
When you choose this archetype at 3rd level, you learn to wield
At 3rd level, a fighter gains the Martial Archetype feature. The
the powers of ancient undead. When you hit a creature with a
following additional options are available to a fighter: the Draugr
weapon attack on your turn, you can inflict one of the following
and the Sentry.
effects upon it. When this ability requires a saving throw, the DC
Draugr equals 8 + your proficiency bonus + your Charisma modifier.
Ancient’s Atrophy. The target must make a Constitution saving
Draugr carry the weight of years on their undead shoulders. throw. On a failure, its joints creak and crack as it suffers the
Masterful warriors in death, their dulled swords and rusted armor effects of extreme age. For 1 minute, the target takes 1d6 necrotic
remain effective thanks to their centuries of experience and the damage every time it makes an attack. The target can repeat the
curses of mortality they inflict on others. saving throw at the end of each of its turns, ending the effect on
Some are undead, others spirits, and still others simple itself on a success. This damage increases to 2d6 at 11th level and
immortals who wander the world without a goal or purpose. 3d6 at 18th level in this class.
Ageless and implacable, younger races find fighting them an Deadlight’s Gleam. The target must make a Dexterity saving
intimidating prospect, one that forces them to face death of old throw. On a failure, ghostly light emanates from it in a 5-foot
age and death by the sword at the same time. radius for 1 minute, revealing unseen truths. The target’s speed is
reduced by 15 feet, and it and any creature within the light can’t
Life Beyond Death Hide or benefit from being invisible. A shapechanger within the
You are a lingering shade of something else long past and your light instantly reverts to its true form and can’t assume a different
ability to cling to your fleeting life must have a source. You form until it leaves the light.
determine the cause of your half-life by rolling on the Life Silence of the Grave. The target must make a Wisdom saving
Beyond Death table or by choosing one of the results. throw. On a failure, it loses the ability to speak for 1 minute. The
target can repeat the saving throw at the end of each of its turns,
Life Beyond Death ending the effect on itself on a success.
d8 Life Beyond Death You can use this feature three times, and regain all expended
1 You are a cursed exile from an ancient people, doomed uses when you finish a short or long rest. You gain one additional
to walk the earth forever. use at 7th, 10th, and 15th levels in this class.
2 You are possessed by a spirit (hostile or benign) that
channels power through you.
Grip to Life
Also at 3rd level, you gain the power to cheat death. If you die and
3 You are a revenant in search of revenge against
are not resurrected after 1 minute, you can roll a d20. If you roll a
someone who wronged you in life.
number equal to or lower than your fighter level, you are
4 You are the semi-corporeal ghost of yourself, carrying resurrected as if by the raise dead spell. You cannot benefit from
on as if nothing has changed. this feature if your body could not be returned to life by raise
5 You are an undead servant in the thrall of a mighty dead, such as if your head is missing or if you were killed by a
wizard, whether you know it or not. disintegrate spell.
6 You are a reanimated husk of someone long dead, In addition, you no longer grow older, and you become immune
seeking information about your past. to effects that would cause you to magically age.
7 You are the collective memories of an extinct people,
given form by their will to survive. Likened Unto Death
Starting at 7th level, your place on the bridge between the living
8 You were raised as an undead, but broke free of your
master’s control. and the dead confuses attempts to divine your true nature. An
undead creature with an Intelligence of 8 or less will not attempt to
harm you and is not hostile to you unless it perceives you attacking
it or another one of its allies that it can see.

<< Art by Kekai Kotaki

CHAPTER 2 | SUBCLASSES

21
Spirit of Battle Constant Vigil
Beginning at 10th level, you learn new techniques intended to Beginning at 7th level, neither sleep nor fatigue can stay your
improve yourself rather than ward off your enemies. Whenever vigil. You gain the following benefits:
you use your Ravages of Time feature, you can grant yourself one • Whenever you are suffering from exhaustion, you suffer the
of the following benefits for 1 minute: effects of exhaustion as if you had 1 fewer level (if you have
Phantasmal Reach. You can reach through the ethereal plane
only one level of exhaustion, you suffer no ill effects).
and extend your natural reach. The reach of melee weapon attacks • You suffer no negative effects from sleeping in armor.
you make on your turn increases to 30 feet, and the normal range
• Whilst you are sleeping, you sleep so lightly that you can
of your ranged weapon attacks is doubled.
instinctively awaken whenever an unfamiliar Tiny or larger
Spirit’s Siphon. You can drain portions of your enemies’
creature comes within 30 feet of you.
essence to bolster your allies. The first time you damage a • You can add your proficiency bonus to your Initiative rolls.
creature with a weapon attack on a turn, you can grant one
creature within 15 feet of you temporary hit points equal to 1d10 Point Defense
+ half your fighter level. Starting at 10th level, your intense focus on your watch allows you
Ghastly Jaunt to better warn others against dangers from within it. Attacks that
originate from inside your watch are made with disadvantage
At 15th level, you can appear and disapparate much like the spirits
against you and creatures of your choice within 5 feet of you.
that pull you toward the other side. When you move on your turn,
you can instead teleport to a point you can see rather than move Hold Fast
normally. For every foot between your starting and ending Beginning at 15th level, you master holding a position against all
destination, you expend 2 feet of movement. odds, and none may pass you.
You can also cast the etherealness spell as a ritual. Once you When you take the Dodge action, the effects persist after the
cast it in this way, you can’t do so again until you finish a long start of your next turn and only end when you move or are moved
rest. by an effect other than attacks you make against a creature that
Inverted Cycle enters your watch.
In addition, whenever you attack as part of your reaction, you
Starting at 18th level, you can use a bonus action to invert your can make a second attack as part of the same reaction.
movement toward death to bring you closer to life. Until the end
of your next turn, you are immune to all damage. Whenever you Unshakeable Discipline
would take damage, you instead regain a number of hit points Starting at 18th level, your will becomes unbreakable. You cannot
equal to the damage you would have suffered. be charmed or frightened. While you are keeping a watch, you
Once you use this feature, you must finish a short or long rest cannot be moved against your will through magical or nonmagical
or be reduced to 0 hit points by a hostile creature before you can means, nor compelled to move, and you cannot be compelled to
use it again. act in a manner contrary to your nature, instructions, or decisions

Sentry
while you are keeping a watch.

The archetypal Sentry is a watcher in the darkness, ready to take


action at a moment's notice to protect its charges from harm.
Fighters who model themselves after this archetype keep a
suspicious eye open, which allows them to detect and halt enemy
movements with extreme prejudice. Stalwart and reactive, they
guard critical points against known threats while they prepare for
unforeseen consequences.
The mightiest of these fighters are dwellers in tombs and
dungeons. Terracotta soldiers standing at eternal attention,
mummified warriors who patrol ancient tombs, and ghosts ready
to reach through temple walls to tear intruders asunder. Their
mortal counterparts include city watchmen and guards, lookouts
and spotters on high walls, and eagle-eyed snipers ready to halt
enemy movements from an entrenched position.
Begin the Watch
Starting at 3rd level, you can use a bonus action to designate a
10-foot-radius, 60-foot-tall cylinder within 60 feet of you as your
watch. Your watch remains until you designate a different area.
Within your watch, you can see in nonmagical darkness as if it
were dim light, dim light as bright light, heavy obscuration as if it
were lightly obscured, and light obscuration as if it were clear.
Creatures within the area cannot be hidden from you, and when
you make an attack roll against a creature within your watch, all
sources of disadvantage are canceled for you.
When a creature enters your watch, you can use your reaction
to move up to half your speed toward it and make a weapon attack
against it, provided that the creature is within your weapon's reach
or range. If this attack is a critical hit, you regain your reaction.

Art by Grzegorz Rutkowski >>


CHAPTER 2 | SUBCLASSES

22
Monastic Tradition Touch the Soul
Also at 3rd level, you gain the power to connect the souls of those
At 3rd level, a monk gains the Monastic Tradition feature. The
you battle to your own. When you damage a creature with an
following additional options are available to a monk: the Way of
unarmed strike, you can touch its soul to yours, which curses it for
Repose and the Way of the Stopped Clock.
1 minute. If the cursed creature would recover hit points, it
Way of Repose recovers only half as many, and you regain the other half. The
cursed creature gains 1 more hit point than you if it initially gained
Monks of the Way of Repose understand that true power comes an odd number of hit points.
from enlightenment, not physical prowess, and that the body is You can curse a number of creatures equal to 2 + your Wisdom
little more than a vessel for the soul. Able to neglect the needs of modifier (a minimum of 2). If you apply another curse to a
their bodies, these monks survive beyond their natural lifespan. creature beyond this limit, the oldest curse ends.
Some of these monks' bodies are blasted by the elements from When you take the Dodge action, you can enter a state of
their timeless seats atop exposed pillars, or sealed within gilded meditative calm that purges the stresses of battle from your mind.
statues as an example of ultimate enlightenment. Others are That negative energy flows into the souls of the creatures you
mummies whose souls wander the afterlife and only return to slay cursed. Each cursed creature of your choice within 120 feet of you
trespassers in their palatial tombs. takes damage equal to a roll of your Martial Arts die. You choose
Despite their differences, all these monks master their souls and the damage type: force, necrotic, psychic, or radiant.
can touch it to the spirits of others, wielding that connection as an
unavoidable weapon. Canopic Fortitude
When you reach 6th level, you can open connections between
Conquer the Flesh souls initiated by others.
When you choose this tradition at 3rd level, you rise above the You can use your reaction whenever a creature touches you or
baser needs of the body. You no longer need to eat, drink, sleep, or hits you with a melee attack to deal force, necrotic, psychic, or
breathe. When you take a long rest, you spend that time in an radiant damage (your choice) equal to a roll of your Martial Arts
inactive, motionless state of meditation in which you are not die to it. The creature is also cursed, as if you had hit it with an
unconscious and remain fully aware of your surroundings. unarmed strike.
In addition, your approach to ascension alters you irrevocably. In addition, when you damage cursed creatures with your Touch
Consult the signs of mummification table and choose or randomly the Soul feature, you gain 1 temporary hit point for each creature
determine one or more ways your new abilities change your body. affected. At 11th level in this class, you gain 2 temporary hit points
per creature, and 17th level, you gain 3.
Signs of Mummification
d8 Sign
1 You are unnaturally light for your size.
2 Your skin is leathery to the touch.
3 Your sense of touch is somewhat dulled.
4 You sometimes forget to blink.
5 You’re most comfortable wrapped in perfumed
bandages.
6 Your body fluids (tears, blood, spit)
are murky, as if mixed with dirt.
7 Your shadow tends to lag behind
you, as if leaving your body behind.
8 Your jaw locks in an open position.

Art by Gabor Szikszai >>

CHAPTER 2 | SUBCLASSES

23
Give and Take Skip Ahead
Beginning at 11th level, you can use your ability to touch the soul Starting at 6th level, you can alter others’ movement through time
to both heal and harm. You can use an action to cast bestow curse in combat. When you use your Race the Clock feature, you can
or remove curse without expending a spell slot. You can cast each spend 1 ki point to use the same roll on any number of creatures
spell once, and must complete a long rest or expend 3 ki points you can see that rolled initiative at the same time. You choose
before you can do so again. Wisdom is your spellcasting ability whether a target adds or subtracts the result from its initiative roll,
for these spells. When a creature fails its save against a bestow and a target cannot be affected by this feature again until the next
curse spell you cast, it is also cursed as if you had targeted it with time it rolls initiative.
your Touch the Soul feature.
Stop the World
Rise Above Starting at 11th level, you can use a bonus action and spend 4 ki
Starting at 17th level, you utterly overcome the weakness of your points to pull yourself and one creature of your choice within your
flesh. When you damage a creature with your Touch the Soul reach (along with everything both of you are wearing or carrying)
feature, you can inflict one condition you are suffering upon it. outside the flow of time. Until the end of your next turn, only you
You continue to be affected by the condition. and the chosen creature (if any) can take a turn in initiative, and
You cannot apply the same condition to multiple creatures or you can only damage, interact with, or otherwise affect yourselves
apply more than one condition to a single creature. If you are or one another. When your next turn ends, the effects of your
suffering from multiple conditions, then you can spread them all interactions appear instantaneously to other creatures’ perception.
with this feature, but you must apply them to different targets.
In a Blink
Way of the Stopped Clock Starting at 17th level, you can spend 5 ki points at the start of your
turn to move freely through a split second in time. You gain the
Monks of the Way of the Stopped Clock understand the passage of following benefits until the end of your turn:
time as a fluid flow, rather than a rigid line, which they can
manipulate and weaponize. Attuned to the workings of a force that • You can expend 5 feet of movement to teleport to within 5 feet
extends beyond the planes, these monks can think and act outside of a creature within 60 feet of you.
the perception of mortals and immortals alike. • When you take the Attack action, you can make a number of
Students of esoteric magics, these monks train in the spaces attacks equal to your Wisdom modifier, rather than two.
outside time, from sepulchres sealed inside timeless demiplanes to • You have advantage on attack rolls.
ageless pockets of the feywild which have not changed for • If you hit a creature with an attack, it takes an additional 1d10
thousands of years. damage and is knocked 30 feet away from you in a straight line
In combat, followers of this tradition are masters of slowed at the end of your turn. Additional attacks increase this distance.
time. Their blows land in the instants between seconds, while their • Other creatures cannot see you, hear you, or damage you.
foes are slowed to a snail’s pace. • Instead of an attack, you can pick up a willing creature and
move it, without expending the
Exact Timing additional movement typically required to carry another
When you choose this tradition at 3rd level, you become creature. If you teleport instead of moving, it and everything it
intrinsically attuned to the passage of time. You always know the is wearing or carrying travel with you.
precise time of day or night, as well as the current date. If you At the end of your turn, you can appear at any point within 60 feet
enter an area in which time flows at a different rate, you know of your starting position. Outside observers perceive the effects of
both the date and time in the Material Plane and the area you your turn as instantaneous and happening simultaneously when
currently occupy. your turn ends.
Race the Clock Once you use this feature, you can't do so again until you finish
Also at 3rd level, you roll your Martial Arts die when you roll a long rest.
initiative. You can add or subtract the result from your initiative
roll. In addition, when you damage a creature with your Flurry of
Blows feature, its speed is halved until the end of its next turn.

Art by Andreas Zafiratos >>

CHAPTER 2 | SUBCLASSES

24
Sacred Oath Channel Divinity: Thoughts of Tomorrow
You can use your Channel Divinity to evoke the feelings of
At 3rd level, a paladin gains the Sacred Oath feature. The
renewal brought by a new day. You can use an action to touch a
following additional options are available to a paladin: the Oath of
willing creature, or a magic item. If the creature has any features
Progress and the Oath of Remembrance.
that regain expended uses on a long rest, it regains one expended
Oath of Progress use of one feature of its choice. The magical item regains one
expended charge or use, if it has any.
Paladins who take the Oath of Progress dedicate themselves to the
unyielding march of time and to the creation of a better future. Aura of Inevitability
They are heralds of progress, leading the charge to better days and Starting at 7th level, your presence regulates the flow of time
leaving the past behind, where it belongs. These paladins are around you. You and any creatures of your choice within 10 feet of
paragons of open-mindedness and progressive thought. you cannot suffer the following effects unwillingly:
Paladins of this oath are known for their commitment to • Altered memory
progress—they do not fear change, but embrace it. They do not • Changed count in initiative
mourn the past, but learn from it. They do not wait for the future, • Raised from the dead
they create it. The Oath of Progress teaches that time is an • Transformed after death
inexorable, constantly-flowing river, and only by swimming with • Reanimated as an undead
the current can one truly live. • Magically aged or de-aged
Tenets of Progress You and any creatures of your choice within your aura are also
A paladin who swears this oath is charged with moving immune to effects that would alter the passage of time, such as the
themselves and the world beyond the past and into a better future. time stop spell, and pass through time normally when affected.
Wait for No One. To waste time is to steal from yourself. At 18th level, the range of this aura increases to 30 feet.
Execute your goals with swiftness and efficiency.
A First for Everything. Change is the only constant. Never be
All Wounds
afraid to change direction or try new things. At 15th level, you discover that there is no wound that cannot be
The Past is Passed. Accept that some things cannot be healed with time, and no scar that cannot fade. When you use your
changed. Live in the present and look to the future. Lay on Hands feature, you can choose to age a willing creature by
Time Conquers All. Let nothing stand in the way of progress. 1% of its natural lifespan for every 5 points you spend. Certain
percentages allow you to apply a restorative effect to the target as
Oath Spells described in the All Wounds table.
You gain oath spells at the paladin levels listed. The target gains the effect of the chosen percentage as well as all
lower amounts.
Oath of Progress Spells Spells you cast with this feature do not require material
components or a spell slot, and have a casting time of 1 action.
Paladin Level Spells
3rd heroism, longstrider
All Wounds
5th gentle repose, ray of enfeeblement Lifespan Effect
9th haste, plant growth 5% (25 points) Lesser restoration and the break
13th freedom of movement, stone shape enchantment effect of dispel evil and good
17th greater restoration, passwall 10% (50 points) greater restoration
15% (75 points) regenerate
Channel Divinity: Moving On 20% (100 points) Remove one curse, disease, poison, magical
You can use your Channel Divinity to spur others effect, or condition that otherwise cannot be
through adversity. You can use a bonus action and removed by any means short of a wish spell.
expend a use of your Channel Divinity to choose
a creature you can see within 30 feet of you that
is subject to an effect that allows it to make a
saving throw at the start or end of its turn. That
creature can repeat the saving throw against << Art by Jason Rainville
all such effects.

CHAPTER 2 | SUBCLASSES

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I am Inevitable Channel Divinity: Ancestor Spirits
At 20th level, you gain the ability to become a manifestation of When you damage a target, you can use your reaction and expend
the march of time. You can use an action to open yourself to the a use of your Channel Divinity to conjure a host of intangible
flow of time for 1 minute, which grants you the following spirits that strike with you. You deal half the damage you dealt to
benefits: the target again.
• You come under the effects of the freedom of movement spell Channel Divinity: Truthful Touch
• You can use your object interaction to touch a nonmagical You can use your Channel Divinity to end the lies spewed by
Large or smaller object and turn it to dust. If a creature is dishonest historians. You can use your action to touch your holy
holding the object, you must succeed on a contested Strength symbol to a creature or object within reach. If you touch a creature,
(Athletics) check against the target’s Strength (Athletic) or any effect that alters its appearance or behavior or creates false
Dexterity (Acrobatics) check to touch it. memories ends, leaving its true appearance and thoughts in its
• If your hit points are reduced to 0 or you die, you drop to 1 hit place. This feature cannot dispel effects caused by spells cast with
point instead. a slot higher than half your paladin level.
Oath of Remembrance If you touch an object, intentionally false images and text
become blank. This feature cannot determine absolute truths; it
Paladins of the Oath of Remembrance protect the last vestiges of will not remove unintentionally false statements or statements
bygone civilizations, people, and places. They stand apart from whose truthfulness the creator does not know.
battles between good or evil, taking sides only to preserve the last
ideals and artifacts of their predecessors.
Aura of Eideticism
Some of these paladins maintain oaths sworn by orders At 7th level, your devotion to memorization and truth strengthens
centuries old to preserve and protect ancient ruins, while others your mind. You and creatures of your choice within 10 feet of you
devote themselves to more personal memories. Most dedicate have resistance to psychic damage and are immune to effects that
themselves to the preservation of lore for future generations to would alter your memories, such as the modify memory spell.
study, though the subject of their tales may be long gone. Some At 18th level, the range of this aura increases to 30 feet.
gods of knowledge employ these paladins as their agents, and Ghost of Lifetimes Past
charge them to gather and preserve history at any cost.
You bear many legacies, and at 15th level you gain the ability to
Tenets of Remembrance better remember and protect them. Any weapons and armor you
The tenets of the Oath of Remembrance charge its followers to are wearing or carrying gain immunity to all damage and
preserve the most truthful version of their past and honor those cannot be damaged, destroyed, or decomposed in any way.
who gave it to them. While wearing armor, you reduce nonmagical bludgeoning,
Never Forget. You must remember your origins and how your piercing, or slashing damage you take by an amount
life’s journey shaped you. Recall and honor the sacrifices of those equal to your Charisma modifier.
who came before you and ensure they were not in vain. Authentic Reenactment
Help to Preserve. Nothing is replaceable. Do all
Beginning at 20th level, you can use an action to
you can to maintain records and artifacts of the past, resurrect times gone by in a 300-foot radius
and record all you can about them if destruction is
centered on you. The area falls under the
unavoidable.
effects of the mirage arcane spell, which
Teach History. Do not hoard knowledge of
mimics its appearance at a time of your choosing.
the past. Share it with eager learners from all
Illusory copies of the creatures that existed at the
walks of life, to better help them appreciate what
time appear in the area. These copies retain the real
came before.
creatures’ knowledge and personalities, and interact
Seek the Truth. It is your duty to make the annals
with other creatures as they would normally. The
of history as accurate and precise as possible. Do not real versions of these shades do not experience these
allow your biases to color your record, and correct
interactions or gain knowledge of events in the area.
mistruths at every opportunity. When a creature enters the area for the first time on
Oath Spells a turn or starts its turn there, it must make an
You gain oath spells at the paladin levels listed. Intelligence saving throw against your paladin spell
save DC. On a failure, the target believes the
illusion is real, and takes damage from creatures,
Oath of Remembrance Spells and objects as described in the phantasmal force
Paladin Level Spells spell. The spell deals 2d8 damage rather than 1d6,
3rd comprehend languages, false life and you choose whether a target takes force or
5th see invisibility, zone of truth radiant damage. You can also allow a target to
succeed on the save.
9th speak with dead, tongues
The area persists for 1 hour, or until you choose to
13th hallucinatory terrain, stone shape end it as a bonus action. After you use this
17th hallow, legend lore feature, you can’t do so again until you finish
a long rest.

Art by Jason Rainville >>

CHAPTER 2 | SUBCLASSES

26
Ranger Archetype Chasing Footprints
Also at 3rd level, your attacks stain your enemies with the mark of
At 3rd level, a ranger gains the Ranger Archetype feature. The
the ruins they defiled. Once per turn when you hit a creature with a
following additional options are available to a ranger: the Lurker
weapon attack, it takes an additional 1d6 necrotic damage and is
and the Soul Caller.
surrounded by a thin layer of dust, sand, or ash until the end of
Lurker your next turn. When covered, the creature can’t benefit from
being invisible, and leaves clear tracks of sediment behind it
Whether made through an ancestral oath, a curse, or a pact made wherever it moves.
with the creature that you guard, you are a Lurker, and time is a The extra damage increases to 2d6 when you reach 11th level in
mere word for you. You and those like you guard the undisturbed this class.
silence of places that have fallen into obscurity and destroy those
who disrespect the ancient ruins you call home. Ghost of the Ruins
At 7th level, you move like a shadow over the forgotten stones,
Lurker Magic preserving their calm, quiet peace. When you activate a trap, you
Starting at 3rd level, you learn an additional spell when you reach can use your reaction to revert it to its deactivated state, ensuring
certain levels in this class, as shown in the Lurker Spells table. neither you nor any other creature suffers the trap’s effects.
The spell counts as a ranger spell for you, but it doesn’t count Additionally, you can use an action to magically enter a hollow
against the number of ranger spells you know. object or container no smaller than one size smaller than you for 1
minute. You can remain inside the object until it is destroyed or
Lurker Spells you use an action to depart. While inside, you have blindsight out
Ranger Level Spells to a range of 10 feet, can hear what is happening outside, and have
3rd detect evil and good total cover against effects from outside the container, but cannot
see or feel anything happening outside the container beyond the
5th spider climb
radius of your blindsight.
9th gaseous form
13th arcane eye
17th passwall

Eternal Watcher
At 3rd level, your connection with the past grants
you eternity. You don’t have to eat or drink,
and can’t die from old age.
You can use an action to touch one side
of a Huge or smaller object and peer
through its form. While touching it, the
object is translucent for you, allowing
you to see through it. The image is
not perfect, and creatures and objects
on the other side appear blurry and
indistinct.
Finally, you can take the Hide
action when lightly obscured.

Art by Izzy Medrano >>

CHAPTER 2 | SUBCLASSES

27
Dust Storm The next time a creature hits the target with an attack before the
Starting at 11th level, your power makes your enemies fear the end of your next turn, the mark breaks with the toll of a bell,
smallest stone or passing cloud. When you hit a creature affected deafening the target and clouding its senses. The target makes
by your Chasing Footprints feature, or that is lightly obscured by attack rolls with disadvantage until the end of its next turn, unless
smoke, dust, ash, fog, or a similar cloud, wind blasts the it targets the creature that broke the mark.
particulates against the target. Creatures of your choice within 10 If you hit another creature with an attack before the mark
feet of the target take 2d6 slashing damage, and the area is lightly breaks, the mark vanishes and reappears over the new target.
obscured until the start of your next turn. Lost Patience
Lost Image At 7th level, the remains of spirits around you lend you their
Starting at 15th level, you can create momentary memorials of experience. You can cast a ranger spell you know as a ritual,
forgotten civilizations in order to protect yourself. When you are provided that spell has the ritual tag.
hit by an attack, you can use your reaction to create a statue in March of the Dead
your place, which takes half of the attack’s damage for you. The
Starting at 11th level, the appearance of your death's mark spreads
statue crumbles into fragments of rubble and a cloud of dust in a dread across the battlefield. When a creature breaks the mark
10-foot radius around you, which lightly obscures the area and
created by your Death Knell, the marked creature takes 2d6
disperses at the end of your next turn.
psychic damage, and you can choose another creature within 15
Soul Caller feet of it. That creature must make a Charisma saving throw
against your ranger spell save DC. On a failure, it is marked by
As self-appointed avengers of the murdered and wrongfully slain, your Death Knell.
Soul Callers cultivate distrust and suspicion wherever they go. You can create a second mark by hitting another creature, as
Funeral bells toll as these ghostly hunters do battle with the living. normal, allowing you to keep two marks active at the same time.
Surrounded by spirits crying out for vengeance, soul callers rarely
rest in their endless search for justice. Soulless Hunter
Beginning at 15th level, you move like a silent wisp of smoke as
Soul Caller Magic you hunt. After taking damage from an attack, you can use your
Starting at 3rd level, you learn an additional spell when you reach reaction to move up to 15 feet and make a weapon attack against
certain levels in this class, as shown in the Soul Caller Spells one creature you can see. This movement doesn’t provoke
table. The spell counts as a ranger spell for you, but it doesn’t opportunity attacks.
count against the number of ranger spells you know.

Soul Caller Spells


Ranger Level Spells
3rd detect evil and good
5th phantasmal force
9th phantom steed
13th divination
17th dispel evil and good

Speaker For the Dead


Beginning at 3rd level, you learn to sense
and speak to souls. Through sounds
and gestures, you can communicate
simple ideas to ghosts, spirits, and
other intangible apparitions, even
if you don’t share a language.
You can also sense these spirits’
mood and intent and relay your
own. You and the spirit must be
able to see each other to
communicate in this way.
Your ability to sense souls’
intentions also gives you
advantage on ability checks
to determine if a creature is lying.
Death Knell
Also at 3rd level, your attacks can call death to
those who wrong lost souls. Once per turn, when you
hit a creature with a weapon attack, a spectral mark appears
above its head.

Art by Jason A. Engle >>


CHAPTER 2 | SUBCLASSES

28
Roguish Archetype Elective Study
Also at 3rd level, you can take your mind down paths of study that
At 3rd level, a rogue gains the Roguish Archetype feature. The
you considered and rejected, and change that decision
following additional options are available to a rogue: the Mind
retroactively. You learn one language of your choice. When you
Cutter and the Mirage.
finish a long rest, you can remove this language and learn another.
Mind Cutter Stumbling Confusion
Mind Cutters wield memory as a weapon, ripping knowledge At 9th level, your targets’ loss of memory sends them reeling.
from the shadowy corners of their enemies’ minds and making When a creature fails its saving throw against your Skill Thief
them their own. Their powers force their foes to make do with feature, you can choose any number of your Sneak Attack dice and
their immediate resources rather than years of training, which they remove them from the damage roll. The target subtracts the total
take for themselves and use to bizarre and terrifying effect. on the chosen dice from all attack rolls and skill checks until its
proficiency returns to it. This penalty cannot drop below -5.
Skill Thief
Starting at 3rd level, you can reach into your foes’ minds and steal Mass Amnesia
their abilities from them. When you hit a creature and inflict your Starting at 13th level, you can amass knowledge from many
Sneak Attack damage, you can force the target to make an creatures. You can possess stolen proficiencies or languages equal
Intelligence saving throw. The save DC equals 8 + your to your Intelligence modifier, rather than one. If you exceed this
proficiency bonus + your Intelligence modifier. limit, you lose one proficiency or language of your choice.
On a failure, choose one of the target’s proficiencies in a The duration of your Skill Thief feature also increases to 10
weapon, skill, or tool, or one language that it knows. You gain that minutes.
proficiency or language, and the target cannot use the chosen
knowledge until you lose it. You retain the stolen memories for 1
Memories Broken
minute, or until you target another creature with this feature. At 17th level, you can use the paths through memory created by
If you steal proficiency in a weapon, you can use that weapon your Skill Thief feature to blast the minds of your foes. As an
to inflict your Sneak Attack, even if you couldn’t otherwise. action, you can forcibly return any stolen proficiencies or
languages to their owners, and roll your Sneak Attack dice. You
deal psychic damage equal to the result to each creature whose
proficiencies you stole.
Art by Aaron Miller >>

CHAPTER 2 | SUBCLASSES

29
Mirage Confounding Step
You have mastered the art of vanishing into thin air to befuddle At 9th level, your illusions cause your form to shift constantly,
and elude your foes. Able to flit under the translucent cover of making you difficult to pin down. If you are lightly obscured and
dust, mist, and rain, you are impossible to keep in sight until your use your Uncanny Dodge feature, you can attempt to sidestep the
blade buries itself in your enemy’s back. Rogues who follow this attack completely. If the attacker relied on natural sight to perceive
archetype—including ghosts, living mirages, sentient you (instead of a feature such as truesight or tremorsense), it must
will-o-wisps, illusionists, and ninja—are intent on remaining out make an Intelligence saving throw (DC equal to 8 + your
of sight: never seen, and never caught. proficiency bonus + your Wisdom modifier). If it fails, the attack
misses instead.
Trick of the Light
Starting at 3rd level, you can bend light to visually obscure items.
Phantasmagoria
As an action, you can turn a Small or smaller object that you are At 13th level, you gain finer control over your illusions. You can
holding invisible. The object reappears if it takes damage, deals cast the silent image spell at will, without material components.
damage, or if you stop holding it. Wisdom is your spellcasting ability for this spell.
When you cast silent image in this way, the spell does not
Hazy Apparition require concentration. You can only create a number of silent
Also at 3rd level, you are adept at weaving smokescreens and images up to your Wisdom modifier (a minimum of 1). You can
hiding among them. You can use an action to create a haze in a dismiss an illusion you created with this spell as a bonus action.
30-foot-radius sphere centered on yourself, which spreads around
corners. The area within the sphere is lightly obscured. The cloud
Shadow Dance
lasts for 1 hour, or until a wind of moderate or greater speed (10 At 17th level, you weave through the illusion to strike where you
miles per hour or more) disperses it. are least expected. When a creature fails its saving throw against
You can use this feature a number of times equal to your your Confounding Step feature, you can move up to your speed as
Wisdom modifier (a minimum of 1), and regain all expended uses part of the same reaction without provoking opportunity attacks. If
of it when you finish a long rest. you end this movement in a lightly obscured space, you can make
Additionally, you can attempt to hide even if you are only a weapon attack, also as part of the same reaction. You can use
lightly obscured. your Sneak Attack with this attack even if you don’t have
advantage on the attack roll. All the other rules for Sneak Attack
still apply to you.
Art by Sidharth Chaturvedi >>

CHAPTER 1 | SUBCLASSES

30
Sorcerous Origins In addition, consult the Echoes of the Past table and choose or
randomly determine a way your connection to past glories
At 1st level, a sorcerer gains the Sorcerous Origin feature. The manifests while you are casting any of your sorcerer spells.
following additional options are available to a sorcerer: the
Abandoned Throne and the Crystal Heart. Echoes of the Past
d6 Origin
The Abandoned Throne 1 The roar of a crowd echoes in the distance.
When enough people believe in something strongly enough, a 2 Pennants bearing ancient sigils flap in a non-existent
symbol can become a power unto itself. You are inextricably tied breeze behind you.
to one of those symbols - a throne, the seat of power of a figure 3 An imperial crown appears on your head, studded with
long ago. Whether you are descended from that powerful being gold and gems.
from the ancient world or the last in a long line of royal 4 Your spell focus takes on the appearance of a scepter.
protectors, the ineffable essence of that influence has seeped into 5 A set of ceremonial armor settles in place around you.
your bloodline, giving you the ability to manipulate the loyal
6 Your blood gleams golden, shining through your skin.
servants of the long dead.
Throne Magic The Honored Dead
Also at 1st level, you learn to summon the spirits of your lineage's
At 1st level, you learn additional spells when you reach certain
loyal retainers. Once per turn when you cast a sorcerer spell of 1st
levels in this class, as shown on the Abandoned Throne Spells
level or higher, you can choose to conjure a protector within 5
table. Each of these spells counts as a sorcerer spell for you, but it
feet of one of the spell's targets. The protector is a Medium
doesn't count against the number of sorcerer spells you know.
undead friendly to you and your companions. You determine the
Whenever you gain a sorcerer level, you can replace one spell
protector's appearance. Some appear as animated suits of armor,
you gained from this feature with another spell of the same level.
while others resemble ghostly warriors.
The new spell must be a conjuration or a necromancy spell from
The protector shares your AC, has 1 hit point, cannot move,
the sorcerer, warlock, or wizard spell list.
and is immune to all conditions. If it has to make a saving throw,
it uses your saving throw bonus for the roll. When your protector
Abandoned Throne Spells makes a Dexterity saving throw to take only half damage, it
Sorcerer Level Spells instead takes no damage on a success. The protector disappears if
1st protection from evil and good, unseen servant it is reduced to 0 hit points, you dismiss it (no action required), or
3rd augury, calm emotions after 10 minutes. Protectors are intangible, and creatures and
objects can pass through them unimpeded.
5th animate dead, gaseous form
On each of your turns, you can use an action to mentally
7th death ward, private sanctum command any or all of your protectors to take the Attack action. If
9th antilife shell, geas you don't issue a command, the protector takes the Dodge
action. When commanded to attack, or as an opportunity attack,
the protector can make a melee weapon attack using your spell
attack modifier against one creature within 5 feet of it. On a
hit, the target takes force damage equal to 1d10 + your
Charisma modifier.
The number of protectors present cannot exceed
Art by Titus Lunter >> your Charisma modifier. If you create another pro-
tector, an existing protector of your choice vanishes.
Lifetime of Service
At 6th level, ancient protectors’ reach increases to
10 feet and spaces within their reach are difficult
terrain for creatures of your choice. You can
use a bonus action to spend 1 sorcery point
and summon a protector within 30 feet of you,
or move an existing protector up to half your
speed. The protector can then attack a creature
within its reach.

CHAPTER 2 | SUBCLASSES

31
Dread Procession Crystalline Magic
At 14th level, you can summon a more suitable mode of At 1st level, you learn additional spells when you reach certain
transportation for you and those you favor. As a bonus action, you levels in this class, as shown on the Crystal Heart Spells table.
can spend 3 sorcery points to create a Large palanquin carried by Each of these spells counts as a sorcerer spell for you, but it
undead attendants. It appears in an unoccupied space on the doesn't count against the number of sorcerer spells you know.
ground within 30 feet of you and lasts for 1 hour. It vanishes if Whenever you gain a sorcerer level, you can replace one spell
you use this feature to create another, you dismiss it (no action you gained from this feature with another spell of the same level.
required), or it is reduced to 0 hit points. The palanquin can hold The new spell must be an abjuration or evocation spell from the
up to 4 medium creatures or 1 large creature. sorcerer, warlock, or wizard spell list.
The palanquin and its bearers are a single Large construct. For
you, it is considered a controlled mount with a speed of 40 feet. It Crystal Heart Spells
has 15 AC and 50 hit points. Creatures in the palanquin have half Sorcerer Level Spells
cover against attacks and effects from outside it.
1st color spray, chromatic orb
While you are riding your palanquin, any spell you cast that
forces a creature to make a saving throw to resist being charmed 3rd enthrall, spike growth
or frightened imposes disadvantage on the first saving throw 5th hypnotic pattern, meld into stone
made against the spell. The palanquin can only be controlled by 7th resilient sphere, stoneskin
you and creatures you permit to do so. 9th conjure elemental, wall of stone
Hallowed Halls
At 18th level, the authority of your lineage bends the universe to Heart of Stone
your whims. You learn the demiplane and magnificent mansion At 1st level, you can armor yourself in solid crystal, granting you
spells, which are considered sorcerer spells for you and do not implacable endurance. You can use your action to expend and roll
count against the number of sorcerer spells you know. a sorcerer hit die (adding your Constitution modifier to the roll, as
You can also summon an army of your loyal dead to enforce normal). You gain a damage threshold equal to the result for 1
your will. You can use an action to summon a number of minute, until you are damaged by a critical hit, or take damage
protectors equal to your Charisma modifier (a minimum of 1) equal to twice your damage threshold from a single source, such
within 60 feet of you. The protectors can then immediately take as a single attack or spell.
the Attack action. When you do so, a fragment of your ancestral Your hit point maximum also increases by 1 at 1st level, and
throne room appears in a 30-foot-cube originating from you. For increases by 1 again whenever you take a level in this class.
1 minute or until your concentration ends (as if you were Shifting Ground
concentrating on a spell), attacks against any creatures you
Also at 1st level, when you cast a spell of 1st level or higher, you
designate within the throne room are made with disadvantage.
can pull one target of the spell a number of feet toward you up to
Once you use this feature, you can’t do so again until you
5 times the spell's level.
finish a long rest or spend 5 sorcery points to do so again.
Crystal Heart
Your innate magic originates from the miniscule shards of
minerals that flow through your blood. For most mages,
gemstones radiate, amplify, and focus magical power. Unlike
others, these crystal shards flow in your blood, and you can
channel those enchanted materials to bend magic to your will.
Many Crystal Hearts are earth genasi who draw power from
elemental earth. Others adapt giants' rune magic, or are the
next in a long line of dwarven rune priests whose powers
became inherent to their families over generations.
Others wield ice instead of glittering gems, and
draw their power from the Frostfell—the eternal
blizzard where the planes of air and water meet.

Art by Steve Argyle >>

CHAPTER 2 | SUBCLASSES

32
Rock Solid
Starting at 6th level, you can transform your spells into a torrent
Metamagic
of solid stone. When you cast a spell, you can spend 2 or more At 2nd level, a sorcerer gains the Metamagic feature. Here are
sorcery points to change the spell's damage type to bludgeoning. new options for that feature, in addition to the options in the
You can knock one creature damaged by the spell prone, and Player’s Handbook.
knock an additional creature damaged by the spell prone by Excavating Spell
spending 2 additional sorcery points per target.
When you cast a spell that affects an area or creatures within the
Diamond Tipped area, you can spend 1 sorcery point to turn the ground inside the
At 6th level, while your Heart of Stone feature is active, you are area into difficult terrain until the spell ends. If the spell is
surrounded by whirling tiny crystalline shards that are harmless to instantaneous, the difficult terrain lasts for 1 minute.
you and your allies. When a hostile creature is within 10 feet of Patient Spell
you and willingly moves 5 feet or more, it takes magical slashing
When you cast a spell that targets a single creature and the target
damage equal to your sorcerer level.
fails its saving throw or you hit the target, you can spend any
One With the Earth number of sorcery points to delay the spell's effects by 10 minutes
At 14th level, you can use an action to expend 4 sorcery points to per point spent. You can trigger the spell's effects, including
gain the ability to burrow through nonmagical, unworked earth, damage, at any time (no action required), even if you no longer
stone, ice, and other crystalline materials. While doing so, you meet the requirements for casting the spell (such as seeing the
don't disturb the material you move through. You also gain target).
tremorsense in a 30-foot radius. Spectral Spell
You maintain this ability for 1 minute or until your
When you cast a spell, you can spend 3 sorcery points to change
concentration ends as though you were concentrating on a spell.
the spell's damage type (if any) to necrotic damage. Targets of the
Diamonds Are Forever spell do not benefit from cover, including full cover.
At 18th level, your abilities crystallize into defensive mastery.
When you use your Heart of Stone feature, you gain temporary
hit points equal to your sorcerer level. Your damage threshold
is doubled, and you cannot lose it while you have these temporary
hit points, no matter how much damage you take at once. A hit
that removes these temporary hit points cannot remove your
damage threshold; you must have no temporary hit points from
this feature before you can lose it.

Art by Johann Bodin >>

CHAPTER 2 | SUBCLASSES

33
Otherworldly Patron
At 1st level, a warlock gains the Otherworldly Patron feature. The
following additional options are available to a warlock: the
Bygone King and Slumbering Ancient.

The Bygone King


Your patron was a ruler of unfathomable power and influence - an
ancient emperor or empress still bound to the world by their sheer
force of will. The majesty of their presence suffuses your blood,
allowing you to command with a power beyond normal limits. Just
at the edge of hearing, the sound of their adoring subjects roars in
your ears. The service of their ancient retainers hovers just at the
edge of your reach.
Perhaps you were born into a royal line and can channel the
spirit of your forebears. You may have encountered this being at
the abandoned seat of their power, or made a deal with an ancient
ruler so willful their spirit lingered long after their death. Some
may see your existence as a threat—whether you intend to act
upon your patron’s inheritance or not.
Expanded Spell List
The Bygone King lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are added to
the warlock spell list for you.

Bygone King Spells


Spell Level Spells
1st command, heroism
2nd aid, locate object
3rd beacon of hope, phantom steed
4th death ward, resilient sphere
5th geas, legend lore

Glorious Authority
Starting at 1st level, the majesty inherent in your blood gives you a
commanding presence. You become proficient in your choice of
one of the following skills: Deception, Intimidation, or Persuasion.
Your proficiency bonus is doubled for any ability check you make
that uses that skill.
Royal Court
At 1st level, you have access to your patron’s circle of advisors. At
the end of a long rest, choose two spiritual advisors who served
your patron to temporarily share your mind. These advisors inhabit
your mind, telepathically communicating with you and only you
via your thoughts. Each advisor shares some of its knowledge: you
gain proficiency in one skill, tool, weapon, shield or armor type, or
learn one language from each advisor within your mind. When you
finish a long rest, you can temporarily dismiss the advisor and gain
a new one, gaining a new proficiency or language and losing the
old when you do.
You can retain an additional advisor when you reach 5th, 9th,
13th, and 17th level in this class.

Roleplaying your Court


The advisors that make up your patron’s court can have
their own personalities. Perhaps your proficiency with a
rapier comes from an ancient fencing instructor? Your
abilities in history may come from a stuffy archivist. Such << Art by Karla Ortiz
details don't provide you with any benefit beyond
opportunities for roleplaying. You don't have to justify how
you receive your proficiencies, but describing the distinct
members of your court can be a fun way for you to interact CHAPTER 2 | SUBCLASSES
with the world.

34
Regal Aspect But channeling the power of these hibernating titans, along
At 6th level, you can add half your proficiency bonus (rounded with ancient dragons, entombed mummy lords, fallen gods, or
up) to any Intelligence, Wisdom, or Charisma check you make ancient plagues sealed within the permafrost can grant the powers
that doesn't already use your proficiency bonus. of The Slumbering Ancient instead of those patrons’ abilities.

Defend the Sovereign Expanded Spell List


At 10th level, you gain the ability to use others to defend The Slumbering Ancient lets you choose from an expanded
yourself. When you take damage, you can use your reaction to list of spells when you learn a warlock spell. The following
take half damage from that damage: choose a willing creature spells are added to the warlock spell list for you
within 30 feet or one of the proficiencies provided by your Royal
Court. If you choose a creature, that creature takes the same Slumbering Ancient Spells
amount of damage as force damage. This damage cannot be Spell Level Spells
reduced. If you choose a proficiency, you lose it until the end of 1st dissonant whispers, sleep
your next long rest as your advisor recovers from the attack. 2nd augury, pass without trace
You can command others to defend you a number of times
3rd blink, feign death
equal to your Charisma modifier (minimum of 1), and you regain
all expended uses when you finish a long rest. 4th compulsion, phantasmal killer
5th modify memory, seeming
Heavy Lies the Crown
Starting at 14th level, you can exert your patron's will on the Accursed Sleep
world around you. As an action, authority radiates from you in an At 1st level, you learn to impose a meager replica of your
aura with a 20-foot radius for 1 minute or until your concentration patron’s sleep upon others. You can use a bonus action to curse a
is broken (as if you are concentrating on a spell). The aura is creature you can see within 30 feet of you for 1 minute. While
considered difficult terrain, and you can exempt any number of cursed in this way, the target’s speed is reduced by 10 feet, and it
creatures you can see from this effect. cannot have advantage on attack rolls.
When a creature under the effect of the aura targets another You can use a bonus action to touch the mind of your cursed
creature within the aura with an attack, the creature must make a victim to your patron’s dreams. The target must make a Wisdom
Wisdom saving throw. On a failed save, the creature makes the saving throw against your Warlock spell save DC. On a failed
attack against another creature of your choice within range. save, the target suffers 3 levels of exhaustion until the end of its
You must finish a short or long rest before you can use this next turn, after which the curse ends. If the target succeeds, the
feature again. original curse continues as normal.
The Slumbering Ancient You can inflict exhaustion on a cursed target a number of times
equal to your Charisma modifier (a minimum of 1), and must
Your patron is a being of immeasurable age all but forgotten by complete a long rest before you do so again.
time. Mighty empires rose and fell over the centuries and never
once disturbed its slumber. Your patron’s enemies might have
locked it into eternal sleep, it might rest to recover from a cursed
wound, or it simply lies dormant until the stars align
and the time comes for it to emerge. Many
Slumbering Ancients have only the dimmest
sense of the passage of time, and communicate
with their followers through cryptic dreams.
These visions guide their followers, willing
or not, to prepare the world for their
eventual awakening.
Many sleepers, such as dead Cthulhu
dreaming in his house in R’lyeh,
Levistus entombed in frozen Stygia,
or the Jormungandr encircling the
world, can also grant warlocks
powers typically associated with
their own abilities, such as the
Great Old One or
the Fiend.

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CHAPTER 2 | SUBCLASSES

35
Scholarly Sleepwalker
Also at 1st level, you gain great power when you sleep. Eldritch Invocations
While you are unconscious (or taking a long rest if you have a At 2nd level, a warlock gains the Eldritch Invocations feature.
feature, such as an elf’s Trance, that prevents you from sleeping), Here are new options for that feature, in addition to the options in
you stand as a watchful, invisible spirit made of dreams that can the Player’s Handbook.
move no more than 10 feet away from your body. You gain the If an eldritch invocation has a prerequisite, you must meet it to
following benefits in this state: learn the invocation. You can learn the invocation at the same
time that you meet its prerequisite. A level prerequisite refers to
• You gain blindsight in a 30-foot radius.
your level in this class.
• You can cast the message cantrip.
• You can use your action to drag your body 5 feet in any Amulet of Resurrection
direction. Prerequisite: 12th level, Pact of the Talisman
• You can use your Accursed Sleep feature, even though you are
incapacitated. If you die while within 15 feet of your talisman, your talisman is
not destroyed, and your soul enters it. Your talisman can be used
While in this state, you cannot take any other action that interacts in place of your corpse to restore you to life or target you with
with the world outside dreams, including interacting with objects, spells that affect corpses, such as speak with dead or animate
attacking or speaking to other creatures, or writing. dead. Time spent with your soul inside the talisman doesn’t count
Fading Dream against the time limit of spells such as raise dead and revivify that
would restore you to life.
At 6th level, you can fade from the perception of others as you
wield your patron’s magic. When you force a creature to make a Ancient Secrets
saving throw, you can attempt to Hide as part of the same action. Prerequisite: Pact of the Tome
In addition, casting a spell does not reveal you when you are
hidden, even if it would ordinarily (such as the verbal component When you finish a long rest, choose a spell from your expanded
of a spell giving your location away to other creatures). spell list that you do not already know and is of a level you can
cast. You can cast this spell at its normal level a number of times
Rest Easy equal to your Charisma modifier. You regain all expended
Starting at 10th level, your ability to slip away from the waking castings of this spell when you finish a long rest.
world becomes innate. You resist damage from enchantment and
illusion spells, and gain the following benefits while you use your Crown Prince
Scholarly Sleepwalker feature: Prerequisite: 17th level, Pact of the Talisman
• You gain truesight in a 30-foot radius. When another creature holds or wears your talisman, it adds any
• You can cast the commune spell, requiring no components or warlock spells you know to its spell list, using its own spell slots
spell slots. and spellcasting ability to cast them.
• You can interact with objects as though you were tangible. Dubbing Ceremony
• You and creatures within 30 feet of you are immune to the
Prerequisite: 17th level, Pact of the Blade
dream spell and similar effects that would alter their sleep,
unless you choose to allow them to, or they originate from You can use an action to touch a prone creature other than you
your patron. with your pact weapon and grant it proficiency in all armor and
weapons. In addition, it gains a +3 bonus to weapon attack and
Curse of Eternal Sleep damage rolls, and its weapon attacks become magical. If its
Starting at 14th level, you can use an action to invoke the power attacks already have a bonus to attack and damage rolls, the total
of your patron to lull another creature into a cursed sleep. Choose bonus cannot exceed +3. The target retains these benefits until
a creature you can see within 30 feet of you. That creature must you grant them to another creature.
make a Wisdom saving throw against your Warlock spell save DC
or fall unconscious. The target can choose to fail this save. Dust to Dust
While unconscious, the target does not age, require food, water, When you reduce a creature 0 hit points, you can teleport to a
or air, and is immune to bludgeoning, piercing, and slashing space within 30 feet of it that you can see.
damage from nonmagical weapons that aren’t silvered. Any
diseases, curses, or other magical effects afflicting the target
(other than this one) are suspended, and only continue after the
target wakes.
The Eternal Sleep ends if the target takes damage, if you die, or
if you put another creature to sleep with this feature.
Once you put a creature to sleep with this feature, you cannot
do so again until you finish a long rest.

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CHAPTER 1 | SUBCLASSES

36
Groundbreaker
Prerequisite: 7th level, Pact of the Blade Arcane Tradition
Whenever you hit an object or structure with your pact weapon, At 2nd level, a wizard gains the Arcane Tradition feature. The
the hit is a critical hit and ignores the target’s damage threshold, if following additional options are available to a wizard: the
it has any. You can use an action to touch your pact weapon to a Archivist and the Hexarch.

Archivist
portion of loose earth within reach and cast underground
rainAEONS from that point.
Lord's Refreshments Wizardry cannot exist without the passage of knowledge.
Archivists devote themselves to the preservation and
Prerequisite: Pact of the Chain
dissemination of eldritch lore to ensure the study of magic can
Your familiar learns the create food and water spell, which it can continue. Determined to record and protect valuable information
cast once, and must complete a long rest before it does so again. (or information important only to them), archivists are just as
When your familiar casts the spell in this way, it creates two likely to dive into abandoned universities in search of forgotten
pounds of food and two gallons of water (or wine), enough to literature as they are to stand between a library and a
sustain two humanoids for 24 hours. The food created by this book-burning mob.
spell is delicious, and of exceptional quality. Most archivists refuse to hoard their knowledge. Instead, these
Sweet Dreams tireless scribes safeguard important works so they might share
them with others. They are teachers as much as librarians, and
Prerequisite: Pact of the Chain eagerly welcome new students into their ranks.
Your familiar does not need to sleep to gain the benefits of a long
rest, but instead spends 8 hours doing light activity. In this state, Careful Copyist
creatures that spend at least 4 hours interrupted hours of a long Beginning when you select this tradition at 2nd level, you always
rest within 60 feet of your familiar regain additional expended hit succeed on ability checks to copy scrolls into your spellbook.
dice equal to your Charisma modifier (a minimum of 1). Both When you copy a scroll into your spellbook, the scroll is not
your familiar and any conscious creatures within the aura know destroyed. You also spend no gold to copy a spell already in your
when another creature enters the aura, but not where. spellbook into another spellbook.
Finally, you can copy spells into your spellbook even if they
Tomb Guardian aren’t written in a language you can understand. The time
Prerequisite: 15th level required to inscribe such spells (but not the cost) is doubled.
You can cast meld into stone at-will, without expending a spell Spread the Word
slot. So long as you are underground or indoors, you can cast Also at 2nd level, you can choose a creature that can hear you
commune with nature without expending a spell slot or suffering when you prepare your spells and teach it the words of a spell of
any penalties from being inside a building or underground. You 5th-level or lower that you prepared. The creature learns the spell,
can also use the spell to detect powerful humanoids, beasts, and and if you are conscious and willing, can cast it with your spell
monstrosities in addition to fey, fiends, elementals, or undead. slots, spell attack bonus, and Wizard spell saving throw DC.
Written in Stone If the creature has the spell slots required to cast the spell, it
can do so with its own slots once. It then loses the ability to cast
Prerequisite: 5th level, Pact of the Tome
the spell until you teach it again. You can use this feature on two
You can use an action to transform your Book of Shadows into a creatures once you reach 9th level in this class, and three
stone object carved with arcane letters, such as massive tablet or creatures at 17th level. Each creature learns a different spell.
an obelisk. The object fills a 5-foot cube and has AC 15 and 180
hit points. All writing in your book appears on the stone, and you Occult Restoration
can use all your features that rely on your pact boon normally as Starting at 6th level, you can use your magic to restore damaged
long as you can see the object. You can use your action to touch or depleted artifacts. You can use an action to touch an object and
the stone and return it to your book’s form. If the stone is expend a spell slot to apply one of the following effects:
destroyed, you can recover your Book of Shadows as normal. • Restore the object’s hit points equal to the slot level multiplied
Any creature that would be crushed between the stone and by 15.
another surface when it appears is instead harmlessly shunted into • Restore a number of depleted charges equal to the slot level.
the nearest unoccupied space.
You also learn the mending cantrip and comprehend languages
spells. If you already know either of these spells, you can choose
another Wizard spell of the same level to learn instead.
Protect and Preserve
Also at 6th level, no spell you cast can damage objects unless you
Art by Sam Burley >>
allow it to.

CHAPTER 2 | SUBCLASSES

37
Expedited Lookup
At 10th level, your intimate knowledge of your writings allows The curse has no duration, instead ending after the spell takes
you to analyze complex magics in mere moments. When you take effect or you choose to end it (no action required). You can’t regain
a short rest, you can un-prepare up to three spells in your the spell slot used to inflict the curse until the curse ends, even at
spellbook and prepare an equal number of new spells. the end of a long rest.
You can use this feature three times, and cannot do so again You can apply a number of curses equal to half your wizard
until you finish a long rest. level at once. If you exceed this limit, one curse of your choice
ends. The target does not know the curse ended.
Off the Shelves
Beginning at 14th level, you can conduct a ritual as part of a short
Curse Lifter
rest to choose a spell of 5th level or lower that you prepared and Starting at 6th level, you learn to remove harmful effects caused by
un-prepare it, which transforms it into a spell scroll with your others, not only yourself. When you cast a spell with a casting time
Wizard spell attack bonus and spell save DC. Any creature, of 1 Action, you can touch a creature within reach and remove a
regardless of its ability to cast spells, can use this scroll. number of the effects listed in the lesser restoration or remove
The scroll lasts indefinitely, but you cannot prepare the spell curse spells from it equal to the level of the spell slot used.
again until the scroll is used. If you attempt to prepare the spell If you use a 5th-level slot or higher, you can instead choose to
again, the scroll is destroyed and you prepare it as normal. You remove one of the effects listed in the greater restoration spell.
can create a number of these scrolls equal to your Intelligence Unending Misery
modifier (a minimum of 1).
Beginning at 10th level, you can expend a spell slot of the same
Hexarch level or higher to reapply a curse when it ends, no action required.
The target repeats the saving throw (or you make an additional
Hexarchs transform every spell they cast into curses that compel spell attack roll) as normal, though you and the target do not roll
others to do their bidding. Copying the terrible curses mummies with disadvantage if you can’t see each other. If the spell takes
and liches place on the hapless adventurers that disturb their lairs, effect again, the curse is re-applied. You can’t use this feature on
hexarchs place their targets under duress with their spells. Not the same creature more than once per long rest, and can’t do so
content to destroy their enemies, a hexarch instead forces them to less than 24 hours after the initial curse was applied.
make a sadistic choice: to obey, or die.
Commanding Spell
Savant of Spite At 14th level, you learn the geas spell if you don’t know it already.
Beginning when you select this arcane tradition at 2nd level, the You can cast it on a creature when you affect it with another
gold and time you must spend to copy a spell that deals necrotic wizard spell (no action required), expending a spell slot as normal.
or psychic damage into your spellbook is halved.
Lurking Duress
Also at 2nd level, you can imbue your spells with commands that
place their targets under duress. When a target fails a saving throw
(or you hit a target with a spell attack) inflicted by a spell of
1st-level or higher that you cast using a wizard spell slot, you can
choose to allow the spell to take no effect. The spell you cast can
only affect the target and no other creatures or objects.
Instead of the spell’s normal effect, you describe a set of
instructions, as described in the geas spell, and the target is cursed
by you. The target knows your instructions, and when it acts
counter to those instructions, the spell you cast takes effect. The
spell does not require an additional saving throw or attack roll to
activate. After it activates, the spell behaves as it would if you cast
it at the moment of activation.

Art by Lake Hurwitz >>

CHAPTER 1 | SUBCLASSES

38
Chapter 3: Spells 2nd Level 6th Level
Corpse Explosion Relinquish to Nature
HIS CHAPTER PRESENTS NEW SPELLS TO
Engrave
supplement those in the Player’s Handbook.
These new spells allow your character to harness Search Archive 7th Level
a variety of ancient powers, terrible curses, and Quicksand
forgotten technology. 4th Level
Your DM might allow access to these spells at Analytic Encapsulation 9th Level
character creation, or they might be discovered in Amerac’s Hourglass
ancient ruins, dusty tomes in magical academies, 5th Level Lycanthropize
or the spellbooks of slain liches. Livia’s Spectral Theater Old Growth

Artificer Spells Bard Spells 6th Level Paladin Spells


Relinquish to Nature
Cantrips (0 Level) Cantrips (0 Level) 1st Level
Chain of Solidarity Erase
8th Level Crystallization
Blaze of Glory Read Magic
1st Level 2nd Level Place of Honor
Crystallization Engrave 2nd Level
Phantom Trap Overlook
9th Level Corpse Explosion
Read Magic Search Archive Amerac’s Hourglass Portcullis
Immortal’s Penance Search Archive
2nd Level 4th Level Judgement
Animate Husk Mass Overlook Pass the Torch 4th Level
Engrave Fortify Defenses
Portcullis 5th Level Druid Spells
Search Archive Malicious Misconception 5th Level
Seismic Sense Cantrips (0 Level) Livia’s Spectral Theater
8th Level Celestial Ray
3rd Level Blaze of Glory Chain of Solidarity Ranger Spells
Harmonic Obelisk
9th Level 1st Level 1st Level
4th Level Pass the Torch Sandblast Phantom Trap
Buried Blade Sandblast
Fortify Defenses Cleric Spells 2nd Level
Seismic sense 2nd Level
5th Level Cantrips (0 Level) Engrave
Rouse Minefield
Chain of Solidarity
3rd Level Seismic Sense
Harmonic Obelisk
1st Level Sand Torrent 3rd Level
Weight of Years Harmonic Obelisk
4th Level Sand Torrent
Sand Vortex
Stomping Devastation 4th Level
Analytic Encapsulation
Sand Vortex
Stomping Devastation

<< Art by Franz Vohwinkel

CHAPTER 3 | SPELLS

39
Sorcerer Spells Warlock Spells Wizard Spells
1st Level 1st Level Cantrips (0 Level) 4th Level
Read Magic Read Magic Erase Analytic Encapsulation
Weight of Years Underground Rain Buried Blade
2nd Level Fortify Defenses
Wall of Decay 2nd Level 1st Level Mass Overlook
Animate Husk Sandblast Sand Vortex
3rd Level Corpse Explosion Stomping Devastation
Sand Torrent Search Archive 2nd Level
Wall of Decay Animate Husk 7th Level
4th Level Corpse Explosion Quicksand
Stomping Devastation 4th Level Overlook Time Pierce
Mass Overlook Analytic Encapsulation Search Archive
Sand Vortex Mass Overlook 9th Level
3rd Level Amerac’s Hourglass
5th Level 5th Level Harmonic Obelisk Pass the Torch
Livia’s Spectral Theater Malicious Misconception Sand Torrent
Malicious Misconception
7th Level
8th Level Time Pierce
Blaze of Glory
9th Level
Pass the Torch

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CHAPTER 3 | SPELLS

40
Spell Descriptions
The spells are presented in alphabetical order.

Amerac’s Hourglass
9th-level abjuration (Cleric, Druid, Wizard)
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a marble hourglass filled with gold dust
worth at least 5,000 gp)
Duration: Instantaneous
You call forth the sands of time to restore the former glory of the
ancient past. Choose a 500-foot cube centered on a point you can
see within range. All objects within the area are rebuilt to their
original state. Any displaced parts within range are moved into
their original resting place, and the golden sand replaces those
that have been removed or destroyed. The sand takes on the
form and properties of the original material.
Any creature or object in a space that a rebuilt object would
occupy is safely moved to an unoccupied space within 5 feet of
the object. << Art by Mark Behm

Analytic Encapsulation
4th-level abjuration (Bard, Cleric, Warlock, Wizard)
Casting Time: 1 action Animate Husk
Range: 15 feet 2nd-level necromancy (Artificer, Warlock, Wizard)
Components: V, S, M (a translucent glass orb carved with arcane Casting Time: 1 action
runes worth at least 50 gp) Range: 10 feet
Duration: Concentration, up to 1 minute Components: V, S
A sphere of shimmering force covered in glowing text encloses a Duration: Concentration, up to 1 minute
Huge or smaller creature or object within range. If the target is an You channel temporary life-force into a Medium or smaller
unwilling creature, it must make a Wisdom saving throw. On a corpse, statue, or construct and animate it into a husk.
failed save, the target is enclosed for the duration. An animated corpse uses the statistics of a zombie, and a statue
Nothing—not physical objects, energy, or other spell or construct uses the statistics of a hollow.AEONS
effects—can pass through the barrier, in or out, though a creature On each of your turns, you can use a bonus action to mentally
in the sphere can breathe there. The sphere is immune to all command the creature if it is within 60 feet of you. You decide
damage, and a creature or object inside can't be damaged by what actions it will take and where it will move during its next
attacks or effects originating from outside, nor can a creature turn, or you can issue a general command, such as to guard a
inside the sphere damage anything outside it. The sphere floats in particular chamber or corridor. If you issue no such commands,
mid-air, and does not move from the spot that it was created. the creature only defends itself against hostile creatures. Once
On subsequent turns, you can use an action to learn one of the given an order, the hollow continues to follow it until its task is
following pieces of information about the target, which is written complete.
by shifting runes on the surface that only you can read: The spell ends if the hollow is reduced to 0 hit points. When
• One damage immunity, resistance, or vulnerability. the spell ends, it reverts to an inanimate state.
• How it was created.
• One tale, myth, or legend about its exploits.
Blaze of Glory
• One special feature or trait. 8th-level transmutation (Bard, Cleric, Sorcerer)
• The damage type and dice of its most damaging attack. Casting Time: 1 action
• Its age. Range: Touch
• If there are other objects or creatures of the same abilities (for Components: V, S
objects) and species (for creatures), or if the target is unique. Duration: Until dispelled
• The origin of the materials used to create an object inside it.
You reignite the fires of youth within a willing creature you
Every time you use an action to learn something new about an touch, restoring it to its ultimate glory. Its body, mind, and soul
unwilling creature, it can repeat the save, ending the effect on are reverted to the prime of its life, and any nonmagical poison or
itself on a success. disease affecting it is removed, as are all levels of exhaustion. It is
You can use this action a number of times equal to your also immune to magical effects that would increase its age.
spellcasting ability modifier (a minimum of once). After the final
question, the spell ends, and the target cannot be affected by this
spell for the next 24 hours.

CHAPTER 3 | SPELLS

41
Art by John Avon >>

Despite its youthful vigor, the target’s natural lifespan remains


unchanged.
The first time the creature is reduced to 0 hit points, it remains
conscious and its body is engulfed in harmless flames. For the
next hour, the target can act normally, is immune to all damage,
and does not have to make death saving throws.
After the hour ends, the target dies, and its body is reduced to
ashes, and it cannot be restored to life by any means short of a
wish spell. No magic or effect can prevent this death and the
destruction of its body, even if the spell ends early.
Buried Blade
4th-level conjuration (Artificer, Ranger, Wizard)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a metallic disc sharpened around the rim)
Duration: Concentration, up to 10 minutes
You trace a path on a solid surface within range in a straight line
up to 60 feet long. The path is nearly invisible and requires a
successful Intelligence (Investigation) check against your spell
save DC to find.
Whenever a creature steps onto the path for the first time on a
turn or starts its turn there, a 5-foot-wide circular blade of magical
force protrudes from the surface and travels along the path before Corpse Explosion
vanishing. Each creature within the path must make a Dexterity 2nd-level necromancy (Cleric, Paladin, Warlock, Wizard)
saving throw, taking 4d6 slashing damage on a failed save, or half
as much damage on a successful one. Casting Time: 1 action
At Higher Levels. When you cast this spell using a spell slot of Range: 60 feet
5th level or higher, the damage increases by 1d6 for each slot Components: V, S
level above 4th. Duration: Instantaneous

Celestial Ray A corpse that you can see within range decays suddenly and
explodes in a shower of viscera. Each creature within 10 feet of
Evocation cantrip (Druid) the corpse must make a Dexterity saving throw. On a failure, a
Casting Time: 1 action target takes an amount of bludgeoning damage determined by the
Range: 60 feet size of the exploded corpse, or half as much on a success.
Components: V, S, M (a piece of moonstone worth at least 10 A Tiny corpse deals 4d4 damage, Small corpses deal 4d6,
gp) Medium corpses 4d8, Large 4d10, Huge 4d12, and Gargantuan
Duration: Instantaneous 4d20.
At Higher Levels. When you cast this spell using a spell slot of
You cast a pale ray of moonlight from your palm. Make a ranged
3rd level or higher, the damage increases by one die for each slot
spell attack against one creature you can see. On a hit, the target
level above 2nd.
takes 1d8 radiant damage. If the targeted is afflicted by a
curse, it instead takes 1d12 radiant damage. Crystallization
The spell's damage increases by one die when you reach 1st-level transmutation (Artificer, Paladin)
5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and
17th level (4d8 or 4d12). Casting Time: 1 action
Range: Touch
Chain of Solidarity Components: V, S
Conjuration cantrip (Artificer, Cleric, Druid) Duration: 10 minutes
Casting Time: 1 action A crystalline lattice threads through the structure of a Small or
Range: Touch smaller object that you touch, making it immune to all damage
Components: V, S and it cannot otherwise be destroyed until the spell ends. This
Duration: 10 minutes reinforcement does not impede the object’s ability to move or
flex, nor does it enhance it beyond its additional durability.
You create a magical connection between yourself and one
For example, armor targeted by this spell does not grant an
willing creature that you touch. Once connected, if either creature
increased bonus to AC, or reduce damage taken, but it is immune
falls or would take damage from a trap or area of effect (but not
to all damage and cannot be destroyed by features such as a rust
attack rolls from a creature), the other can use its reaction to pull
monster’s Rust Metal. Similarly, a rope becomes indestructible for
the creature 10 feet toward it before the target takes damage or
the duration, but can be tied or untied as normal.
falls. If this movement moves the target within 5 feet of the other,
At Higher Levels. When you cast this spell using a spell slot of
it can grapple the creature as part of the same reaction so long as
3rd level, you can target a Medium or smaller object. You can
it has one free hand.
target a Large object with a slot of 5th level, a Huge object with a
The spell ends once used in this way, if you or the target cast
slot of 7th level, and a Gargantuan object with a slot of 9th level.
this spell again, move more than 30 feet away from one another,
or are separated by full cover.

CHAPTER 3 | SPELLS

42
Engrave Harmonic Obelisk
2nd-level transmutation (ritual) (Artificer, Bard, Cleric, Druid, 3rd-level transmutation (Artificer, Druid, Ranger, Wizard)
Ranger) Casting Time: 1 action
Casting Time: 1 action Range: 15 feet
Range: Touch Components: V, S
Components: S Duration: 10 minutes
Duration: Instantaneous A small stone tower carved with ornate runes rises from a surface
You touch a Large or larger object made of nonmagical wood or you can see within in range. The tower is 10 feet high and 5 feet
stone and engrave a message in shallow letters of up to 10 words wide, has AC 15 and 30 hit points, and is made of three parts: a
in a language you understand upon a part of its surface that fits taller lower half, a shorter, moving upper half, and connectors
within a 5-foot square. This message cannot be easily removed, such as rods or tendrils of energy which connect the two and
but cannot be deep enough to alter or damage the structure. allow the upper half to move.
At Higher Levels. When you cast this spell using a spell slot of Until the spell ends, you can use a bonus action to make the
2nd level or higher, the number of words you can engrave upper part of the tower rise and strike the lower one. Any creature
increases by 5 for every spell level above 1st. When you use a in the space between the two parts is harmlessly shunted to the
spell slot of 5th level or higher, you can engrave the message into nearest unoccupied space. The impact shakes the ground—every
nonmagical metal. creature standing on the same surface as the tower within 20 feet
of the tower must make a Dexterity saving throw. On a failed
Erase save, a target falls prone.
Illusion cantrip (Bard, Wizard) Creatures which are partially or fully submerged beneath the
Casting Time: 1 action surface of the ground instead make a Constitution saving throw.
Range: Touch On a failed save, a target takes 3d12 bludgeoning damage and is
Components: V, S knocked prone. An underground creature that succeeds on its
Duration: 1 hour saving throw takes half as much damage and isn’t knocked prone.
Finally, the affected area is difficult terrain for any creature that
You touch an object with writing on it and remove up to 50 words burrows through the earth until the start of your next turn.
of your choice from it for the duration. If you touch a spell scroll At Higher Levels. When you cast this spell using a spell slot of
of 1st level or lower, the words of the spell fade and the scroll 4th level or higher, the radius of the area the tower shakes
crumbles to ash. increases by 5 feet and the damage increases by 1d12 for every
You can destroy a 2nd-level scroll when you reach 5th level, a level above 3rd.
3rd- or 4th-level scroll when you reach 11th level, and a 5th-level
scroll when you reach 17th level.
Fortify Defenses
4th-level abjuration (Artificer, Paladin, Wizard) << Art by Kieran Yanner
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver chain worth at least 100 gp)
Duration: 24 hours
Magic extends from a 30-foot cube originating from a point you
touch and solidifies into a defensive perimeter that wards the area
against prying eyes. Until the spell ends, the area can’t be targeted
by divination magic or perceived through magical scrying
sensors. Any walls or floor within the spell’s area cannot be
damaged by non-magical means.
If a spell of the same level or lower than the spell slot you used
to cast this spell would damage or alter any object within the area,
the caster must make an ability check against your spell save DC
using its spellcasting ability. On a failure,
the spell fails and has no effect; if you are
on the same plane of existence, you are
aware of the attempt, whether the target
succeeds or fails.
If you cast this spell on the
same area every day for 1 year,
the effect lasts until
it is dispelled.
At Higher Levels.
When you cast this
spell using a spell
slot of 5th level or
higher, the size of the
cube increases by 30 feet
for each slot level above 4th.

CHAPTER 3 | SPELLS

43
Immortal’s Penance Forgotten. The target’s name disappears from all written
9th-level abjuration (Cleric) records. Any creature that tries to remember its name must first
succeed on a DC 20 Intelligence saving throw, after which it
Casting Time: 1 action remembers the target and information about it for the next hour.
Range: 60 feet Exiled. The target is teleported to a location on the current or
Components: V, S, M (a sarcophagus made of stained glass another plane of existence of your choice, and any spell, ability,
worth at least 15,000 gp, which the spell consumes) or device that would teleport it or return it to its home plane
Duration: Until dispelled automatically fails for 1 month.
You weave rays of heavenly light into a prison to contain sinners. Betrayed. Every creature that sees the target becomes hostile to
Choose a creature you can see within range. That creature must it for one month, even those with a positive relationship with the
succeed on a Charisma saving throw or be trapped within the target. A creature prone to violence may attack the target, while
glass, which can take the form of a crystal, a suit of glass armor, others are unfriendly and may deny the target hospitality,
a patterned window, a sarcophagus, or another form of your business, or aid.
choosing appropriate to your god. The prison is the same size as
the target, and occupies no additional space. The creature can still
Livia’s Spectral Theater
5th-level illusion (Cleric, Paladin, Sorcerer)
move within this prison, which moves with it, even when
teleporting or moving between planes. Casting Time: 1 action
A creature imprisoned by this spell is immune to all damage Range: Touch
and conditions, but can take no action that would directly or Components: V, S, M (A silk veil worth at least 50 gp)
indirectly harm another creature. It no longer needs to eat, sleep, Duration: 1 minute
drink, or breathe, and it is aware of its surroundings. Any of its You touch an object that fits inside a 30-foot cube and give it a
features that affect creatures around it are contained within the temporary ghostly appearance. The object appears translucent for
crystalline cell. This spell can only be ended by the creatures you choose when you cast the spell. Those creatures can
wish spell or through divine intervention. see through the object for the duration, but creatures and objects
Judgement on the other side appear blurred and indistinct.
9th-level conjuration (Cleric, Warlock) If you touch an object larger than a 30-foot cube, then a section
of the object appears translucent within a 30-foot cube,
Casting Time: 1 action originating from the point you touch.
Range: 120 feet At Higher Levels. If you cast this spell using a spell slot of 6th
Components: V, S or 7th level, creatures you choose can hear sounds through the
Duration: Instantaneous object. If you use a spell slot of 8th or 9th level, the spell’s area
You summon a judge with dominion over all creation (such as an increases to a 60-foot cube.
Inevitable or the servant of a god of law) to sentence one creature
within range that you can see.
The target must make a Charisma (Deception) or Charisma
(Persuasion) check against your spell save DC. On a failed save,
it suffers one of the following effects of your choice:

Art by Alayna Danner >>

CHAPTER 3 | SPELLS

44
Lycanthropize Mass Overlook
9th-level transmutation (Druid) 4th-level enchantment (Bard, Sorcerer, Warlock, Wizard)
Casting Time: 8 hours Casting Time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (A golden sickle worth at least 100 gp, and Components: V, S
rare herbs worth at least 1,000 gp, which the spell consumes) Duration: Concentration, up to 10 minutes
Duration: Instantaneous You attempt to remove all memory of yourself from up to six
Invoking an ancient, forbidden ritual, you transform a humanoid creatures within range that you can see. Each target must make a
you touch into a lycanthrope. If the target is not illuminated by Wisdom saving throw. On a failed save, you are hidden from
the light of the full moon when the spell takes effect, the spell those creatures, and they forget you exist until the spell ends. If
fails and the target suffers four levels of exhaustion. you target an affected creature with an attack or spell, damage it,
Choose a Beast with a Challenge Rating of 1 or lower. The or interact with it, the target can repeat the saving throw, ending
target is cursed with a form of lycanthropy associated with that the effect on itself on a success.
creature. This curse cannot be removed by any means short of the A creature that successfully ends the effect on itself in this way
wish spell or the remove curse spell cast at 9th level. The target can use its action to convince a target within 5 feet of it of your
gains the following traits: existence, allowing that creature to repeat the saving throw. While
Lycanthropy. The target can use its action to polymorph into a target is affected by the spell, it rationalizes any illogical
the chosen beast, into a hybrid of the beast and its humanoid outcomes that come from interacting with your or the
form, or back into its true form. Any equipment it is wearing or consequences of your actions.
carrying isn’t transformed. It reverts to its true form if it dies. At Higher Levels. When you cast this spell using a spell slot of
While in beast form, it is limited in the actions it can perform 5th or 6th level, the spell’s duration increases to 1 hour. When you
by the nature of its true form; it can’t speak, cast spells, or take use a spell slot of 7th level or higher, you can maintain your
any other action that requires hands or speech unless its new form concentration on the spell for up to 8 hours.
is capable of those actions. While in hybrid form, the target
maintains all its statistics, but also gains access to the actions and Old Growth
traits found in the statistics of the chosen Beast. 9th-level transmutation (Druid)
When transformed into its hybrid or bestial shape, it has Casting Time: 24 hours
resistance to bludgeoning, piercing, and slashing damage from Range: 1 mile
nonmagical weapons that are not silvered. If the target starts its Components: V, S, M (a leaf or mushroom frozen in amber,
turn in contact with silver or is damaged by a silvered weapon, it which the spell consumes)
is poisoned until the start of its next turn. Duration: Instantaneous
Mooncursed. While under the full moon, the target is forced
into a feral version of its hybrid form. It loses the ability to speak You raise your arms and cause plantlife to erupt from the ground
in its hybrid form, its Intelligence, Wisdom, and Charisma scores within a 500-foot radius around a point you can see within range.
become those of the chosen Beast, and it cannot return to its Any structure in contact with the ground when you cast this
humanoid form. In this state, the target loses its sense of self and spell takes 250 piercing damage as ancient roots expand into its
actively hunts other creatures, slaughtering them violently before foundations and branches push through its walls. If this spell
moving on to its next target. reduces a structure to 0 hit points, the structure collapses
Any creature bitten by the target in this state must make a DC harmlessly into rubble. Creatures within a collapsing structure
12 Constitution saving throw. On a failure, it is afflicted with the suffer no damage, as growing vegetation within the building
same kind of lycanthropy. deflects falling debris or suspends it above them.
Any surviving structure or natural terrain within the area (such
Malicious Misconception as a cliff) becomes choked with vines, ferns, and other plant life
5th-level illusion (Bard, Sorcerer, Warlock) that cover its surface, which makes it easily climbable.
Massive, ancient vegetation (such as trees or mushrooms)
Casting Time: 1 minute
erupts from the ground within range. Each ancient plant has a
Range: Self trunk radius of 1d4 * 5 feet and a height of 2d6 * 25 feet, and
Components: V, S, M (a vial of oil processed from a snake) must sit at least 30 feet away from any other ancient plant. The
Duration: 1 hour spread of ancient roots and thick vegetation in a 30-foot-radius
You utter a statement of up to 10 words about yourself, which around each ancient plant makes that area difficult terrain, and
fundamentally alters the way others perceive you. A creature that dim light shrouds the space between their overlapping canopies.
sees you must make an Intelligence saving throw. On a failed The smaller plants within the area are always under the
save, the target believes the statement to be true. A target enriching effects of the plant growth spell, yielding twice as much
rationalizes its understanding in a way that seems reasonable to it, food when harvested or foraged.
using context that allows it to believe it came to that conclusion Pollutants, hallowed ground, and desecrated ground within the
independently. It will act logically based on this misconception, chosen area are instantly cleansed. Beasts, plants, druids, and fey
including fighting back or fleeing if attacked. within the area have advantage on ability checks and saving
After the spell ends, a creature affected by this spell may throws while within the spell’s area.
continue to believe the misconception, or realize it has been Spells that you cast that create a hallowed or blessed area, such
fooled, depending on your actions. as druid grove or relinquish to natureAEONS require no material
A creature that succeeded on its saving throw can use an action components when cast within this spell’s area, and spells you cast
to attempt to convince an affected creature that can see and hear it that summon creatures require no material components and
that the statement is false, which allows it to repeat its saving conjure one additional creature of the same type when cast within
throw with advantage. The saving throw can be repeated any the affected area.
number of times, even after the spell ends.

CHAPTER 3 | SPELLS

45
Overlook Place of Honor
2nd-level enchantment (Bard, Sorcerer, Warlock, Wizard) 8th-level necromancy (ritual) (Cleric)
Casting Time: 1 action Casting Time: 8 hours
Range: 60 feet Range: Touch
Components: V, S Components: V, S, M (a holy symbol worth at least 10 gp, which
Duration: Concentration, up to 10 minutes the spell consumes)
Duration: Until dispelled
You attempt to remove all memory of yourself from a creature
within range. The target must make a Wisdom saving throw. On a You inter the corpses of up to 500 creatures within 1 mile of you
failed save, you are hidden from that creature, which forgets you that died of similar causes (such as a plague or a battle) within 1
exist and cannot perceive you until the spell ends. If you target month of each other in a 50-foot square mass grave.
the creature with an attack, spell, or other effect, or interact with it As you finish casting the spell, you can raise a memorial to
in any way, it can repeat the saving throw, ending the effect on mark the field of dead, such as a burial mound, a stele, an obelisk,
itself on a success. a pyramid, or a field of inverted swords.
While a target is affected by this spell, it rationalizes any These corpses can’t be turned into undead. Any creature in the
illogical outcomes that result from interacting with you or your area that attempts to attack another creature or desecrate the grave
actions. site in some way (such as by excavating bodies or damaging the
At Higher Levels. When you cast this spell using a spell slot of grave marker) must make a Wisdom saving throw.
3rd or 4th level, you can maintain your concentration on the spell On a failed save, the creature loses the attack or spell, or cannot
for up to 1 hour. When you use a spell slot of 5th level or higher, attempt to desecrate the mass gave for another 24 hours. A target
you can maintain your concentration on the spell for up to 8 is unaffected if it is immune to being charmed.
hours.
Portcullis
Pass the Torch 2nd-level conjuration (ritual) (Artificer, Paladin)
9th-level necromancy (Bard, Cleric, Warlock, Wizard) Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: Touch Components: V, S, M (an iron spike, which the spell consumes)
Components: V, S, M (an artifact of a dead civilization worth at Duration: Concentration, up to 10 minutes
least 25,000 gp, which the spell consumes) You conjure and install a spiked portcullis in an archway or
Duration: Until dispelled doorway that you can see within range. When you cast the spell,
You touch the eyes of an unconscious creature that is not an or as a reaction when a creature walks through the doorway, you
undead or construct. The target must have less than one-quarter of can allow the portcullis to drop. When the portcullis falls, each
its natural lifespan left. If it is willing to pass on, the target dies. creature beneath the doorway must make a Dexterity saving
Its body is protected from decay, can’t become undead, and can’t throw. A target takes 2d12 piercing damage on a failed save, or
be restored to life by any means short of a wish spell. half as much on a success.
When the target dies, its soul materializes and hovers around If a target survives the initial damage, it is pushed to one side
you for 10 minutes, during which it can communicate normally, of the portcullis (determined at random). After the portcullis falls,
but can’t move more than 30 feet away from you. If you touch it remains there until the spell ends. It has AC 15 and 30 hit
another willing creature while the soul is near you (including points, and is immune to poison and psychic damage. If the
yourself), the creature you touch gains all the features, traits, portcullis is destroyed, the spell ends.
proficiencies, and ability scores (if the target’s score is higher At Higher Levels. When you cast this spell using a spell slot of
than the touched creature) of the targeted creature. 3rd level or higher, the damage increases by 1d12 and the
After 10 minutes, the target’s soul departs for the afterlife of its portcullis’ HP increases by 15 for every slot level above 2nd.
choosing, if any.
Phantom Trap
1st-level illusion (ritual) (Artificer, Ranger)
Casting Time: 1 action
Range: 15 feet
Components: S
Duration: 8 hours
You draw upon your memories of engineering to trace an illusory
mechanism that fools trespassers. Choose a Small or smaller
object, such as a window or doorway, that you can see within
range. The object appears to be trapped, though the form of the
trap is indistinct and left to the imagination of the spell’s targets.
When you cast this spell, you can designate any number of
creatures to be unaffected by the spell.
When a creature interacts with the object or tries to disarm the
illusory trap, it and other creatures that can see the trap must Art by Anna Steinbauer >>
make a Wisdom saving throw. On a failed save, it is frightened of
the trap for 1 minute, as the trap appears to activate. An affected
creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
If the trap activates or you cast this spell again, the spell ends.
CHAPTER 3 | SPELLS

46
Quicksand Once before the spell ends, the target can use an action to use a
7th-level transmutation (Druid, Sorcerer, Wizard) 1st-level spell scroll, even if it can’t cast spells or the scroll
contains a spell that isn’t on its spell list.
Casting Time: 1 action At Higher levels. When you cast this spell using a spell slot of
Range: 90 feet 2nd level or higher, the target can use a spell scroll equal to or
Components: V, S, M (a vial of sand and water) lower than the slot level expended.
Duration: Concentration, up to 1 minute
You liquefy ground made of stone, earth, or sand in a 30-foot
Relinquish to Nature
6th-level illusion (Cleric, Druid)
radius centered on a point within range. The material dissolves
into a pit of quicksand 30 feet deep, transforming the surface into Casting Time: 8 hours
difficult terrain. A creature or object that can’t support itself over Range: Touch
the quicksand (such as with a foundation outside the affected area Components: V, S, M (A bone from a beast, fey, plant, or
or clinging to a rope) begins to sink. monstrosity with a Challenge Rating of 6 or higher from the same
Each creature and object that starts its turn in the quicksand or biome as the target area, which the spell consumes)
enters it for the first time on a turn must make a Strength saving Duration: Until dispelled
throw. On a failed save, a target is restrained. You touch a point on the ground and infuse an area around it with
A creature or object restrained by this spell must make another primordial, mind-clouding power. The area can have a radius of
Strength saving throw at the end of each of its turns. If a target up to 200 feet. The spell fails if a creature other than you with an
succeeds on three of these saves, it is no longer restrained. If it Intelligence of 4 or higher enters the area while you cast the spell.
fails three of these saves, it sinks beneath the surface for the Beasts and plants of non-evil alignment can interact with the
duration. area as normal. Any other creature, including creatures
A sunken creature is restrained and blinded, has total cover polymorphed into beasts such as werewolves or druids using the
against all attacks and other effects, and begins suffocating. In shapechange spell or their Wild Shape feature, must make an
addition, it takes 6d6 bludgeoning damage at the start of each of Intelligence saving throw when it enters or observes the area.
its turns until it is freed. On a failed save, the creature cannot see, smell, sense, or
A creature outside the spell’s area can use the Help action on a otherwise perceive anything inside the area. If it enters the area, it
creature restrained by the sand, granting it advantage on the next is teleported to the other side without realizing it was teleported.
Strength saving throw it makes against this spell. The area appears to be a nondescript continuation of the
When the spell ends, the quicksand resolidifies, returning to its surrounding area with no outstanding features, and any
original state and shunting all creatures and objects within it to inconsistencies between the area and its surroundings are
the nearest unoccupied space above ground. rationalized by observers as tricks of the light or imagination.
Read Magic
1st-level divination (ritual) (Artificer, Paladin, Sorcerer, Warlock,
Wizard)
Casting Time: 1 action
Range: Touch << Art by Steven Belledin
Components: V, S, M (a crystal lens worth at least 5 gp)
Duration: 10 minutes
A willing creature you touch opens its eyes to magic. Until
the spell ends, the target knows if any text it sees is
affected by magic or can conjure a magical
effect, such as text created by the glyph of
warding or illusory script spells).

CHAPTER 3 | SPELLS

47
Rouse Minefield A creature that moves within 30 feet of the cylinder for the first
5th-level evocation (Artificer) time on a turn or starts its turn there is pulled 10 feet toward it. To
move away from the cylinder while within 30 feet of it, a
Casting Time: 1 action creature must first succeed on a Strength saving throw.
Range: Self (60-foot-radius) When a creature enters the cylinder for the first time on a turn
Components: V, S, M (a shovel, a keg of gunpowder worth at or starts its turn there, it must make a Strength saving throw. On a
least 250 gp, and a hollow iron sphere carved with arcane runes failed save, a target takes 4d6 bludgeoning damage and has
worth at least 20 gp, all of which the spell consumes) disadvantage on its next Strength saving throw to move away. On
Duration: Instantaneous a success, a target takes half as much damage and suffers no
You activate six underground explosives, which you plant as part additional effects.
of casting this spell, or that were abandoned after a long-forgotten At Higher Levels. When you cast this spell using a spell slot of
war. Each is buried just below the ground at a point you can see 5th level or higher, the damage increases by 1d6 for each slot
within range. Each mine is 1” in diameter, and leaves the ground level above 4th.
above it undisturbed and is undetectable to any creature without
truesight or tremorsense until it is unearthed or detonates.
When a creature moves within 5 feet of a mine, it explodes.
Each creature within 15 feet of the mine must make a Dexterity
saving throw. A creature takes 4d8 thunder damage on a failed
save, or half as much on a success.
When you cast this spell, you can designate any number of
creatures. These creatures don’t activate the mines, but still take
damage from them if another creature activates them.
Sandblast
1st-level evocation (Druid, Ranger, Sorcerer, Wizard)
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a handful of sand)
Duration: Instantaneous
You blast a stream of sand into the eyes of a creature you can see
within range. The target must make a Dexterity saving throw. On
a failed save, it has disadvantage on attack rolls that rely on sight
for the next minute or until it uses an action to clear its eyes. Search Archive
At Higher Levels. When you cast this spell using a spell slot of 2nd-level divination (Artificer, Bard, Cleric, Paladin, Warlock,
2nd level or higher, you can target one additional creature for Wizard)
each slot level above 1st. The creatures must be within 30 feet of Casting Time: 1 action
each other when you target them. Range: 15 feet
Sand Torrent Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 10 minutes
3rd-level evocation (Druid, Ranger, Sorcerer, Wizard)
Casting Time: 1 action As part of casting this spell, and as an action on a later turn, you
speak a question seeking knowledge, which flows through the
Range: Self (15-foot cone)
text of all scrolls, books, tomes, tablets, and other written
Components: V, S, M (a pouch of dry sand)
documents in a 5-foot cube within range.
Duration: Instantaneous
Each document that contains relevant information rises into the
You let loose a whirling torrent of blinding sand from your air and moves harmlessly to a prominent position within the cube,
outstretched hand. Each creature in a 15-foot cone must make a where it floats for the duration or until you select another cube.
Dexterity saving throw. On a failed save, a target takes 4d6 The document also opens, unfurls, or unrolls to display
piercing damage and is blinded for 1 minute, or until it uses an information relevant to the question. Until the spell ends or you
action to clear the sand from its eyes. On a successful save, a choose another cube, that information glows faintly, shedding dim
target takes half as much damage and isn’t blinded. light in a 5-foot radius in a color of your choice while the
At Higher Levels. When you cast this spell using a spell slot of document is open, and no light when closed. When the spell ends
4th level or higher, the damage increases by 1d6 for each slot or you choose another cube, all animated documents within the
level above 3rd. cube return harmlessly to their original positions.
Sand Vortex The relevancy of information revealed is determined by the
DM, but is always applicable to the intended meaning rather than
4th-level evocation (Druid, Ranger, Sorcerer, Wizard) merely matching keywords from the question. The spell cannot
Casting Time: 1 action open locked books or open clasps or other fasteners that require
Range: 60 feet more than 5 lbs. of force to open. If the floating texts are moved
Components: V, S, M (a handful of sand) within the cube, they float harmlessly at their current position. If
Duration: Concentration, up to 10 minutes moved outside the cube or you choose a different cube, they no
longer float, but the glowing text remains until the spell ends.
You whip up a 10-foot-radius, 30-foot-high cylinder of swirling
At Higher Levels. When you cast this spell using a spell slot of
sand centered on a point within range. The area becomes difficult
3rd level or higher, you can maintain one additional target cube at
terrain for the duration of the spell, and creatures are blinded
the same time for each spell slot level above 2nd.
while inside it. Ranged attacks that pass through the area have
disadvantage.
Art by Craig J Spearing >> CHAPTER 3 | SPELLS

48
Seismic sense Underground Rain
2nd-level divination (Artificer, Druid, Ranger) transmutation cantrip (Druid, Wizard)
Casting Time: 1 action Casting Time: 1 action
Range: Touch or Self (60-foot cone) Range: 15 feet
Components: S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You send vibrations from your body into the ground, or a solid You excavate a trench in a line 5 feet wide, 15 feet long, and 1
surface you touch such as a wall. The vibrations travel through all foot deep originating from a point within range. The material
solid material and inform you of the presence of every Medium or transforms into spikes that pierce every creature within the area.
larger creature and object within the spell’s area. Creatures not in Each creature within the line must succeed on a dexterity saving
contact with a solid surface, such as those that swim or float, throw or take 1d6 piercing damage.
cannot be detected by this spell. The spell’s damage increases by 1d6 when you reach 5th level
A creature within the spell’s area detects the vibrations if it has (2d6), 11th level (3d6), and 17th level (4d6).
a passive Perception equal to or higher than your spell save DC,
or if it has the Tremorsense feature. A creature with a passive Wall of Decay
Perception that exceeds your spell save DC by at least 5 knows 2nd-level evocation (Sorcerer, Warlock)
the general direction of the spell’s origin. Casting Time: 1 action
Stomping Devastation Range: 120 feet
Components: V, S
4th-level evocation (Druid, Ranger, Sorcerer, Wizard) Duration: Concentration, up to 1 minute
Casting Time: 1 action
You gather ruin and dread into physical form to protect yourself
Range: Touch and end your enemies. A wall of shadows and dark mist coalesces
Components: S upon a solid surface within range.
Duration: Concentration, up to 1 minute You can make the wall up to 30 feet long, 15 feet high, and 1
You give form to a rampaging vortex of elemental energy in the foot thick, or a 1-foot-thick dome with a radius of up to 15 feet.
shape of a monstrous creature, which charges in a line 60 feet The wall blocks line of sight and lasts for the duration.
long and 10 feet wide in a direction you choose. Each creature, When the wall appears, each creature within its area must make
structure, and object that isn’t being worn or carried in the line a Constitution saving throw. On a failed save, a creature takes 2d4
must make a Dexterity saving throw. On a failed save, the target necrotic damage, and its hit point maximum is reduced by an
takes 3d8 fire damage and 3d8 cold damage, and is knocked amount equal to the necrotic damage it took. On a success, a
prone. On a successful save, the target takes half as much damage target takes half as much damage and doesn’t suffer a reduction to
and isn’t knocked prone. its maximum hit points.
The figure deals double damage to objects and structures. Until the spell ends, you can use an action to change the
At Higher Levels. When you cast this spell using a spell slot of direction the wall is facing or move up to 20 feet in a straight line.
5th level or higher, both damage rolls increase by 1d8 for each This movement can’t move the origin of the wall outside the
slot level above 4th. spell’s range.
When a creature enters the wall for the first time on a turn or
Time Pierce starts its turn there, it must make a Wisdom saving throw. On a
7th-level evocation (Sorcerer, Warlock, Wizard) failed save, it takes 1d4 psychic damage and must use its reaction
Casting Time: 1 action to move half its speed away from the wall.
Range: Self (60-foot line) At Higher Levels. When you cast this spell using a spell slot of
Components: V, S, M (an hourglass, which the spell consumes) 3rd level or higher, both the necrotic and psychic damage increase
Duration: Concentration, up to 1 minute by 1d4 for every slot level above 2nd.
You condense time and fire it in a projectile that cuts a path 5 feet Weight of Years
wide and 30 feet long from you in a direction you choose. Each 1st-level necromancy (Cleric, Paladin, Warlock)
creature in the line must make a Constitution saving throw. On a
Casting Time: 1 action
failed save, a creature takes 8d12 necrotic damage and ages a
Range: 30 feet
number of years equal to half the damage dealt. On a successful
Components: V, S, M (a timekeeping device worth at least 5 gp)
save, it takes half as much damage and is not aged.
Duration: Concentration, up to 1 minute
All Small or smaller plants, structures, and nonmagical objects
not being worn or carried within the line are turned to dust. You twist the flow of time within one creature that you can see
within range, rapidly aging it. The target must make a
Constitution saving throw. On a failed save, the target takes 1d6
necrotic damage and ages one year. The target repeats the saving
throw at the end of each of its turns. On a failed save, it takes an
additional 1d6 necrotic damage and ages another year. On a
success, the spell ends.
This spell cannot mature a creature past your age.
At Higher Levels. When you cast this spell using a spell slot of
2nd level or higher, the damage increases by 1d6, and the number
of years aged on a failed save increase by 1 for every slot level
above 2nd.

CHAPTER 3 | SPELLS << Art by Seb McKinnon

49
Additional Spell Options When the wall appears, each creature within its area must make
a Constitution saving throw. On a failed save, a creature takes 2d4
The following spells have been provided additional options. They necrotic damage, and its hit point maximum is reduced by an
are presented in alphabetical order. amount equal to the necrotic damage it took. On a success, a

Druid GroveXGE
target takes half as much damage and doesn’t suffer a reduction to
its maximum hit points.
Until the spell ends, you can use an action to change the
Standing Stones. You can dot the area with pairs of monolithic, direction the wall is facing or move up to 20 feet in a straight line.
moss-covered standing stones which each occupy a 5-foot-radius, This movement can’t move the origin of the wall outside the
15-foot high cylinder with 5 feet between them. A 10-foot tall spell’s range.
lintel tops each pair to form an archway (bringing the archway’s When a creature enters the wall for the first time on a turn or
total height to 25 feet). A creature other than those you designate starts its turn there, it must make a Wisdom saving throw. On a
as immune to the spell’s effects must spend 4 feet of movement failed save, it takes 1d4 psychic damage and must use its reaction
for every 1 foot it moves beneath the archway created by the to move half its speed away from the wall.
standing stones. When a creature you designated looks through At Higher Levels. When you cast this spell using a spell slot of
the archway, it can see invisible creatures and into the ethereal 3rd level or higher, both the necrotic and psychic damage increase
plane for 120 feet in the direction. Finally, creatures you did not by 1d4 for every slot level above 2nd.
designate have disadvantage on ranged attack rolls that pass
through the archway.
You can make the wall up to 30 feet long, 15 feet high, and 1
foot thick, or a 1-foot-thick dome with a radius of up to 15 feet.
The wall blocks line of sight and lasts for the duration.

Art by Titus Lunter>>

CHAPTER 3 | SPELLS

50
Chapter 4: Feats
HIS CHAPTER PRESENTS NEW FEATS
to supplement those in the Player’s Handbook.
Some DMs allow the use of feats to
customize a character, under the
optional rule in chapter 6,
“Customization Options” of the
Player’s Handbook.

Ancient Machinist
You have attained an unparalleled understanding of the magical
machinery built by defunct civilizations, and know how to
reactivate it. You gain proficiency in your choice of smith’s tools
or mason’s tools.
You also learn the mending cantrip, along with the speak << Art by Jarel Threat
with dead, raise dead, and awaken spells. Intelligence is your
spellcasting ability for these spells. You can cast each of the three
spells without expending a spell slot, targeting a construct instead Simian Ancestry
of the creature types listed in the spell description. Once you cast
Prerequisite: Bugbear, human, prymid
any of these spells in this way, you can’t cast that spell again until
Evolved from primates, you still retain some of their agility and
you finish a long rest.
reflexes. You gain the following benefits:
Mummy’s Grasp • Your long jump distance is up to 25 feet and your high jump
height is up to 15 feet, with or without a running start.
You learn to magically animate cloth attached to your body, • You gain proficiency in the Acrobatics skill.
which grants you the following benefits while you are wearing • You gain a climbing speed equal to your walking speed.
clothing and not wearing armor: • You learn the jump and longstrider spells, each of which you
• Your reach increases by 5 feet for the purposes of grappling or can cast once on yourself without expending a spell slot. You
disarming creatures and interacting with objects. regain the ability to cast these spells when you finish a long rest.
• You receive two free object interactions during your turn, Constitution is your spellcasting ability for these spells.
rather than one.
• You learn the mending cantrip, which you can cast using a
sewing needle instead of its normal material components. Human-like Ancestry
Intelligence is your spellcasting ability for this spell. Your DM determines the evolutionary history of the races in
the setting you play, which in turn determines which races
Scholarly Intuition can take the Simian Ancestry feat. Half-humans such as
half-orcs and half-elves are common options, as are
You learn to communicate with the spirits of long-dead goblinoids.
philosophers, who whisper their secrets in your mind. You gain
the following benefits:
• Your Intelligence or Wisdom score increases by 1, to a Spiritual Bond
maximum of 20. An ancient spirit has taken a liking to you and bound itself to you to
• You can spend 10 minutes touching a book, tablet, or other share its knowledge. You gain the following benefits:
publication to gain a general understanding of its contents,
even if you don’t know the language it is written in. • You gain proficiency in one skill of your choice.
• You learn the search archiveAEONS spell. Using this feat, you • You have advantage on ability checks to remember knowledge
can cast the spell once, and you must finish a long rest before about ancient ruins and civilizations.
you can cast it in this way again. Intelligence or Wisdom (your • You learn the mage hand cantrip. When you cast mage hand,
choice) is your spellcasting ability for this spell. you can make the hand pass through solid objects, though the
hand must still remain in your line of sight. Wisdom is your
Seismic Sense spellcasting ability for this cantrip.
You have honed your perception to allow you to detect slight
vibrations in the soil. While touching the ground, you gain the
Strength of the Defeated
following benefits: You draw power from loss and fatigue, a technique that grants you
the following benefits:
• If you move less than 10 feet on your turn, you gain
Your Constitution or Wisdom score increases by 1, to a
tremorsense in a 15-foot radius until you move again. maximum of 20.
• While in an area of difficult terrain created by dirt, sand, or In addition, when you have at least one point of exhaustion, you
stone, you have tremorsense out to the edges of the area. can take 1 minute to steel yourself against your fatigue, and draw
focus from it. You gain a temporary hit points equal to your current
level of exhaustion times five. While you have those temporary hit
points, you suffer no effects from exhaustion. Once you use this
feature, you cannot do so again until you finish a long rest.
CHAPTER 4 | FEATS

51
Chapter 5: Curses Burden
HIS CHAPTER PRESENTS NEW CURSES The weight of a creature or object affected by this curse is
to supplement those scattered throughout the multiplied by 8 for the duration. If the target is a creature, objects it
system. Some curses appear attached to specific carries also grow heavier. Any item dropped by the target returns to
items, such as a berserker axe, with a curse its normal weight instantly.
unique to that item. Other spells and effects, such Until the curse ends, the target’s speed is halved, and it suffers
as the bestow curse and hex spell, are said to from one level of exhaustion. If it attempts to fly or stand up while
inflict curses, but have a generic numerical effect. prone, it must succeed on a DC 15 Strength saving throw. On a
failure, it cannot try again before the start of its next turn.
This section lists new curses that players and Dungeon Masters
can use anywhere. Some of these curses might appear attached to
magic items to create alternatives to the few cursed magic items
Consuming Love
in the Dungeon Master’s Guide. They may also appear attached to When a creature affected by this curse sees a creature with at least
traps and trick items. With the DM’s permission, a player one characteristic it considers attractive, it must succeed on a DC 8
character can inflict one of these curses with the bestow curse Wisdom saving throw or be charmed by that creature. If it succeeds,
spell when cast at an appropriate level. it is immune to this curse for the next hour. Every time the target
See the Curses by Slot Level table to determine the spell slot succeeds on the initial Wisdom saving throw to avoid being
level required. When you inflict a curse with the bestow curse charmed, the DC increases by 1.
spell, its saving throw DC equals your spell save DC. If you The charmed target regards the creature as a perfect partner
concentrate on the spell for its entire duration when applying one worthy of romantic pursuit, regardless of eithers’ previous
of these curses, its duration becomes “until dispelled.” relationships or marital status. Although not under the creature’s
Whether inflicted by a player character or an effect, curing control, the target interprets the creature’s requests, actions, and
these curses requires a remove curse spell cast at the same level as speech with affectionate and romantic intent.
the target curse’s slot on the table below. Each time the creature does anything harmful to the charmed
target or the charmed target completes a long rest, it can repeat the
Slot Level Spells
saving throw, ending the effect on itself on a success.
3rd Consuming Love, Dream Weaver When the effect ends, the save DC resets to 8.
4th Deafening Silence, Tortured Reflection, Toxic
Needs Dark Presence
5th Dark Presence, Sleep Like the Dead A creature affected by this curse cannot see anything beyond a
6th Burden 60-foot radius around it, even if it has additional senses such as
7th Fragile Immortality truesight or tremorsense. A 60-foot radius of shadows surrounds the
8th Devouring Hunger, Wronged Rite target, lightly obscuring the area for all other creatures.

Curses9th Unstable Immortality


by Slot Level Deafening Silence
A creature affected by this curse cannot hear any sound that
originates from a point further than 15 feet away from it. When it
takes damage from any source outside this range, it takes an extra
2d10 thunder damage.

Devouring Hunger
For every hour that a creature affected by this curse goes without
eating enough food to sustain a creature of its size for one day, it
suffers one level of exhaustion. After it eats, all levels of exhaustion
inflicted by this curse are removed.
The target can spend the hour of light activity granted by a long
rest to eat, so that it doesn't reach 6 levels of exhaustion and die
during 8 hours of sleep.
The target grinds its teeth in its sleep. For every week that it is
affected by this curse, the damage dice of any bite attack the target
has decrease by one die size (from 2d10 to 2d8, or 1d4 to 1).

Dream Weaver
When a creature affected by this curse takes a short or long rest,
webs appear around its body as it sleeps or lies motionless.
When the target completes its rest, it is grappled and restrained
(escape DC 13) and restrained.
A lesser restoration spell or similar magic can end the curse.

<< Art by Wesley Burt

CHAPTER 5 | CURSES

52
Fragile Immortality Unstable Immortality
When a creature affected by this curse is reduce to 0 hit points, it When a creature affected by this curse completes a long rest, its
instead disappears in a puff of dust and smoke and reappears in an body and racial traits are randomly altered as described in the
unoccupied space within 5 feet of its previous position with 1 hit reincarnate spell. It also stops aging.
point. All objects the creature is wearing or carrying fall to the If the creature dies, its body reforms 24 hours later, as described
ground when it disappears. by the reincarnate spell. If its body was destroyed, then a new one
Every time the creature is reduced to 0 hit points after the first forms in the nearest unoccupied space to the place it died that will
time, its current and maximum hit points are halved. If this not damage the target and can support it without squeezing.
reduction reduces the target’s hit points to less than 1, it dies. Every time the target dies and is reformed, its current and
maximum hit points are halved. If it dies again before a week
Sleep Like the Dead passes, its current and maximum hit points are halved again (to a
minimum of 1 hit point). If a week passes and the creature has not
When a creature affected by this curse begins a short or long rest,
died and been reformed, its current and maximum hit points are
its soul leaves its body and is sent to a harmless demiplane until
restored to normal the next time it completes a long rest.
the rest ends, where it remains awake, aware, and dreamless.
Until the rest ends (1 hour for a short rest; the duration of the
long rest is determined by the target’s race), the target cannot be
Toxic Needs
awoken by any means. Spells, features, or actions performed by A creature affected by this curse is immune to poison and the
itself or others that would wake it have no effect, as would those poisoned condition, but can only nourish itself with food and drink
that would shorten the duration of its rest. that would be harmful to it.
While the soul is separated from the target’s body, it is immune
to spells and other magical effects that require it to sleep or Wronged Rite
dream, such as the dream spell. Its body is considered a corpse for
Prerequisite: Target prepares spells during a long rest
effects that animate corpses as undead, such as animate dead,
When a spellcaster affected by this curse changes its list of prepared
until its soul returns to its body.
spells at the end of a long rest, it must make a DC 17 saving throw
If the body was raised as an undead by a spell or other effect,
using its spellcasting ability. On a failed save, the spells it prepares
the effects are negated when its soul returns to its body.
are altered.
Tortured Reflection The target prepares the same number of spells of each level that it
intended to prepare, but the prepared spells are chosen randomly
When a creature affected by this curse is within 5 feet of a from the spells of that level that the creature can prepare (rerolling
reflective surface that it can see, such as a mirror or still body of duplicates).
water, its reflection twists into a horrific, tortured visage and
attempts to attack the target.
When the creature can see its reflection, it must make a DC 13
Wisdom saving throw or be frightened of the reflective object. If
it is within 5 feet of the reflective surface,
it must succeed on a DC 13 Dexterity
saving throw or be grappled
by its reflection until it uses
an action to break free
(escape DC 13).

Art by Craig J Spearing >>

CHAPTER 5 | CURSES

53
Chapter 6: Magic Items
HIS CHAPTER OFFERS NEW MAGIC ITEMS
to supplement those in the Player’s Handbook and
Dungeon Master’s Guide. These new items allow
your character to harness the power of curses and
civilizations that died out long ago.
Your DM determines if and where these items << Art by Matt Cavotta
they might be discovered, whether that be in
the vaults of a dead civilization’s palace or
provided by students of ancient history to fight
modern evils unprepared for the powers of yesteryear. You also gain immunity to all conditions and damage other
The items are presented in alphabetical order. than force damage. You can pass through creatures and objects as
Accursed Weapon if they were difficult terrain, unless you choose to interact with
them normally.
Weapon (any), very rare (requires attunement by an evil or cursed
You can end this state early as an action. If you are inside an
creature) object or creature when the effect ends, you are safely shunted to
The curse within this weapon affects its targets instead of its the nearest unoccupied space.
bearer, or spreads its bearer’s foul afflictions to its foes.
When you damage a creature with an accursed weapon and roll Cataclysm Core
the maximum amount on at least one of the damage dice, the Wondrous item, rare (requires attunement)
target must make a Wisdom saving throw (DC = 10 + your This golden necklace is made of an unidentifiable metal, with a
proficiency bonus + the number rolled on the die). On a failure, gemstone in its center that constantly changes color. While
the target suffers the effect below, one of the curses listed in carrying this core, you don’t suffer the effects of extreme
Chapter 5, the curse below, or the curse of another magic item. temperatures, and you can use an action to create a shield of
The DM chooses the curse that affects the target. Most energy around yourself. Choose one of the following damage
accursed weapons can only inflict a single curse. types: acid, cold, fire, lightning, or thunder. While you have the
A remove curse spell or similar magic of a level equal to 3 + shield, you have resistance to the chosen damage type, and when
the bearer’s proficiency bonus is required to remove the curse you take damage from the chosen type, you gain temporary hit
inflicted by this item. points equal to twice your level. These temporary hit points last
Old Wound. When a creature affected this curse is within 15 for 1 minute.
feet of a creature, object, or magical effect created or influenced When a creature within 60 feet of you takes damage from the
by the same creature that inflicted the curse or created the chosen type, you can use your reaction to grant it this resistance
weapon, the target must make a Wisdom saving throw with a DC and temporary hit points. You use your level, rather than its level
equal to the accursed weapon’s saving throw DC or 15, whichever or CR, to calculate the number of temporary hit points.
is higher.
On a failure, the target suffers agonizing physical and Chronolock Bomb 14
emotional anguish centered around the point on its body where Wondrous item (bomb), very rare
the curse was administered (such as a wound in its shoulder, a This small brass sphere measures 4 inches in diameter and weighs
scar along its back, or the hand that touched a cursed item). 5 lbs. Intricate clockwork ticks audibly within its shell, but the
Until its suffering ends, the target is prone, incapacitated, and is surface is perfectly smooth.
vulnerable to psychic and necrotic damage. The target can repeat You can use an action to throw the sphere to a point within 30
the saving throw at the end of each of its turns, ending the effect feet of you. When the sphere reaches that point, the mechanisms
on itself on a success. within stop, slowing time in a 30-foot radius around it for 1
A target that succeeds on the saving throw is immune to the minute.
curse’s effects for the next 24 hours.
17 When a creature enters the affected area for the first time on a
Aether Touch turn or starts its turn there, it must succeed on a DC 15
Wondrous item, legendary Constitution saving throw or suffer the effects of the slow spell
until it leaves the area.
This pair of weightless, gossamer gloves impart a slight pressure Once you use this bomb, you can’t do so again until 1 hour
when worn, as if a pair of soft hands are holding yours. passes, at which point the clockwork within resumes operation.
When wearing these gloves, you can use an action to touch a
Large or smaller object, which becomes ghostly and intangible
until you stop touching it. Creatures with the Incorporeal
Movement trait cannot pass through these objects, and creatures Replicate Magic Items
without that trait can. Some items in this chapter are marked with this symbol
A weapon affected by this ability ignores resistance and to denote that they can be made using an artificer’s
immunity to nonmagical attacks of undead and fey. A creature Replicate Magic Item infusion, with the number inside
inside an object when it becomes solid is harmlessly shunted into noting the minimum required artificer level.
the nearest unoccupied space.
Once per day, you can transform yourself and everything you
are wearing or carrying ghostly and translucent for 1 hour. In this
state, you can see, communicate with, and interact with creatures
on both the ethereal and material plane.

CHAPTER 6 | MAGIC ITEMS

54
Chronolock Pistol 10 Curseborn
Martial weapon (pistol), rare Weapon (any), rare (requires attunement)
Brass clockwork ticks audibly within the body of this heavy The translucent blade of this weapon is filled with dark mist that
pistol, which bears the patina of many years. Despite its tarnished forms into screaming faces when examined closely. This weapon
exterior, it functions perfectly.
gains a +1 bonus to attack and damage rolls for each condition,
The pistol has 6 charges, and regains 1d6+1 expended charges disease, and poison affecting you, to a maximum of +3.
daily at dawn. When you attack with this pistol, you can expend 1 When you hit a creature with this weapon, the weapon absorbs
charge to age the target by 1d6 years. If the target is made of
any diseases, poisons, and conditions affecting you, ending their
organic materials like flesh, wood, or bone, the number of years it
effects. So long as at least one of these ailments was consumed,
ages is doubled.
you can inflict one of the following effects on your target.
You can also use a bonus action to expend one charge and
Condition. The target has disadvantage on saving throws
consume one week of your life, shortening your natural lifespan.
against effects that inflict conditions until the start of its next turn
When you do so, the next attack you make with the chronolock
as the mist from the blade envelops its body.
pistol before the end of your turn deals additional force damage
Disease. Creatures within 5 feet of the target with an AC equal
equal to twice the number of years it ages the target.
to or lower than the target take the same amount of damage as
Chronolock Rifle 10 necrotic damage, as an explosion of dark miasma bursts from the
Martial weapon (musket), rare point of impact.
Poison. The next time the target hits with an attack before the
Brass clockwork ticks audibly within the body of this heavy rifle, end of its next turn, it takes half the damage it dealt as necrotic
which bears the patina of many years. Despite its tarnished damage, as the smoke liquefies and flows through its veins.
exterior, it functions perfectly.
This rifle has 3 charges. When you attack with this rifle, you Dorian’s Downfall
can expend one charge to fire a bolt of magical force that pierces Wondrous item, very rare (requires attunement)
cover (including full cover) and magical constructions such as the This Small painting bears the visage of the creature attuned to it.
wall of force spell, ignoring them.
If no creature has attuned to it, then the painting depicts an empty
You can use a bonus action and expend one day of your life,
backdrop.
shortening your natural lifespan, to see your targets’ passage When you take damage or fail a saving throw that applies a
through time, rather than space. For 1 minute, you can see the
condition to you, you can use your reaction to cause the painting
glowing silhouette of the last creature you damaged with this
to absorb the condition or damage instead of you. You are
rifle, even through full cover. If you haven’t damaged a creature
unaffected by effects you transfer in this way.
with this rifle in the last hour, then your senses do not change.
The painting can absorb a number of hit points equal to your hit
Clay Caller point maximum, and up to three conditions. Once the painting
Staff, rare (requires attunement) absorbs a fourth condition or more hit points than your hit point
maximum, it is rendered inert until the next midnight.
Two ceramic hands at the end of this staff surround a small sphere In addition, you cannot age while attuned to this painting.
of clay that floats between them. Cursed. Every you use the painting to absorb damage or a
While holding the staff, you can use an action to fling the condition for the first time, the painting changes to reflect a
sphere of clay to a point on the ground you can see within 10 feet version of you that has been affected by the damage or condition.
of you. When the sphere leaves, the hands close and move as Your appearance in the painting continues to change, forming a
though kneading another lump of clay, which appears between record of everything you transferred to the painting.
them after 1 hour. In addition, you gain the following flaws: "I am unwilling to
When the sphere hits the ground, it transforms into a Tiny look at, or part with, this painting," and "I am the most beautiful
construct with AC 5 and 15 hit points. If it’s forced to make an person in existence."
ability check or saving throw, treat all its ability scores as 10 (+0).
It has a walking speed of 20 feet.
You can create a number of constructs equal to your
Intelligence, Wisdom, or Charisma modifier (your choice, a
minimum of 1).
In combat, the construct obeys your verbal commands, shares
your initiative, and takes its turn immediately after yours. It
cannot attack or use magic items, but can take other actions as
normal. If you give no commands, it avoids danger to the best
of its ability.
You can use a bonus action to verbally command one or
more constructs to move up to their speed and pick up an
object that isn’t being worn or carried.

Art by Johannes Voss >>

CHAPTER 6 | MAGIC ITEMS

55
Draftsman’s Lens 2 First Spears
Wondrous item, uncommon Weapon (Spear), legendary (requires attunement by a human)
Translucent lines constantly etch themselves along the surface of Of the countless weapons made by human hands, the First Spears
this magnifying glass. While holding the lens, you can speak its are the most ancient. These spears are the original human
command word and look through it. If you look at a broken object weapons whose design spawned countless imitators over
or structure through this lens, you see how the object or structure millennia. Some believe these weapons were a poisoned gift from
appeared when it was intact. a higher power seeking conflict, while others believe nothing but
their stature grants them their power. Regardless, these
Dust Mantle 6 indestructible weapons seek out the finest warriors they can find,
Wondrous item, uncommon (requires attunement) and their powers appear in the hands of countless mighty heroes.
The patterns on the exterior of this long cloak look like a moving Much like elven moonblades, first spears often pass from
mass of sand or dust. While wearing this cloak with its hood up, parent to child, or are stolen or taken as spoils of war. Regardless
you can’t sink in sand, mud, or similar semisolid terrain, and you of how the spear came into your possession, it must decide you
have advantage on Dexterity (Stealth) checks to hide in areas of are worthy to wield it before you can attune to it.
sand, dirt, mud, and dust, as the pattern mimics them. A first spear won’t serve anyone it regards as craven or corrupt
In addition, you can cast the fog cloud spell once, and regain and prefers those of great skill and noble temperament. However,
the ability to do so at the next dawn. Intelligence is your they have been known to welcome unscrupulous warriors as long
spellcasting ability for this spell. as they sate the spear’s love of battle.
If the spear rejects you, you make ability checks, attack rolls,
Essence Catcher and saving throws with disadvantage for 24 hours. If the spear
Weapon (net), rare accepts you, you become attuned to it and a new ring appears
This net glows faintly and seems to fade when looked at directly. below the speartip. You remain attuned to the spear until you die
or the weapon is destroyed.
Dozens of talismans and runes hang from its silvery threads.
The first spears carry the power of their previous masters in the
The normal and long ranges of this weapon are doubled, and
rings in their shafts below the speartip. A spear typically has
attacking at long range doesn’t impose disadvantage on your
ranged weapon attacks with this weapon. 1d4 + 1 rings. The first ring always grants a +1 bonus to attack
and damage rolls made with the weapon. Each ring beyond the
Additionally, you can make a special ranged attack against a
first grants the first spear an additional property. The DM chooses
creature within the weapon’s range. If the attack hits, the target’s
each property or determines it randomly on the First Spear
soul is trapped inside the net (if it has one). The target is
properties table.
unconscious while tangled in the net, and wakes when the net is
removed. The target can make a DC 15 Charisma saving throw at
the start of each of its turns, and wakes on a success. The target First Spear Properties
falls asleep again if it is still tangled at the end of its turn. d100 Property
1-40 Increase the bonus to attack and damage
Eternal Companion rolls by 1, to a maximum of +3.
Ammunition (arrow), uncommon (requires attunement) 41-79 The spear gains a randomly determined
This unbreakable arrow has a bird carved into its arrowhead that minor property (see "Special Features"
hums when it flies toward a target. If you are attuned to it, it will DMG p143).
always appear on your person 1 hour after you fire it. 80-84 Gáe Bolg. When you hit with this weapon,
Additionally, after you hit a target with the arrow, you can use a you can use a bonus action on each of your
bonus action to make another ranged weapon attack with the turns to deal an additional 1d4 piercing
arrow against a target within 30 feet of the first. damage to the target as barbs sprout from
If you are attuned to Last Stand, you can attune to both the bow the head so long as the spear remains
embedded in the target. Only you can
and the arrow as if they were a single item, and you can make the
remove the spear, and you can use this
second attack with this arrow once on your turn, no action property whether or not you are holding it.
required. This attack can also attack a creature within 60 feet of
the first target, rather than 30. 85-89 Gungnir. The range of the spear’s thrown
property increases to 300 feet, and you
Final Link cannot have disadvantage on ranged attack
Weapon (dagger), very rare (requires attunement) rolls with the spear.
91-94 Ascalon. The spear functions as a dragon
The hooked blade of this assassin’s dagger is made of black steel. slayer, but deals an extra 4d6 damage
When light strikes it, the blade shines with red streaks. instead.
You gain a +1 bonus to attack and damage rolls with this
95-99 Spear of Achilles. While wielding this
weapon. Attacks with dagger deal necrotic damage, rather than weapon, you gain a +2 bonus to your AC.
their normal type.
00 Longinus. The spear can be used as a holy
This weapon has 4 charges, and regains 1d3 + 1 charges daily
symbol to cast cleric or paladin spells, and
at dusk. You can use your action to point the dagger at a creature
deals an extra 3d6 radiant damage on a hit.
you can see within 15 feet of you and expend one charge. The When you kill a creature with the spear,
blade turns dark red as it binds to and curses the creature. For the blood and wine pour from the wound in a
next minute, whenever an effect targets the dagger, it affects the 15-foot cone. Any creature within the cone
creature instead, regardless of the distance between them. regains all its hit points and is cured of all
conditions. Once you use this property, you
can’t do so again until the next dawn.

CHAPTER 6 | MAGIC ITEMS

56
Florch 2 Husk Cracker
Wondrous item, uncommon Weapon (whip), uncommon
This metal torch holds a heatless, undying flame at its end, as This whip made from segments of wood connected by cord was
described in the continual flame spell. While holding the torch, enchanted by a golem crafter to shatter stone and metal to destroy
you can use your action to throw a ball of fire to a point you can his rogue creations.
see within 120 feet of you. When the ball reaches that point or You gain a +2 bonus to attack and damage rolls against
collides with an object, it stays there for 1 minute, where it sheds constructs and structures with this weapon. When you hit a
bright light in a 60-foot-radius, and dim light for another 30. If construct or structure with this weapon, the attack deals an extra
the ball collides with a creature, it passes through it harmlessly. 2d4 thunder damage. If you attack any other target, it has no
You can fling up to two balls of fire at a time. When you throw bonus to attack and damage rolls and deals an additional 1d4
a third one, the oldest you threw disappears. The torch remains lit thunder damage instead.
regardless of the number of balls of fire you send out. When you land a critical hit with this weapon, the target is
knocked prone.
Art by Matt Cavotta >> Inheritance
Weapon (maul), legendary
This hammer has been passed from legendary warrior to
legendary warrior, and developed new powers as its legacy grew.
You gain a +3 bonus to attack and damage rolls with this magic
weapon. While holding it, you have resistance to fire and cold
damage.
This maul weighs 1000 pounds unless you are attuned to and
carrying it; if so, it instead weighs 10 pounds like a typical maul.
While holding this weapon, you can use an action to strike the
ground to create one of the following properties. Once you use
one of these properties, it can’t be used again until the next dawn.
Alena’s Permafrost. You sweep the maul through the air,
sending an arc of ice and frost toward a target within 120 feet.
Make a ranged attack with the maul. If you hit, the target takes
6d6 cold damage and is vulnerable to bludgeoning damage until
the end of your next turn.
Enoch’s Sandtrap. The ground in a 30-foot-radius circle within
Golem Core 17 60 feet of you shudders and transforms into hot, lose desert sand.
Wondrous item, very rare The area is difficult terrain for 1 minute. When a creature other
than you enters or moves within the area, it takes 2d6 fire damage
This sphere of unidentifiable stone measures 4” in diameter and for every 5 feet it travels. If a creature ends its turn within the
its hollow interior contains a sphere of crystal used to power area, it must make a DC 18 Strength saving throw. On a failed
ancient golems and bridge the gap between object and creature. save, its speed is reduced to 0. Affected targets can repeat their
If you spend 1 minute holding the golem core against a saving throw at the start of each of your turns.
construct or the corpse of a construct, the two combine. If the Shold’s Barricade. The ground in a 30-cone originating from
construct is missing parts or otherwise not operational, the core you erupts into cracks and fissures. Each creature in the area must
regenerates its body, as described in the regenerate spell. make a DC 18 Constitution saving throw. A target takes 3d8
Once combined, choose one ability score for the construct to bludgeoning damage and 3d8 thunder damage on a failure, or half
feature: Intelligence, Wisdom, or Charisma. The chosen score as much damage on a success. Additionally, a wall of stone 5 feet
increases to 16 for the construct, and the other two scores increase thick and 20 feet tall emerges from the ground at the end of the
to 14. If the ability scores are already higher than the chosen cone. The wall’s statistics, other than its size, are identical to
number, they do not increase further. The construct also learns those described in the wall of stone spell.
one language you know.
Once the process is complete, the construct is under no
obligation to follow your commands, and acts in accordance with
its own wishes. In most cases, it questions its prior programming,
rather than following it blindly. 2
Homeward Guide
Wondrous item, uncommon
The needle in this ornate wood-and-crystal compass is sharpened
to a point, and can be removed. While holding the compass, you
can use your action to prick yourself and draw a drop of blood, or
place another creature’s blood on the needle. When you do so, the
needle points toward the birthplace of the blood’s owner.
This effect lasts until another creature’s blood is placed on the
needle, or the dispel magic spell is cast upon the compass.

Art by Volga Baga >>

CHAPTER 6 | MAGIC ITEMS

57
Lamp of the Un-Flame
Wondrous item, very rare
This esoteric hooded lantern is held upside
down, with a handle at the base instead of the
top. Inside shines an inverted dark blue flame
burning from a dangling wick. The un-flame saps
light and heat in a 60-foot radius around itself. Dim
light in the area becomes nonmagical darkness, and
bright light in the area becomes dim light. You can use an
action to lower the hood, reducing the effect to a 5-foot radius.
This lantern is fed by freshwater instead of oil.
The lamp is immune to fire and cold damage, and any creature
holding the lamp has resistance to fire and cold damage. Flames
in the area become un-flame: any effect that would deal fire
damage that originates from an area within the shadows deals
cold damage instead, and whenever a creature in the area would
take fire damage, it takes cold damage instead.
If an effect originating from or that enters the area would
emanate nonmagical light, it no longer does so, and instead saps
light as the lantern does.
Un-flame can be spread like normal fire, when given
appropriate kindling. Materials that ordinary fire can burn are
immune to the effects of un-flame, and inflammable materials like
metals and water, are set alight and spread un-flame. Un-flame
produces pure oxygen when it burns. If ordinary flames and
un-fire come into contact, they neutralize each other in a violent
explosion that deals 1d10 force damage to all creatures in a
10-foot radius around the point of contact. All objects that are not Art by Andrew Mar >>
being worn or carried are pushed 10 feet away from the
explosion, and the fire and un-flame are both extinguished.
Curse. This lantern is cursed. Any creature in possession of the If the marble does not have sufficient space to become
Lamp of the Un-Flame becomes obsessed with keeping the fire a 5-foot cube, it attains the maximum size possible in the space
lit, to the point that it will flames inside the lantern with its life. If available. If you throw the marble against a surface made of metal
the creature goes more than 24 hours without touching the or stone with an area of at least 5 feet by 5 feet, the resulting cube
lantern, the curse ends. fuses with the surface, securing it in place even if suspended on a
Last Stand wall or ceiling.
The cube is an object with an AC of 17 and 50 hit points, and is
Weapon (longbow), rare (requires attunement)
vulnerable to thunder damage. The marble cube weighs
These longbows invariably appear surrounded by the corpses of 200 lbs. for each foot it measures on a side, and can be lifted,
fallen armies, each with an arrow sprouting from their throats and pushed, pulled, or carried as normal, given sufficient strength.
eyes, with no sign of its owner.
This weapon gains a +1 bonus to attack and damage rolls for
every 3 enemies within 30 feet of you, to a maximum of +3.
You don’t have disadvantage on ranged attack rolls with this
weapon when a hostile creature is within 5 feet of you.
Your attacks with this weapon score a critical hit on a 19 or 20,
and when you land a critical hit with this weapon, you can Dodge
as a free action.
If you are also attuned to Eternal Companion, you can attune to
both the bow and the arrow as if they were a single item, and you
can use Eternal Companion’s ability once per turn, without
requiring a bonus action.
Marble Marble
Wondrous item, uncommon
This stone marble was enchanted by dwarves as a handy building
material during deep delves. It measures half an inch in diameter
and weighs half an ounce.
Typically, 1d4 + 4 marbles are found together.
You can use an action to throw the marble up to 30 feet. The
marble rapidly expands on impact, becoming a 5-foot cube of
magical marble in the space that it lands.
If the cube appears in a creature's space when it appears, or
would fall on a creature as a result of appearing above it, the Art by John Matson >>
creature takes no damage and is pushed to an unoccupied space of
your choice within 5 feet of the cube. CHAPTER 6 | MAGIC ITEMS

58
Memento Kintsugi’s Blood
Wondrous item, uncommon (requires attunement) Wondrous item, very rare
This heart-shaped bronze locket is warm to the touch. When you An ornate glass bottle stoppered with a ceramic cork contains 2d4
attune to the locket, you magically engrave it with the name or a ounces of opaque gold liquid, used in distant lands to heal lethal
portrait of a creature you shared a close relationship with. This wounds and repair objects.
engraving can’t be changed until another creature attunes to it. You can use an action to apply a number of ounces to a target,
While holding the necklace, you can use an action to call forth granting it one of the following effects:
the soul of the depicted creature, provided its soul is free and • You apply 1 ounce to a tiny nonmagical object that has been
willing. The creature’s soul appears in front of you as a spectral
damaged or destroyed and repair. The liquid solidifies
image of how it appeared in life. For the next minute, the figure
instantly after application, after which it acts as part of the
can speak and interact with you.
object. It shares all of the object’s properties, but maintains its
If the creature is not dead, you instead communicate with it
golden lustre.
telepathically, even if it is on a different plane of existence.
• You apply 3 ounces to a wounded creature to heal an organ,
After you communicate through this necklace, you can’t do so
such as a heart, eye, or a liver. The liquid solidifies instantly
again until 7 days have passed.
after application and acts as a replacement organ with all the
Resonator same functions as the original part, but looks as though it is
Simple weapon (handaxe), uncommon made of solid gold.
• You apply 7 ounces to a mutilated creature to heal an
A small bell floats in a hollow glass sphere at the end of this extremity or limb, such as a toe, hand, or leg. The liquid
hollow metal pickaxe. The pickaxe has 4 charges, and regains all solidifies instantly after application and acts as a perfect replica
expended charges daily at dawn. You can use your action to of the lost extremity, but appears made of solid gold.
expend one of its charges and touch a surface. You gain
tremorsense in a 15-foot around the point until you remove it Organs or limbs repaired with this magic item cannot be
Additionally, when you hit with this weapon, you can expend 2 destroyed or removed by effects that suppress magical items, such
charges to deal an extra 2d8 thunder damage. as the dispel magic spell or an antimagic field.
Ruin’s Fang
Weapon (maul), rare (requires attunement)
This heavy hammer bears a sharp pickaxe spike on the back of its
head. You gain a +1 bonus to attack and damage rolls made with
this magic weapon, and whenever an attack with this weapon hits
an object, the hit is a critical hit.
While holding this weapon, you can use your action to strike a
surface (such as a wall or floor) with the point. The object or
structure takes 2d12 bludgeoning damage, and solid surfaces
within 20 feet of the point of impact become difficult terrain.
Arcing spikes of stone emerge from the surface within the area,
forcing creatures of your choice within it to make a DC 15
Dexterity saving throw. On a failed save, a target is grappled
(escape DC 15).

Art by John Matson >>

Ring of the Undying


Wondrous item, very rare (requires attunement)
A hollow glass chamber is set into this metal ring. When you put
the ring on after attuning to it, the ring bites deep into your flesh
and fills the chamber with your blood, and becomes impossible to
remove while attuned to you.
While wearing this ring, you add your proficiency bonus to
death saving throws. Whenever you roll a 20 or higher on a death
saving throw, you regain 1 hit point.
Curse. The first time you die while wearing this ring, the ring’s
power raises you from the dead after 1 minute, granting you a
second, cursed life dependent on the ring’s power.
After being resurrected by this ring, your maximum hit
points are halved. Whenever you finish a long rest, you
gain temporary hit points equal to twice your new maxi-
mum hit point total.
After being resurrected, you instantly die if the ring is ever
removed. This cursed half-life cannot be undone by means short
of a wish spell or divine intervention. << Art by Dan Scott

CHAPTER 6 | MAGIC ITEMS

59
Scorching Sun 14
Wondrous item, very rare
A tiny sphere of pure sunlight floats on the end of this robust
metal torch, which was created by an ancient people to ward them
against the horrors that lurk in dark places.
The sphere sheds bright light in a 60-foot radius and dim light
for another 30. This light is natural sunlight. You can use a bonus
action to reduce the area to a 5-foot-radius of bright light and
another 5 feet of dim light, or back to its normal range.
Additionally, while holding the torch, you can use an action to
raise the torch and make the sphere shine like a new sun. All
creatures of your choice within 30 feet of you that aren’t behind
total cover must make a DC 17 Constitution saving throw. On a
failed save, a target takes 4d10 radiant damage and is blinded
until the start of its next turn.
The 30-foot radius around you is considered consecrated Art by Zack Stella >>
ground for 1 hour. Illusions within the area look translucent until
they leave the area or the effect ends.
Thurible of Misfortune
Wondrous item, rare
This handheld incense burner
is made of tarnished silver and
afflicted with a powerful curse of
ill omen. Anytime a creature within
10 feet of it makes an attack roll or
saving throw while it is lit, it must
roll a d4 and subtract it from the total.
Timepiercer
Weapon (longbow), very rare (requires attunement)
The wood of this bow’s arms gains and loses vitality
and luster as the flow of time changes around the bow.
You gain a +2 bonus to attack and damage rolls made with
this weapon, which deals an extra 1d8 necrotic damage to any
target it hits. When you loose an arrow from this weapon, you
can choose to enchant it with one of the following effects:
Advance. You teleport to an unoccupied space within 5 feet of
the target.
Overclock. If you hit a creature, it takes a turn immediately
after yours, in addition to its normal turn in initiative.
Stop. When you hit a creature, it must succeed on a DC 17
Constitution saving throw or be paused in time until the start of
your next turn. In this state, the target is unconscious and immune
to all effects, damage, and conditions.
Once you use one of these options, that option can’t be used
again until the next dawn.
Thyme Bundle
Wondrous item, legendary
A platinum-foil band carved with draconic runes wraps around
this thick bundle of 1d4 + 2 sprigs of thyme, which remain green
and fresh despite their incredible age.
When you use an action to eat a sprig of thyme from this
bundle, you age by 10% of your race’s natural lifespan. You also
gain the following benefits:
• You regain all lost hit points and expended hit dice.
• Any conditions, diseases, curses, conditions and other
harmful effects afflicting you end immediately.
• You regrow any missing body parts, as described in the
regenerate spell.
If your race has no natural lifespan or you do not require food,
this thyme has no effect on you (though it has a pleasant taste).
The second time you eat a sprig from this bundle, you age by
20% of your natural lifespan instead of 10%, an additional 30%
your third time, and so on. CHAPTER 6 | MAGIC ITEMS

60
Chapter 7: Bestiary
HIS CHAPTER PRESENTS NEW MONSTERS
to supplement those in the Monster Manual.
Most of these monsters fit well in campaigns
involving tombs or old ruins,
though many of them could
find their place in a wide
variety of environments.
As with the monsters in the
Monster Manual, we’ve tried to make
each monster presented here general enough to fit
into most settings. Though lore is presented, you
can do whatever you will with these monsters
and change their lore to fit your setting.
The monsters are presented in
alphabetical order.

Amber Syrup
Created by the experiments of a wizard, this
creature is the unintended byproduct of a
pursuit of preservation. In an attempt to
preserve materials and creatures for future study,
those ancient mages succeeded…a little too well.
The Amber Syrup is a self-replicating entity that
endlessly attempts to fulfill that primary
purpose with lethal efficiency.
These massive oozes nest within
ruins and ancient laboratories, slowly
collecting creatures and objects for future
generations to experience.
Art by Jehan Choo >>

Amber Syrup Actions


Huge ooze, Unaligned Multiattack. The syrup makes two Amber Scalpel or Crystal
Fling attacks.
Armor Class 15 (natural armor)
Amber Scalpel. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Hit Points 105 (10d12 + 40)
target. Hit: 30 (6d8 + 3) slashing damage.
Speed 30 ft.
Crystal Fling. Ranged Weapon Attack: +7 to hit, range 60 ft., one
STR DEX CON INT WIS CHA target. Hit: 17 (4d6 + 3) piercing damage.
17 (+3) 8 (-1) 18 (+4) 4 (–3) 10 (+0) 1 (–5) Engulf. The syrup moves up to its speed. When it does so, it can
enter the space of a creature its size or smaller. Whenever the
Damage Resistances acid; necrotic; bludgeoning, syrup enters a creature’s space, the creature must make a DC
piercing, and slashing from nonmagical attacks 17 Dexterity saving throw.
Damage Immunities poison; psychic On a successful save the syrup’s movement stops before
Condition Immunities blinded, charmed, deafened, entering the creature’s space.
exhaustion, frightened, poisoned, prone
On a failed save, the syrup enters the creature’s space and the
Senses blindsight 90 ft. (blind beyond this radius)
creature takes 21 (6d6) acid damage and is engulfed. The
Challenge 7 (2,900 XP)
engulfed creature can’t breathe, is restrained, and has total
cover from attacks and effects outside the syrup. When the
Amorphous. The syrup can move through a space as narrow as
syrup moves, the engulfed creature moves with it. A creature
1 inch wide without squeezing.
who dies inside the syrup becomes petrified and covered in a
Crystallizing Body. When the syrup hits a creature with an semitransparent glaze of amber. This coating has 20 hit points,
attack, the creature’s speed is reduced by 15 feet until the end and frees the corpse of the creature when destroyed.
of its next turn.
An engulfed creature can try to escape by using an action to
Encase. When a creature hits the syrup with a melee attack, it make a DC 17 Strength check. On a success, the creature
has disadvantage on attack rolls until the start of its next turn. escapes and enters a space of its choice within 5 feet of the
Perfectly Preserved When the syrup dies, it transforms into syrup.
solid amber crystal.

CHAPTER 7 | BESTIARY

61
Lesser Amber Syrup Brick Golem
Medium ooze, Unaligned Large construct, Unaligned

Armor Class 15 (natural armor) Armor Class 17 (natural armor)


Hit Points 22 (3d8 + 9) Hit Points 104 (11d10 + 44)
Speed 20 ft. Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 16 (+3) 4 (–3) 8 (-1) 1 (–5)
18 (+4) 14 (+2) 18 (+4) 3 (–4) 11 (+0) 1 (–5)

Damage Resistances acid, necrotic


Damage Immunities poison, psychic; bludgeoning, piercing,
Damage Immunities poison, psychic
and slashing from nonmagical weapons that aren’t
Condition Immunities blinded, charmed, deafened,
adamantine
exhaustion, frightened, poisoned, prone
Condition Immunities charmed, exhaustion, frightened,
Senses blindsight 60 ft. (blind beyond this radius), passive
paralyzed, petrified, poisoned
Perception 9
Senses darkvision 120 ft., passive Perception 10
Languages —
Languages Understands the languages of its creator but can’t
Challenge 1 (200 XP)
speak
Challenge 8 (3,900 XP)
Amorphous. The syrup can move through a space as narrow as
1 inch wide without squeezing. Immutable Form. The golem is immune to any spell or effect
Crystallizing Body. When the syrup hits a creature with an that would alter its form.
attack, the creature’s speed is reduced by 15 feet until the end Magic Resistance. The golem has advantage on saving throws
of its next turn. against spells and other magical effects.
Encase. When a creature hits the syrup with a melee attack, it Magic Weapons. The golem’s weapon attacks are magical.
has disadvantage on attack rolls until the start of its next turn.
Perfectly Preserved When the syrup dies, it transforms into
Actions
solid amber crystal. Multiattack. The golem makes two slam attacks.
Actions Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
19 (3d8 + 6) bludgeoning damage.
Amber Scalpel. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 11 (2d8 + 2) slashing damage. Reactions
Crystal Fling. Ranged Weapon Attack: +4 to hit, range 60 ft., one Divide and Conquer. When a brick golem that is Large or
target. Hit: 9 (2d6+2) piercing damage. smaller is hit by an attack that deals slashing or bludgeoning
damage, it splits into two brick golems if it has at least 25 hit
points. Each new brick golem has hit points equal to half the

Brick Golem
original golem’s, rounded down.

Brick golems invariably appear as crumbling scraps of


masonry. Though these golems often resemble broken
statues or piles of dismantled masonry, the magic that
flows through their blocky bodies makes them just
as fearsome as an intact stone golem, if not moreso.
Often formed from the half-finished scraps of a
golem-crafter’s more advanced projects or spawned
from the shattered bodies of defeated stone golems, these
shattered statues use their thin-spread animating magic to
multiply as they crumble.
A few brick golems can quickly become an avalanche of
animated stones that overwhelm hapless adventurers
in a storm of rubble.

Art by Iakub Kaspar >>

CHAPTER 7 | BESTIARY

62
Clocktopus
Many ancient civilizations combined magic and clockwork
technology to create automaton servants. The high-quality
materials used in their creation allow them to reactivate and
function even after millennia buried underground.
<< Art by Christopher Moeller
Clocktopi are prime examples of these useful automatons. They
are weak and easy to control in when malfunctioning, yet able to
multitask with their many arms and squeeze into tight spaces with
ease. Though they still function, time has been cruel to these
Clocktopus automaton servants. Eons of inactivity degraded the mechanisms
within them, which accelerate and decelerate at random. The
Small construct, Unaligned rapid back-and-forth creates a field of distorted time around the
clocktopus, which struggles to continue its work or fight
Armor Class 12 alongside its brethren with dogged determination.
Hit Points 22 (4d6 + 8) Though clockwork creatures appear in many forms, weaker
Speed 20 ft, climb 20 ft. automatons all have similar statistics.

STR DEX CON INT WIS CHA Crawling Apocalypse


14 (+2) 12 (+1) 15 (+2) 1 (–5) 10 (+0) 7 (–2) These immortal, intelligent relics of ancient wars still keep watch
and patrol boundaries now marked only in their long memories.
Saving Throws Con +4 Created by an ancient civilization called the marru, crawling
Damage Immunities poison, psychic apocalypses are enslaved, undead war machines of incredible
power who bolstered armies of soldiers and magicians. Though
Condition Immunities frightened, poisoned
their memories faded to scraps and the marru civilization
Senses tremorsense 30 ft., passive Perception 10
crumbled to dust, they still maintain every bit of their power,
Challenge 1/4 (50 XP)
cunning, and justifiable spite.
Crawling apocalypses have little more than vague recollections
of their lives as now-extinct aquatic molluscs. The unfortunate
Exact Timing. The clocktopus takes its turn on initiative count
horrors do remember their transformation into undead horrors in
15 (losing initiative ties).
exacting detail. The marru slew them, ripped them from their
Momentum-Powered. The clocktopus falls unconscious if it is native habitats, and mummified them in vast temple-factories.
not touching a solid surface. They bent the mummies to their will, then turned the crawling
apocalypses on their enemies.
Actions
Fill text Intelligent enough to follow complex commands but able to
shrug off wounds from most weapons, the crawling apocalypses
Mechantacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
bolstered the marru’s armies and gave them an incredible tactical
target. Hit: 7 (2d4 + 2) bludgeoning damage. Once per turn if the
advantage. History forgets the fate of the marru, and the crawling
clocktopus scores a critical hit, it can make an additional attack
apocalypses that remain have no interest in sharing.
against the target as part of the same action. These monsters of mummification keep their timeless, eternal
Time Switch (Recharge 5-6). The clocktopus alters its gear posts or sleep or subterranean weapons depots. When roused,
speed, adjusting the flow of time around it and forcing a their hatred of all living things drives them to attack with extreme
creature it can see within 30 feet of it to make a DC 13 prejudice.
Constitution saving throw. On a failed save, the target is Despite their rage, some still respond to the command phrases
affected by the slow spell, and the clocktopus can cast the haste
in the ancient marru language implanted in their minds. Others,
who shook after their conditioning after centuries of inactivity, fly
spell on a creature it can see within 30 feet of it. On a success,
into a rage when commanded in the dead language of their
the clocktopus is affected by the slow spell until it uses this
masters. A controlled crawling apocalypse is a powerful ally on
feature again.
the battlefield…and a free, enraged one a far more dangerous
enemy. Few seek these undead tragedies; both they and their few
neighbors in the remote desert would prefer they be left to their
own devices.

<< Art by Craig J Spearing

CHAPTER 7 | BESTIARY

63
Crawling Apocalypse Actions
Gargantuan undead, Lawful Evil Multiattack. The crawling apocalypse uses its dreadful
presence. It then makes two rotting tentacle attacks.
Armor Class 16 (natural armor)
Rotting Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft.,
Hit Points 279 (18d20 + 90)
one target. Hit: 53 (10d8 + 8) necrotic damage. If the target is a
Speed 20 ft., burrow 20 ft.
creature, it must succeed on a DC 18 Constitution saving throw
STR DEX CON INT WIS CHA or be cursed with mummy rot. The cursed target can't regain
hit points, and its hit point maximum decreases by 10 (3d6) for
26 (+8) 7 (-2) 21 (+5) 11 (+0) 18 (+4) 20 (+5)
every 24 hours that elapse. If the curse reduces the target's hit
point maximum to 0, the target dies, and its body turns to dust.
Saving Throws Con +10, Wis +9
The curse lasts until removed by the remove curse spell or other
Damage Vulnerabilities fire
magic.
Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks Dreadful Presence. Each creature of the crawling apocalypse's
Condition Immunities charmed, exhaustion, frightened, choice that is within 120 feet of it and aware of it must succeed
paralyzed, poisoned on a DC 18 Wisdom saving throw or become frightened for 1
Senses darkvision 60 ft., passive Perception 14 minute. If the target fails the saving throw by 5 or more, it is
Languages understands Abyssal, Celestial, Infernal, Marru, and also paralyzed until the end of its next turn. A creature can
Primordial but can’t speak repeat the saving throw at the end of each of its turns, ending
Challenge 17 (18,000 XP) the effect on itself on a success. If a creature's saving throw is
successful or the effect ends for it, it is immune to the crawling
Magic Resistance. The crawling apocalypse has advantage on apocalypse's Dreadful Presence for the next 24 hours.
saving throws against spells and other magical effects.
Choking Breath (Recharge 5-6). The crawling apocalypse
Regeneration. The crawling apocalypse regains 10 hit points at exhales a cloud of sickening dust in a 90-foot cone. Each
the start of its turn. If the crawling apocalypse takes acid or fire creature in the area must make a DC 18 Constitution saving
damage, this trait doesn’t function at the start of its next turn. throw, taking 27 (5d10) necrotic damage plus 27 (5d10) poison
The crawling apocalypse dies only if it starts its turn with 0 hit damage on a failed save, or half as much damage on a
points and doesn’t regenerate. successful one. If a target fails the saving throw by 5 or more, it
Siege Monster. The crawling apocalypse deals double damage suffers one level of exhaustion.
to objects and structures

Art by Kekai Kotaki >>

CHAPTER 7 | BESTIARY

64
Crystal Ruin Crabs Crystal Ruin Crab Treasures
Recently discovered by unfortunate explorers, these cousins of
d4 Treasure
the common ruin crab were altered by ambient magic suffusing
the ruins they inhabit. 1 1d4 gems with a value of 10 gp each
The magical energies flowing through their bodies manifest as 2 2d4 gems with a value of 20 gp each
crystal growths that attract elemental energies. These growths 3 One spell scroll of 1st-level or lower
give the crystalline specimens an unnatural elemental resilience, 4 One Tiny common magic item
and the ability to reflect those energies as a defensive tactic.
While the crystals on their backs can be harvested, crystal ruin
crabs are far more territorial and aggressive than their lustreless
relatives. Many entrepreneurial adventurers underestimate them, Eternal Healer
only to be picked apart by a swarm of the same creatures they Ruins and tombs are full of dangers. The decaying environment
intended to disassemble. This irony is lost creates pitfalls and sinkholes, traps to capture or kill intruders,
on the crabs, who care more about their and residents old and new all pose grave danger. These hazards
unexpected meal than cruel contrast with the seemingly-benevolent nature of eternal healers.
twists of fate. These silent specters are a hollow visage filled with an
uncontrollable desire to heal the wounded. They roam lost
Art by Matteo Bassini >> corridors and collapsed rooms in search of injured creatures of all
sorts, motivated by ancient curses or enduring oaths.
Explorers in ruins should not treat their mission lightly. Eternal
healers will never take no for an answer. Those foolish enough to
refuse their help quickly realize eternal healers will happily feed
their compulsion by inflicting wounds themselves.
Of course, this erratic behavior often ends in the victim’s death.

Crystal Ruin Crab


These deaths do not trouble eternal healers at all—many fill
“infirmaries” with spotless corpses in perfect physical condition.
Tiny beast, Unaligned

Armor Class 15 (natural armor)


<< Art by Chase Stone
Hit Points 22 (3d8 + 9)
Speed 20 ft., burrow 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 16 (+3) 1 (–5) 9 (-1) 4 (–3)

Damage Resistances slashing damage from nonmagical


attacks
Senses blindsight 60 ft., passive Perception 9
Languages —
Challenge 1 (200 XP)

False Appearance. While the crab remains motionless, it is


indistinguishable from a gemstone.
Elemental Crystallization. The crab has immunity to one of the
following damage types: acid, cold, fire, lightning, or radiant.
Energy Reflux. When the crab would take damage of the type it
is immune to, every creature within 10 feet of it must make a
DC 13 Constitution saving throw. On a failed save, a target takes
7 (2d6) damage of that type.
Debris Shell. While its shell isn’t broken, the crab has a +3
bonus to its AC (included in its statistics). If damage would
reduce the ruin crab to 0 hit points, its shell breaks, it is
reduced to 1 hit point instead, and one object from the crystal
ruin crab treasures table drops into the ruin crab’s space.
The crab can spend 1 hour collecting crystals to rebuild its
Debris Shell.

Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) bludgeoning damage.

CHAPTER 7 | BESTIARY

65
Eternal Healer Fill
Whentext
an insane eternal healer ends its turn and can see or
otherwise sense a creature affected by a condition, disease,
Medium undead, Neutral
poison, or that has less than its maximum hit points, it makes a
Armor Class 15 DC 15 Wisdom saving throw. On a success, its madness ends.
Hit Points 39 (6d8 + 12) Medical Artisan. If the healer is provided with the raw
Speed fly 30 ft. (hover) materials, it can build a prosthetic limb (TCE page 34).

STR DEX CON INT WIS CHA Actions


12 (+1) 17 (+3) 15 (+2) 10 (+0) 19 (+4) 8 (-1) Suture/Condemn. The eternal healer touches a creature within
5 feet of it, which regains 11 (2d10) hit points. If the healer is
Saving Throws Con +4, Wis +6 insane, it instead forces the target to make a DC 15 Constitution
Damage Resistances necrotic saving throw. On a failed save, the target takes 15 (3d10)
Damage Immunities poison, psychic necrotic damage.
Condition Immunities charmed, frightened, poisoned Hollow Stare (Recharge 5-6). The eternal healer focuses on a
Senses darkvision 60 ft., blindsight 30 ft., passive Perception 14 creature that it can see within 30 feet of it. The target must
Languages Understands all languages but can’t speak, succeed on a DC 15 Wisdom saving throw or be magically
telepathy 60 ft. charmed by the eternal healer for 1 hour or until it dies. A
Challenge 2 (450 XP) creature that declined healing or other support from the
eternal healer within the last 7 days automatically fails this
Healer’s Senses. The eternal healer knows the exact location of saving throw. The charmed creature cannot willingly look at
any creature without all its hit points within 60 feet of it. anything other than the eternal healer, and obeys its orders
without question.
Madness of Servitude. If the eternal healer goes 7 days without
The target can repeat the saving throw every time the healer
sensing or seeing a creature affected by a condition, disease,
gives it a command, ending the effect on itself on a success. If
poison or that has less than its maximum hit points, it goes
the target succeeds on a saving throw against this feature, it is
mad.
immune to the eternal healer’s Hollow Stare for the next 24
While in this state, it has resistance to bludgeoning, piercing,
hours.
and slashing damage, and can use its Suture/Condemn attack
twice, instead of once, when it takes the Attack action.

Art by Zack Stella >>

CHAPTER 7 | BESTIARY

66
Gemlins Gemlin
The immense stone metropolises left behind by ruin builders are
not always found abandoned. When gemstones capable of storing Small elemental, Chaotic Neutral
and conducting magic are embedded in the ruins’ walls, the stones
commingle and animate the surrounding stone into gemlins. The Armor Class 14 (natural armor)
tiny elementals then swim through rock like fish through water to Hit Points 16 (3d6 + 6)
find treasure and others like themselves. Speed 30 ft., burrow 30 ft.

Jewel Seekers STR DEX CON INT WIS CHA

Gemlins adore precious stones, which are vital to their life cycle 12 (+1) 14 (+2) 14 (+2) 8 (–1) 11 (+0) 9 (–1)
and, to them, the peak of natural beauty. By embedding a knot of
gems in stone, groups of gemlins can spawn additional gemlin Damage Vulnerabilities thunder
juveniles. The process leaves a pocket of weakened stone behind Damage Resistances bludgeoning, piercing, and slashing from
as the juvenile frees itself from the surrounding rock. nonmagical attacks
Enterprising traders whose routes take them underground often Damage Immunities poison
exploit this desire. Gemlins are more than happy to exchange the Condition Immunities exhaustion, paralyzed, petrified,
“useless” treasures they find when digging for more gems. These poisoned, unconscious
treasures include precious metals, long-lost magical items, maps Senses darkvision 60 ft., tremorsense 30 ft., passive
of dangerous tunnels, and duergar patrol routes. The promise of Perception 10
barter or a share of the loot makes gemlin colonies valuable allies Languages Terran
for parties of adventurers who brave the Underdark in search of
Challenge 1/4 (50 XP)
subterranean dragons or other monsters with vast hoards. Gemlins
loathe xorn and dragons, and are eager to pounce on any indirect
contribution they can make to such creatures’ downfall. Earth Glide. The gemlin can burrow through nonmagical,
The jewels embedded in a gemlin’s body also determine its unworked earth and stone. While doing so, the gemlin doesn't
powers. Gemlin are tenacious guerilla fighters, using their earth disturb the material it moves through.
glide to slip through solid walls and fire hurricanes of lesser
magic before fleeing. Older gemlins, which accumulate crystals Innate Spellcasting. The gemlin’s innate spellcasting ability is
with age, wield a diverse array of dazzling magic. The oldest and Wisdom (spell save DC 10, +2 to hit with spell attacks). It can
largest of these gemlins become gemlin progenitors, by removing innately cast the following spells, requiring no material
some gems and planting them bedrock to found a new colony. components:
At-will: one spell from the gemlin juvenile table
1/day: one spell from the gemlin table
Gemstone Sense. The gremlin can sense the presence of
gemstones within 1,000 feet of itself. It can determine which
location has the most valuable gemstones, and the location to
the site or sites. If the gemstones are being moved, it knows the
direction of the movement. Any thickness of clay or lead, even a
thin sheet, blocks this sense if it blocks a direct path between
the gemlin and the gemstones.

Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) slashing damage.
Launch Pebble. A creature the gremlin can see within 30 feet of
it must make a DC 12 Dexterity saving throw. On a failed save,
the target takes 5 (2d4) bludgeoning damage.

<< Art by Bridger Burt

CHAPTER 7 | BESTIARY

67
<< Art by Bridger Burt

Gemlin Aggregate Gemlin Aggregate


As a last resort, threatened gemlin colonies can channel the magic Huge elemental, Chaotic Neutral
that assembled their stony bodies to fuse together. This massive,
multicolored conglomeration fights with the combined strength of Armor Class 17
dozens of gemlin to defend their home from danger. Hit Points 105 (10d12 +40)
The strain required to create a gemlin aggregate is intense, and Speed 30 ft., burrow 60 ft.
its combined existence lasts only for a short time before its
constituent elementals collapse in an exhausted heap. If a colony STR DEX CON INT WIS CHA
forms an aggregate and fails to drive off an attacker, then the
colony is almost certainly doomed. 18 (+4) 8 (-1) 19 (+4) 12 (+1) 16 (+3) 14 (+2)

Gemlin Juvenile Saving Throws Str +8, Con +8


Skills Athletics +8, Intimidation +6
Gemlin youth are raised communally Damage Immunities poison; bludgeoning, piercing, and
by colonies of 20 to 40 adults. These slashing from nonmagical attacks
little ones are eager and curious, Condition Immunities exhaustion, paralyzed, petrified,
always excited to learn about
poisoned, unconscious
the world and thrilled by
Senses darkvision 60 ft., tremorsense 120 ft., passive
the promise of
Perception 13
adventure.
Languages Understands Terran but can’t speak
Challenge 10 (5,900 XP)

Gemlin Juvenile Charge. If the gemlin moves at least 15 feet straight toward a
target and then hits with its slam on the same turn, the target
Tiny elemental, Chaotic Neutral takes an extra 7 (2d6) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength saving throw or
Armor Class 11 be knocked prone.
Hit Points 10 (3d4 + 3)
Speed 30 ft., burrow 30 ft. Earth Glide. The gemlin can burrow through nonmagical,
unworked earth and stone. While doing so, the gemlin doesn't
STR DEX CON INT WIS CHA disturb the material it moves through.
7 (-2) 12 (+1) 12 (+1) 7 (–2) 11 (+0) 9 (–1) Fused Creature. When the gemlin aggregate dies, it collapses
into 1d4 gemlin and 2d6 gemlin juveniles at the start of its next
Damage Vulnerabilities thunder turn. These gemlin act on their own initiative count, and each
Damage Resistances bludgeoning, piercing, and slashing from emerges with 2 (1d6 - 1) levels of exhaustion.
nonmagical attacks
Innate Spellcasting. The gemlin’s innate spellcasting ability is
Damage Immunities poison
Wisdom (spell save DC 15, +7 to hit with spell attacks). It can
Condition Immunities exhaustion, paralyzed, petrified,
innately cast the following spells, requiring no material
poisoned, unconscious
components:
Senses darkvision 60 ft., tremorsense 5 ft., passive
Perception 10 At will: seven spells from the gemlin juvenile table
Languages Terran 3/day: four spells from the gemlin table
Challenge 0 (0 or 10 XP) 2/day each: three spells from the gemlin progenitor table
Reflective Carapace. Any time the gemlin aggregate is targeted
Earth Glide. The gemlin can burrow through nonmagical, by a magic missile spell, a line spell, or a spell that requires a
unworked earth and stone. While doing so, the gemlin doesn't ranged attack roll, roll a d6. On a 1 to 5, the gemlin aggregate is
disturb the material it moves through. unaffected. On a 6, the gemlin aggregate is unaffected, and the
Innate Spellcasting. The gemlin’s innate spellcasting ability is effect is reflected back at the caster as though it originated
Wisdom (spell save DC 10, +2 to hit with spell attacks). It can from the gemlin aggregate, turning the caster into the target.
innately cast the following spells, requiring no material Resonance. If the gemlin aggregate starts or ends its turn within
components: 5 feet of the corpse of any gemlin, it absorbs the body and
At will: one spell from the gemlin juvenile table regains hit points equal to half the gemlin’s maximum hit
points. The gemlin is resurrected within the aggregate and
Gemstone Sense. The gemlin can sense the presence of
reappears in the mass of gemlins if the gemlin aggregate
gemstones within 1,000 feet of itself. It can determine which
breaks apart.
location has the most valuable gemstones, and the location of
the site or sites. If the gemstones are being moved, it knows the Actions
direction of the movement. Any thickness of clay or lead, even a
Slam. Melee Weapon Attack: +7 to hit, reach 15 ft., one target.
thin sheet, blocks this sense if it blocks a direct path between
Hit: 14 (3d6 + 4) slashing damage.
the gemlin and the gemstones.
Hurl Cluster. Ranged Weapon Attack: +7 to hit, range 60/240 ft.,
Actions one target. Hit: 22 (4d8 + 4) bludgeoning damage. A gemlin
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: appears in an unoccupied space within 10 feet of the target.
The gemlin acts on its ownCHAPTER
initiative 7count.
| BESTIARY
4 (1d6 + 1) slashing damage.

68
Gemlin Progenitor Gemlin Progenitor
Gemlin progenitors occupy a role not unlike village elders in Medium elemental, Chaotic Neutral
humanoid societies. They are the largest and most powerful
members of a colony whose words carry enormous weight in the Armor Class 16 (natural armor)
communal decision-making process. Hit Points 37 (5d8 + 15)
Most progenitors adopt this role out of a sense of Speed 40 ft., burrow 40 ft.
responsibility. Progenitors are almost invariably the gemlins that
removed crystals from their own bodies and embedded them in STR DEX CON INT WIS CHA
stone, causing them to grow into new gemlin juveniles. Older
adult gemlins gain the same powers and statistics as their 14 (+1) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
progenitor parent in due time, but the original colony’s founder
Saving Throws Con +5
almost always has final say.
Damage Resistances bludgeoning, piercing, and slashing from
Gemlin Juvenile Spells nonmagical attacks
d6 Gem Spell Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified,
1 Agate mending
poisoned, unconscious
2 Azurite dancing lights
Senses darkvision 60 ft., tremorsense 60 ft., passive
3 Hematite spare the dying
Perception 12
4 Lapis Lazuli ray of frost Languages Terran
5 Obsidian chill touch Challenge 1 (200 XP)
6 Tiger Eye druidcraft
Crystal Commander. Each gemlin within 100 feet of the gemlin
progenitor that can see or hear it has advantage on attack rolls,
Gemlin Spells ability checks, and saving throws so long as the gemlin
d10 Gem Spell
progenitor is conscious.
1 Alexandrite greater invisibility
Earth Glide. The gemlin can burrow through nonmagical,
2 Aquamarine control water
unworked earth and stone. While doing so, the gemlin doesn't
3 Diamond revivify
disturb the material it moves through.
4 Emerald conjure woodland beings
Innate Spellcasting. The gemlin’s innate spellcasting ability is
5 Jacinth spirit guardians
Wisdom (spell save DC 12, +4 to hit with spell attacks). It can
6 Opal protection from energy innately cast the following spells, requiring no material
7 Peridot magic circle components:
8 Ruby stone shape
At-will: one spell from the gemlin juvenile table
9 Sapphire resilient sphere 3/day: one spell from the gemlin table
10 Topaz remove curse 1/day: one spell from the gemlin progenitor table
Gemstone Sense. The gremlin can sense the presence of
gemstones within 1,000 feet of itself. It can determine which
Gemlin Progenitor Spells location has the most valuable gemstones, and the location of
d20 Gem Spell the site or sites. If the gemstones are being moved, it knows the
1 Amethyst protection from poison direction of the movement. Any thickness of clay or lead, even a
2 Bloodstone invisibility thin sheet, blocks this sense if it blocks a direct path between
3 Carnelian illusory script the gemlin and the gemstones.
4 Chalcedony magic missile
Actions
5 Chrysoberyl darkvision
Gem-Studded Mace. Melee Weapon Attack: +3 to hit, reach 5 ft.,
6 Chrysoprase calm emotions
one target. Hit: 4 (1d6 + 1) bludgeoning damage
7 Citrine heat metal
8 Garnet cloud of daggers
9 Jade dissonant whispers
d20 Gem Spell
10 Jasper alter self
11 Jet entangle
12 Moonstone moonbeam
13 Onyx darkness
14 Pearl branding smite
15 Quartz chromatic orb
16 Sardonyx searing smite
17 Spinel alter self
18 Tourmaline mage armor
19 Turquoise enhance ability
CHAPTER 7 | BESTIARY 20 Zircon fog cloud

69 << Art by Noah Bradley


Geocacher Geocacher
Small fey, unaligned These small fey form from scraps of ambient energy in places
long forgotten. Their origins give them an innate ability to sniff
Armor Class 13 (natural armor) out items of monetary or historical worth.
Hit Points 14 (4d4 + 4) Not unlike a cat showing off its catch of rats, a geocacher can
Speed 40 ft. hardly wait to show anyone willing the treasures it has found.
Geocachers can also be created through a ritual performed in
STR DEX CON INT WIS CHA the Feywild or an area connected to it. Geocachers born in this
way are given a single simple task during the ritual, such as
10 (+0) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
delivering a message, carrying a package, or tracking a creature.
When the geocacher completes its task, it demands payment
Skills Stealth +5, Survival +5
proportionate to the difficulty or complexity of the task. Some
Condition Immunities blinded, exhaustion, grappled,
geocachers demand items such as gold, while others find value in
incapacitated, paralyzed, restrained
trinkets such as scrap metal or jewelry, bouquets of dried flowers,
Senses Darkvision 120ft, passive Perception 13 or books. When paid, the geocacher departs with its treasure to
Languages understands all languages but cannot speak find an appropriate place to bury it and begin a search for
Challenge 1/4 (50 XP) additional treasures.
Creating a geocacher. Geocachers are made from
Follow Your Mark. Upon its creation, the geocacher receives a specially-crafted bags made from rare pearlescent herbs found in
mark. This mark can be a specific location or specific person. the feywild, and a collection of precious and semiprecious stones
The geocacher always knows the direction of the mark as long worth 500 gp in total. Crafting this bag takes 1 hour and can be
as they are both on the same plane. This mark lasts until the
completed as part of a short rest. When opened, the geocacher
emerges. The bag becomes inert, and its content are consumed.
geocacher's fulfills its purpose.
The creature that opened the bag can direct the geocacher as
Fey Ancestry. Magic can’t put the geocacher to sleep. described in the animal messenger spell. In addition to a message,
Treasure Sense. The geocacher can pinpoint, by scent, the a geocacher can carry a single Tiny object, such as a bag, dagger,
location of precious metals and stones, such as coins and gems,
or key. The effect lasts until the geocacher completes its task,
rather than 24 hours. After it completes its task, the geocacher is
within 60 feet of it.
released and is free to do as it pleases.
Misty Step (2/day). The geocacher casts the misty step spell. If you encounter the same geocacher in your travels, you may
Wisdom is its spellcasting ability for this spell. issue a new command to it if the geocacher is willing.

Actions
Pulse. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) force damage.
Flare. Ranged Weapon Attack: +5 to hit, range 60/180 ft.,
one target. Hit: 6 (1d6 + 3) force damage.

Art by Jason Kang >>

CHAPTER 7 | BESTIARY

70
Giant Ammonite Giant Prehistoric Animals
Large beast, unaligned These peers of mammoths and dinosaurs roamed the world centuries
ago. In some settings, they can still be found in unexplored jungles
Armor Class 14 (natural armor) and remote glaciers or warm seas left
Hit Points 90 (12d10 + 24) untouched by mortal hands.
Speed 0 ft., swim 30 ft.

STR DEX CON INT WIS CHA


Giant Sloth
16 (+3) 12 (+1) 14 (+2) 3 (-4) 10 (+0) 4 (-3)
Huge beast, unaligned

Senses passive Perception 10


Armor Class 12 (natural armor)
Languages —
Hit Points 123 (13d12 + 39)
Challenge 3 (700 XP)
Speed 15 ft., climb 15 ft.

Predator. The giant ammonite has advantage on attack rolls STR DEX CON INT WIS CHA
made against creatures it is grappling. 22 (+6) 8 (-1) 16 (+3) 2 (-4) 10 (+0) 2 (-4)
Jet Propulsion. The giant ammonite can Dash as a bonus
Saving Throws Str +8, Con +5
action. When it does so, it can only move in a straight line in the
Skills Athletics +8
same direction it dashed in until the end of its turn.
Senses passive Perception 10
Water Breathing. The giant ammonite can breathe only Languages —
underwater. Challenge 4 (1,100 XP)
Actions
Long-Limbed. The giant sloth can move through the spaces of
Multiattack. The giant ammonite makes two attacks: one with Large or smaller creatures, including hostile creatures, without
its tentacles and one with its bite. any reduction to its speed.
Tentacle. Melee Weapon Attack: +5 to hit, reach 20 ft., one Well-Rested. The giant sloth can’t be put to sleep.
target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is
Medium or smaller, it is grappled and pulled to a space within Actions
5 feet of the giant ammonite. Until this grapple ends, the giant Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
ammonite cannot make a tentacle attack against another Hit: 34 (8d6 + 6) slashing damage
target.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
21 (4d8 + 3) piercing damage.
Shell Defense. The giant ammonite withdraws into its shell,
gaining a +4 bonus to AC until it emerges. It can emerge from
the shell as a bonus action on its turn.

Art by Ilse Gort >>

CHAPTER 7 | BESTIARY

71
Hell Pig Hell Pig
Large beast, unaligned Adventurers who explore primeval jungles and vast prairies
untouched by humanoid hands often encounter hell pigs. These
Armor Class 15 (natural armor) distorted ancestors of modern swine boast a massive frame and
Hit Points 120 (16d10 + 32) vicious ferocity that they use against their prey to terrible effect.
Speed 30 ft. Like domesticated pigs, hell pigs will eat anything they can fit
into their mouths. Hell pigs’ jaws are far larger than an ordinary
STR DEX CON INT WIS CHA swine’s, and filled with serrated teeth backed by an incredible bite
force able to snap bone and shred muscle.
18 (+4) 14 (+2) 14 (+2) 2 (-4) 9 (-1) 5 (-3)
A hell pig hunts by charging forward and goring its target with
its tusks before sinking its jaws into the fallen creature and biting
Senses passive Perception 9 its body in half. When weary or lazy, hell pigs also root for fungi
Languages — and strip leaves from shrubs and trees. They may even destroy
Challenge 4 (1,100 XP) rotten stumps and feast on the insect life within. Their gluttonous
feasting swells the humps on their backs with fat, which in turn
Decapitator. If the hell pig rolls a 20 on an attack roll with its nourishes them in lean times. Some druid circles believe this fat,
bite against a creature that has at least 1 head, the target must when made into a candle and used to burn leaves, will enrich
make a DC 14 Constitution saving throw. On a failed save, the plant growth for miles around the flame.
target’s head is cut off. It dies if it can’t survive without the lost A hell pig’s sumptuous diet and ferocious appetite makes them
head. A creature is immune to this effect if it is immune to take on a bulky and bloated appearance that belies their speed. A
slashing damage, doesn’t have or need a head, has legendary hell pig is surprisingly agile, able to maintain pace with a trotting
actions, or if the DM decides that the creature is too big for its
horse and easily overcome most runners on foot. Their ferocious
territorial behavior sends them charging down any intruder,
head to be cut off with the hell pig’s jaws.
leaving them with a terrible choice: run and be gored, or stand
Keen Senses. The hell pig has advantage on Wisdom their ground and be bitten in two.
(Perception) checks that rely on smell.
Charge. If the hell pig moves at least 15 feet straight toward a
target and then hits it with its tusks on the same turn, the
target takes an extra 7 (2d6) piercing damage. If the target is a
creature, it must succeed on a DC 14 Strength saving throw or
be knocked prone.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
31 (5d10 + 4) piercing damage. If this attack kills a Medium or
smaller creature, its body is split into halves, one of which
the hell pig immediately swallows (no action required).
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 18 (4d6 + 3) piercing damage.

Art by Filip Burburan >>

CHAPTER 7 | BESTIARY

72
Hollow Hollow
Medium construct, Unaligned Ancient and undecaying, hollows are simple constructs placed in
tombs to guard the treasures within. Much simpler to construct
Armor Class 10 (natural armor) than mighty golems, they are also far more fragile. They
Hit Points 21 (3d8 + 8) compensate for their relative weakness with sheer numbers; many
Speed 20 ft. tombs contain entire armies of porcelain or terracotta soldiers
ready to retaliate against any invasion.
STR DEX CON INT WIS CHA Some hollows contain the mummified remains of soldiers and
servants, ready to attend to their master in death as they did in
13 (+1) 9 (-1) 15 (+2) 1 (–5) 10 (+0) 4 (–3)
life. Others are delicate clockwork automata powered by kinetic
Saving Throws Con +4
energy, with ancient mechanisms stiff with rust but ready to go to
battle against at a moment’s notice. Terracotta soldiers, animated
Damage Vulnerabilities thunder
sarcophagi, rudimentary golems…hollows are ubiquitous across
Damage Immunities poison, psychic
time and space as the first guardians faced by intruders and foot
Condition Immunities frightened, poisoned soldiers ready to reinforce the mightier monsters within.
Senses blindsight 10 ft., passive Perception 10 Noncombatant hollows are also excellent maintenance drones;
Challenge 1/8 (25 XP) ancient complexes staffed with hollows are often in excellent
condition. Some hollows mistake collapsed rubble for buildings’
Void Collapse. When the hollow dies, it implodes in a flash of original state and carefully preserve it in a single moment of
negative energy. Each creature within 10 feet of it must succeed decay. Uneducated scholars may confuse a hollows’ nest with a
on a DC 10 Constitution saving throw or take 3 (1d6) necrotic product of the ruin builders’ labors—a clean, modern structure
damage and forget the last 5 minutes of its life. built to resemble remains.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one << Art by Jason Rainville
target. Hit: 4 (1d6 + 1) bludgeoning damage.

Art by Anthony Palumbo >>

CHAPTER 7 | BESTIARY

73
Ji The few Ji Ancient Ones who survive the demands laid upon
them by destiny and their peers become cultural institutions. They
Nothing is lost in traditional Ji culture. These robed,
wanderlust-stricken features plod across the world in search of a become household names, whose exploits spread from ji to ji in
personally-chosen mission. Traveling alone or in small tribal their chance meetings as they wander the wilderness.

Ji Wanderer
groups, the ji scavenge for supplies and trade with other
settlements and caravans for treasure they can’t craft themselves.
Ji do not fear death in the harsh environments in which they Ji wanderers are trained warriors, ready to defend the rest of their
live. When a ji dies, its soul is reborn into a new body. Because of tribe from attack. Wild animals, marauding bandits, and natural
this continuity, death has little cultural impact on the ji. They have disasters all threaten the nomadic family units, and ji wanderers
no funerary practices and do not mourn the dead; they take a are trained to face them all.
more philosophical and nonchalant approach to life shared by Other ji wanderers strike out on their own, and often hire
long-lived races, though they have the same comparatively short themselves out as mercenaries to desert caravans. In an ideal
lifespans as humans. battle, a ji wanderer closes the distance between themself and
The millennia of untapped potential within each ji means that their opponent quickly, disables the most powerful foe with their
any particular ji is a spellcaster of some regard. Combined with spells, and systematically eliminate each individual foe until none
their ethereal ability to come and go and their ability to pacify remain. Though the ji do not fear death, they use their magical
hostiles (or victims) with a cry, their arcane power makes them a inflict a temporary sense of tranquility on their enemies, and
grave threat to other desert peoples. teleport away.

Ji Ancient Ones
When a ji dies, its soul prepares to enter a new body. If no unborn
children are available, then a great mass of souls waits in the
afterlife for more ji to be born. On occasion, a ji is born that can
tap into the skills and experience of this multitude. << Art by Mila Pesic
Ji that can access their peoples’ collected experience are known
as ancient ones. The weight of untold years ages them into
adulthood within a year, which alerts their families to their
influential destiny. These premature adults find themselves
burdened with the weight of leadership and command as their
parents, peers, and elders defer to their decisions and turn to them
for guidance and defence.
This pressure gives ji ancient ones the opportunity for
incredible glory. However, the responsibilities placed upon
them mean these ji burn bright and burn out quickly. Few
live beyond the age of thirty, and many movers and
shakers are assassinated even before then.
While many ji ancient ones use their subcon-
scious wisdom to guide their tribes to peace and
prosperity, others are less benevolent. These rare
ancient ones stoke the fires of war. Fueled by
involuntary ambition, instinctive bitterness,
and inherent desires from the civilization
within their subconscious, these radical
firebrands can single-handedly
raise imposing stone
palaces and mighty
empires from the dunes.

CHAPTER 7 | BESTIARY

74
Art by Eric Deschamps >>

Ji Ancient one Cantrips (at will): blade ward, dancing lights, mage hand
1st level (4 slots): detect magic, magic missile, sandblastAEONS
Medium humanoid (ji), Neutral
2nd level (3 slots): levitate, locate object, misty step
3rd level (3 slots): sand torrentAEONS, slow, tongues
Armor Class 19 (Unarmored Defense)
4th level (3 slots): dimension door, locate creature, sand vortexAEON
Hit Points 117 (18d8 + 36)
5th level (2 slots): animate objects, passwall, wall of stone
Speed 40 ft.
6th level (1 slot): flesh to stone, true seeing
STR DEX CON INT WIS CHA 7th level (1 slot): quicksandAEONS, teleport

15 (+2) 18 (+4) 20 (+5) 20 (+5) 20 (+5) 12 (+1) Unarmored Defense. While the ji ancient one is wearing no
armor and wielding no shield, its AC includes its Wisdom
modifier.
Saving Throws Dex +8, Con +9, Wis +9
Skills Arcana +13, Insight +9, Nature +9, Perception +13, Actions
History +13, Religion +9
Damage Resistances psychic Multiattack. The ancient one makes two attacks with its
Condition Immunities charmed, exhaustion, frightened, quarterstaff.
poisoned Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses blindsight 120 ft., passive Perception 23 target. Hit: 7 (1d6 + 4) bludgeoning damage plus 11 (2d10) force
Languages Ji, telepathy 120 ft. damage, or 8 (1d8 + 4) bludgeoning damage plus 11 (2d10)
Challenge 10 (5,900 XP) force damage if wielded with two hands.
Cry of Peace (Recharge 6). The ancient one utters a single
Glide on the Wind. When the Ji ancient one falls and isn’t piercing note. Each creature within 60 feet that can hear the
incapacitated, it can subtract up to 100 feet from the fall when ancient one must make a DC 17 Wisdom saving throw. A
calculating falling damage. creature that is hostile to the ancient one makes this saving
Inscrutable. The ancient one is immune to any effect that throw at disadvantage. On a failure, it drops everything it is
would sense its emotions or read its thoughts, as well as any holding and is charmed by the ancient one until the end of the
divination spell that it refuses. Wisdom (Insight) checks made to ancient one's next turn. While charmed in this way, the creature
ascertain the ancient one's intentions or sincerity have is incapacitated.
disadvantage. Guiding Light (Recharges after 10 days). The ancient one
Magic Resistance. The ancient one has advantage on saving touches a creature other than itself, bestowing upon it the
throws against spells and other magical effects. wisdom of ages. For the next 10 days, whenever the target
makes an ability check roll or a saving throw using Intelligence
Spellcasting. The ancient one is a 13th-level spellcaster. Its
or Wisdom, the target can roll a d8 and add the number rolled
spellcasting ability is Intelligence (spell save DC 17, +9 to hit
to the ability check or saving throw. Additionally, it can cast the
with spell attacks). The ancient one has the following wizard
legend lore spell at will without material components, though
spells prepared:
the spell only provides information known by the ancient one.
CHAPTER 7 | BESTIARY

75
Ji Wanderer Laikmets
Medium humanoid (ji), neutral A dead civilization leaves its mark on the world—crumbling
ruins, fragmented manuscripts, and the scraps of languages. Some
Armor Class 15 (Unarmored Defense) civilizations brimming with magical power leave a more
Hit Points 55 (10d8 + 10) substantial mark in the worlds that reflect the Material Plane. In
Speed 30 ft. the Feywild and the Shadowfell, the shattered echoes of the
dreams and sorrows of a society that met a gruesome fate
STR DEX CON INT WIS CHA converge into a laikmets.
These rare wandering specters are as varied as the dead peoples
11 (+0) 15 (+2) 13 (+1) 17 (+3) 17 (+3) 10 (+0)
that raise them, though almost all are sorrowful or nostalgic. They
remember the last days of their people and harbor bitter grudges
Saving Throws Dex +4, Wis +5
against those it believes destroyed their people.
Skills Arcana +5, Perception +5, Nature +3
Though often driven by vengeance, most laikmets are also
Damage Resistance psychic painfully aware that they are the last remains of their people.
Damage Immunities poison They rarely seek conflict, but will go to battle if necessary. Calm
Condition Immunities exhaustion, poisoned laikmets take the form of an influential leader, artist, or
Senses blindsight 60 ft., passive Perception 16 philosopher from their civilization. When angered, their forms
Languages Common, Ji explode into writhing, incorporeal horrors. Some appear as beasts
Challenge 3 (1,100 XP) of war such as dragons or lions. Others disintegrate into a mass of
furious limbs and faces as their constituent souls reach out to
grasp the target of their ire.
Inscrutable. Wisdom (Insight) checks made to ascertain the A laikmets often hopes to find the literal or symbolic birthplace
wanderer’s intentions or sincerity have disadvantage. of the nation that spawned it, and may grow desperate to find and
Spellcasting. The wanderer is a 7th-level spellcaster. Its reach this location. Students of history often seek them to
spellcasting ability is Intelligence (spell save DC 13, +5 to hit exchange knowledge, while anyone invested in a false historical
with spell attacks). The ancient one has the following wizard narrative offers great rewards for their capture and destruction.
CHAPTER
spells 6 | BESTIARY
prepared: No mortal can suppress the truth, however. If a laikmets is
destroyed, roll 1d10. On a 1 to 9, the laikmets returns after a year
Cantrips (at will): blade ward, dancing lights, mage hand and a day in the form of a sparrow that approaches its killers
1st level (4 slots): detect magic, magic missile, sandblastAEONS before returning to its true form.
2nd level (3 slots): levitate, locate object, misty step On a 1, the laikmets is destroyed forever.
3rd level (3 slots): sand torrentAEONS, slow, tongues
4th level (3 slots): dimension door, sand vortexAEON
Unarmored Defense. While the wanderer is wearing no armor
and wielding no shield, its AC includes its Wisdom modifier.

Actions
Multiattack. The wanderer makes two attacks with its
quarterstaff.
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) bludgeoning damage plus
5 (1d10) force damage, or 4 (1d8) bludgeoning damage
plus 5 (1d10) force damage if wielded with two hands.
Cry of Peace (Recharge 6). The wanderer sings a single
piercing note. Each creature within 60 feet that can
hear the wanderer must make a DC 14 Wisdom
saving throw. A creature that is hostile to the wan-
derer makes this saving throw at disadvantage. On a
failure, it drops everything it is holding and is charmed by
the wanderer until the end of the wanderer’s next turn.

Art by Wisnu Tan >>

CHAPTER 7 | BESTIARY

76
Laikmets
Large fey, Neutral
Shield of Will. The laikmets adds its Wisdom modifier to its
Armor Class 17 (Shield of Will) Armor Class (included in its statistics).
Hit Points 221 (26d10 + 78)
Speed 30 ft., fly 60 ft. (hover) Actions
Multiattack. The laikmets makes three attacks with its blades. It
STR DEX CON INT WIS CHA
can replace one of those attacks with its Riot, if it is available.
8 (-1) 11 (+1) 17 (+3) 19 (+4) 22 (+6) 20 (+5)
Blades. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit:
23 (3d12 + 4) slashing damage.
Saving Throws Str +4, Con +8, Cha +10
Skills Arcana +9, History +14, Perception +11, Sleight of Riot (Recharge 4-6). The fear and fury of a civilization nearing its
Hand +6 end pours out, in a magical mental cacophony. Each other
Damage Resistances cold, lightning, necrotic, radiant, thunder; creature within 15 ft. of the Laikmets must make a DC 18
bludgeoning, piercing, and slashing from nonmagical attacks Wisdom saving throw or expend its reaction to move up to half
Damage Immunities poison its speed toward a creature of the Laikmets’ choice. The target
Condition Immunities charmed, exhaustion, frightened, makes a melee attack with whatever it is holding against that
grappled, paralyzed, petrified, poisoned, prone, restrained creature.
Senses passive Perception 21 Plague (Recharge 6). The laikmets emits a black gas centered
Languages Common, Dwarvish, Elvish, Giant, Gnomish, Goblin, on a point within 60 feet of it. Every creature within a
Halfling, Orcish, plus up to 3 exotic languages 20-foot-radius of that point must make a DC 18 Constitution
Challenge 12 (8,400 XP) saving throw or be poisoned for 1 minute. While poisoned in
this way, a target’s movement speed is halved, and it takes 9
(2d8) poison damage at the start of each of its turns. A
Burdened Flight. While flying, the laikmets has disadvantage on poisoned creature can repeat the saving throw at the end of
Dexterity saving throws. each of its turns, ending the effect on itself on a success.
Incorporeal Nature. The laikmets can move through other
Memory. Up to two creatures of the laikmets’ choice within 30
creatures and objects as if they were difficult terrain. It takes 5 feet of must succeed on a DC 18 Wisdom saving throw or be
(1d10) force damage if it ends its turn inside an object. magically charmed by the laikmets for 10 minutes. While
Innate Spellcasting. The laikmets’ innate spellcasting ability is charmed in this way, a target is incapacitated and moves its
Intelligence (spell save DC 16, +8 to hit with spell attacks). It can movement to travel in a random direction, lost in the majesty of
innately cast the following spells, requiring no material the laikmets’ lost civilization. The target can repeat the saving
components: throw whatever it takes damage or another creature uses its
At-will: magic missile, magic mouth, scrying action to attempt to shake it out of its stupor.
3/day: bestow curse, scrying, slow Reactions
1/day: fire storm
Corruption. If a creature within 30 feet of the laikmets casts a
Many Minds. The laikmets has advantage on Intelligence, spell, the laikmets can deal force damage to the creature equal
Wisdom, and Charisma saving to the slot level. The target must also succeed on a DC 17 Cons-
throws. titution saving throw or be blinded until the end of its next turn.

Variant: Portentous Laikmets


Some laikmets are not memories of the past, but created by
the temporal shockwaves of a calamity yet to come. A
portentous laikmets has a Challenge Rating of 15,
loses access to its Memory action, and gains the
following action:
Omen. The laikmets casts one spell it knows, then
chooses a single creature that was targeted by that spell.
Each creature other than the laikmets within a 15-foot
radius of the target must make on a DC 17 Wisdom saving
throw. On a failed save, a target takes 17 (5d6) psychic
damage and is frightened of the target until the end of the
target’s next turn, haunted by images of an awful future. On
a success, a target takes half as much damage and is not
frightened.

CHAPTER 7 | BESTIARY << Art by Vincent Proce

77
Molten Core Golem
Magma golems are the animated remains of derelict foundries
once utilized by the industries of advanced ancient civilizations.
Each step taken by these mobile slabs of igneous rock sends
ripples of liquid fire through the channels etched in its exterior,
which lends its movements an intimidating incandescence.
The liquid metal heated by centuries of eternal flames is the
magma golem’s greatest strength, but also a critical vulnerability
that makes it far weaker than true golems. Cold water quenches
the construct’s mighty fires, instantly
rendering it dormant. Despite this vulnerability, molten
core golems weaponize their own defeats; contact with
water produces a maelstrom of scalding steam which
coalesces into steam mephits. These elementals pro-
ceed to defend their progenitor with ferocious zeal.
Just as the slightest contact with water quenches
molten core golems’ flames, heat and fire re-
invigorate these unstable constructs and send
them charging forward. Swarms of steam
mephits from fallen molten core golems
often use their superheated breath to
energize other molten core golems or reawaken
their fallen masters. Some well-trained swarms
coordinate to dump on golems’ heads to create
more mephits, then immediately spray the
unconscious golems with steam. The golems
rise again, surrounded by titanic clouds of
elementals that overwhelm even the hardiest
adventurers with sheer numbers.

Art by Svetlin Velinov >>

Molten Core Golem Molten Core. The golem deactivates and falls unconscious if it
Medium construct, Unaligned takes 30 cold damage from a single attack or effect, is
submerged in at least 10 feet of water, or if at least 5 gallons of
Armor Class 16 (natural armor) water are poured on it. If the golem takes fire damage, one
Hit Points 38 (4d10 + 16) condition affecting it ends.
Speed 20 ft. Living Steam. If the golem’s Molten Core trait causes it to fall
unconscious, any water it contacts evaporates in a
STR DEX CON INT WIS CHA
30-foot-radius sphere around it. 3 (1d6) steam mephits emerge
16 (+3) 11 (+0) 18 (+4) 3 (–4) 11 (+0) 1 (–5) appear within the area.

Saving Throws Con +6 Actions


Damage Resistances fire; bludgeoning, piercing, and slashing
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
from nonmagical attacks
Hit: 7 (1d8 + 3) bludgeoning damage.
Damage Immunities poison, psychic, necrotic
Condition Immunities charmed, exhaustion, frightened, Reactions
petrified, poisoned Heat Up. If the golem takes fire damage, it can move up to its
Senses blindsight 60 ft., passive Perception 11 speed and make one slam attack.
Languages understands the languages of its creator but can’t
speak
Challenge 1 (200 XP)

CHAPTER 7 | BESTIARY

78
Mist Mimic Mist Mimic
Medium elemental (Shapechanger), Neutral Evil A perplexing combination of memory and malice, mist mimics
are bizarre creatures that combine tangible essence with airy
Armor Class 13 illusion. Nebulous and indistinguishable from fog in their natural
Hit Points 97 (15d8 + 30) state, mist mimics coalesce into tangible creatures when they
Speed fly 60 ft. (hover) encounter a dying humanoid.
Like their monstrosity cousins, mist mimics disguise
STR DEX CON INT WIS CHA themselves as inanimate objects, waiting months or years for a
12 (+1) 19 (+4) 15 (+3) 12 (+3) 16 (+3) 14 (+2) victim. When a weak or dying humanoid emerges, the mist mimic
transforms into tendrils of ghastly fog and spirits away its final
Saving Throws Wis+6, Cha +5 breaths. It inhales its prey’s dying thoughts and final memories,
Damage Resistances lightning, thunder; bludgeoning, piercing, which bolster its disturbing propensity for mimicry. Its abnormal
and slashing from nonmagical attacks intelligence and near-perfect replication of the deceased’s
Damage Immunities poison
personality allows it to take their place or exploit their identity for
the mimic’s own purposes. Experienced mimics accumulate an
Condition Immunities exhaustion, grappled, paralyzed,
arsenal of personalities and appearances. This haunting tableau of
petrified, poisoned, prone, restrained, unconscious
stolen identities allows them to adapt to social environs far
Senses darkvision 60 ft., passive perception 13
beyond the dungeons where they make their home.
Languages Common, Auran Unlike many ambush predators, mist mimics are potent fighters
Challenge 6 (2,300 XP) in open combat. Its true nature as an air elemental allows it to
conjure hurricane-force winds that hurl close-ranged enemies.
Air Form. The mist mimic can enter a hostile creature's space When ambushing weaker enemies of inferior constitution, the
and stop there. It can move through a space as narrow as 1 mist mimic entangles them in a whirlwind, rips the breath from
inch wide without squeezing. their lungs, and prepares to gather their memories. These cruel
creatures often weaponize the faces of fallen loved ones against
Final Breath. If a creature dies within 5 feet of the mist mimic, it
their foes, which makes any confrontation with a mist mimic a
learns the creature’s last thoughts. traumatic experience in more ways than one.
Shapechanger. The mist mimic can use its action to polymorph
into a Small or Medium humanoid or object it has seen, or back
into its true form. Its statistics are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It reverts
to its true form if it dies.
If transformed into an object, the mist mimic can use a bonus
action to change into a different object. When the mist mimic
replicates an object, the object emits translucent clouds of mist.
Whirlwind Mind. The mist mimic has advantage on saving
throws against spells and other effects that would read its
mind. If the mist mimic succeeds on a saving throw against one
of these effects, it can read the caster’s surface thoughts, as
described in the detect thoughts spell, for 1 minute.

Actions
Multiattack. The mist mimic makes two wind touch attacks.
Wind Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 15 (2d10 + 4) bludgeoning damage. On a hit, the
target must succeed on a DC 15 Strength saving throw or be
pushed 10 feet away from the mist mimic.
Consume Breath (Recharge 6). Each creature in the mist
mimic’s space must make a DC 15 Constitution saving throw.
On a failure, the creature’s speed is reduced to 0 and begins
to suffocate until it leaves the mist mimic’s space.

Art by Anna Steinbauer >>

CHAPTER 7 | BESTIARY

79
Mummy Priest Mummy Priest
Medium undead, Lawful Evil The rituals necessary to create a mummy lord require priests of
dark gods to use enormous power and skill. The priests’ talents,
Armor Class 14 (natural armor) honed over decades, are not to be wasted on a single lifetime.
Hit Points 90 (12d8 + 36) After the priests embalm their dark master, they work as a
Speed 20 ft. group to transform one another into mummies themselves. Their
ritual sacrifice maintains their relationship with their gods while
STR DEX CON INT WIS CHA they linger as shambling, but sapient, corpses on the mortal plane.
The members of this retinue of powerful spellcasters decorate
17 (+3) 8 (-1) 16 (+3) 10 (0) 20 (+5) 14 (+2)
themselves with amulets and other symbols of their loyalty.
Rarely traveled alone, they patrol tomb chambers surrounded by
Saving Throws Con +6, Wis +8
an escort of lesser mummies, or wait to face intruders in
Skills History +4, Religion +4
catacombs’ innermost chambers. There, they act as powerful
Damage Vulnerabilities fire
reinforcements and force multipliers for the potent, yet delicate,
Damage Resistances bludgeoning, piercing, and slashing from mummy lords that they serve.
nonmagical attacks
Damage Immunities necrotic, poison << Art by Lake Hurwitz
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages The languages it knew in life
Challenge 5 (1,800 XP)

Magic Resistance. The mummy priest has advantage on saving


throws against spells and other magical effects.
Spellcasting.
CHAPTER 6The mummy priest is a 7th-level spellcaster. Its
| BESTIARY
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with
spell attacks). The mummy priest has the following cleric spells
prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, weight of yearsAEONS
2nd level (3 slots): hold person, search archiveAEONS, silence,
spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, protection from
energy
4th level (1 slot): banishment, guardian of faith

Actions
Multiattack. The mummy priest uses its dreadful glare or casts
a spell with a casting time of 1 action, and makes one attack
with its rotting fist.
Rotting Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 14 (4d6)
necrotic damage. If the target is a creature, it must succeed on
a DC 15 Constitution saving throw or be cursed with mummy
rot. The cursed target can’t regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24 hours that elapse.
If the curse reduces the target’s hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
Dreadful Glare. The mummy priest targets one creature it can
see within 60 feet of it. If the target can see the mummy priest,
it must succeed on a DC 15 Wisdom saving throw against this
magic or become frightened until the end of the mummy’s next
turn. If the target fails the saving throw by 5 or more, it is also
paralyzed for the same duration. A target that succeeds on the
saving throw is immune to the Dreadful Glare of all mummies
and mummy priests (but not mummy lords) for the next 24
hours.

CHAPTER 7 | BESTIARY

80
Overgrown Stone Golem
Golems' astonishing power and durability allow them to persist
far longer than their creators. Stone golems left to guard
abandoned cities or temples of extinct religions find themselves
overgrown with moss and vines as decades pass without
maintenance or movement.
As invasive roots creep inward, they pierce the golem’s core
and feed on the energy within. This powerful animating magic
imbues the plant with the ability to regrow at impossible speeds
and gives it a rudimentary intelligence. In time, the two creatures
become intertwined and form a single, symbiotic entity.
The plant benefits from the golem’s power and mobility,
while the golem exchanges its slowing magic for a
thick layer of overgrowth that cushions the impact
of adamantine attacks.
While an overgrown stone golem is as
vulnerable to poison as any other living creature
(unlike its stony counterparts), it combines
crushing blows with a plant’s voracious
hunger for nutrients.
In combat, these golems stun their
enemies with mighty hammerblows,
then extend their roots from their
outstretched limbs to pierce the
target. As life drains from its
victim, the golem’s damaged
plant matter regrows
at terrifying speeds.
Art by Olivier Bernard >>

Overgrown Stone Golem Actions


Large plant, Unaligned Multiattack. The golem makes two slam attacks. If both attacks
hit a Medium or smaller target, the target is grappled (escape
Armor Class 16 DC 18), and the golem uses its Life Drain on it.
Hit Points 178 (17d10 + 85)
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Speed 30 ft.
Hit: 19 (3d8 + 6) bludgeoning damage.
STR DEX CON INT WIS CHA Life Drain. One creature grappled by the golem becomes
22 (+6) 9 (-1) 20 (+5) 7 (–2) 12 (+1) 9 (–1) restrained until the grapple ends. While restrained, it must
make a DC 19 Constitution saving throw at the end of each of
Damage Immunities psychic; bludgeoning, piercing, and the golem’s turns. On a failure, it takes 32 (6d8 + 5) necrotic
slashing from nonmagical attacks damage, or half as much on a success. Whether the target
Condition Immunities charmed, exhaustion, frightened, succeeds or fails, the golem regains half as many hit points. If
paralyzed, petrified the golem moves, the restrained target moves with it, with no
Senses darkvision 120 ft., passive Perception 11 impact on the golem’s speed. The golem can only have one
Languages understands the languages of its creator but can’t creature ensnared at a time.
speak Reactions
Challenge 13 (10,000 XP)
Root. If an effect would move the golem against its will, knock it
prone, or both, sturdy roots unwrap from around its legs and
Immutable Form. The golem is immune to any spell or effect plant the golem in the ground. It is neither moved nor knocked
that would alter its form. prone, and has advantage on ability checks and saving throws
Magic Resistance. The golem has advantage on saving throws against effects that would move it or knock it prone until the
against spells and other magical effects. start of its next turn.

Magic Weapons. The golem’s weapon attacks are magical.

CHAPTER 7 | BESTIARY

81
Prismatic Entangler Prismatic Entangler
Many sacred locations enjoy the protection of spells and
enchantments that outlast their creators. Though these spells can Medium construct, Unaligned
outlive the places they were meant to protect, no magic can
withstand the passage of time. The ambient energy dissipates into Armor Class 16 (natural armor)
the soil as it fades, enriching the soil and giving supernatural Hit Points 38 (4d10 + 16)
vitality to the plants and animals that take up residence as Speed 40 ft.
wilderness reclaims the ruins.
When thieves, monsters, or adventurers trespass on the buried STR DEX CON INT WIS CHA
grounds in search of treasure, magic remembers its purpose and 15 (+3) 11 (+0) 18 (+4) 9 (–1) 12 (+1) 4 (–3)
coalesces to battle the invader. Prismatic entanglers form from
this broken magic as it gathers the dilapidated ruins, fragments of
Saving Throws Con +6
glittering glass, and creeping vines together. This anachronistic
combination of living and dead has a singular purpose: to destroy. Damage Resistances fire; bludgeoning, piercing, and slashing
Prismatic entanglers are an enigmatic assemblage of mottled from nonmagical attacks
stones, shards of exquisite stained glass, and virile foliage, all Damage Immunities poison, psychic, necrotic
bound together by scintillating vines that pulse with magical Condition Immunities charmed, exhaustion, frightened,
color. The vines unfurl the entangler’s enemies, and flay their petrified, poisoned
targets with shards of glass that glitter disturbingly as they bleed. Senses blindsight 60 ft., passive Perception 11
Ruin-delvers wary of an attack by prismatic entangler must pay Languages understands the languages of its creator but can’t
close attention to the vegetation nearby. The arcane energies that speak
create prismatic entanglers nourish the landscape around them; a Challenge 4 (1,100 XP)
ruin with vibrant plant growth in an otherwise harsh and barren
environment indicates a prismatic entangler may soon emerge. In Enchanted Glass. When the prismatic entangler is in direct
such surroundings, adventurers should avoid cathedrals, palaces,
sunlight, it has advantage on saving throws against spells of
mausoleums, and other locations that contain large quantities of
5th-level or lower and other magical effects.
stained glass…though such areas often contain the same treasure
that those adventurers come to plunder. Lasting Death. When the prismatic entangler dies, a 10-foot
square centered on its body fills with glittering glass. The area is
difficult terrain, and when a creature moves into the spell’s area
for the first time on a turn or starts its turn there, it must
succeed on a DC 17 Constitution saving throw or be blinded
until the start of its next turn, or until it leaves the area.
Actions
Art by Joe Slucher >> Grasping Whip. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 13 (3d6 + 3) bludgeoning damage. If the target is a
creature, it is grappled (escape DC 17). Until the grapple ends,
the prismatic entangler can use its action to deal 4 (1d8)
slashing damage to all creatures grappled by it. The entangler
has four whips, each of which can grapple only one target.
Blinding Reflection (Recharge 5-6). The entangler channels light
through its reflective glass, creating a multicolored flare in a
10-foot radius centered on it. Each creature in the area
must succeed on a DC 15 Constitution saving throw or
be blinded until the end of its next turn.
If the prismatic entangler is in direct sunlight when it
uses this feature, this ability recharges on 3-6 instead.

CHAPTER 7 | BESTIARY

82
Ruin Builder Ruin Builders
Large aberration, Lawful neutral In their travels across the realms, one might find inexplicable
ruins in the most unlikely places, where no civilization has ever
Armor Class 18 (natural armor) reigned. These crumbling monuments are the products of the ruin
Hit Points 119 (14d10 + 42) builders, an enigmatic race with no purpose besides the
Speed 35 ft., burrow 30 ft., climb 30 ft. construction of destroyed settlements.
Their ruins are extensive and immense, forming subterranean
STR DEX CON INT WIS CHA cityscapes that are dust-covered and derelict from the onset. Ruin
builders possess powerful innate magics, allowing them to
18 (+4) 14 (+2) 16 (+3) 20 (+5) 16 (+3) 8 (–1)
effortlessly reshape the stone and earth of their environment. With
these powers, they construct intricate streets covered in rubble
Saving Throws Con +7, Wis +7, Cha +3 and palatial complexes that appear weathered and worn.
Damage Resistance psychic; bludgeoning, piercing, and Their behavior puzzles scholars, and the ruin builders are too
slashing from nonmagical attacks absorbed in their labor to answer questions. Some believe they are
Damage Immunities poison the creations of a bygone empire—builders and laborers that
Condition Immunities blinded, exhaustion, poisoned outlasted their creators and mindlessly replicate all the flaws of a
Senses blindsight 500 ft. (blind beyond this radius), passive collapsed model city.
Perception 13 Others speculate the ruin builders’ ruins have some magical
Languages Deep Speech but rarely speaks, telepathy 1 mile significance, perhaps connecting together to form the bedrock of
(only with other ruin builders) a vast ritual circle.
Challenge 8 (3,900 XP)
Whatever their motivations, the ruin builders are largely
harmless. They only resort to violence when attacked, move
slowly to allow others to evade their inexorable construction, and
Earth Glide. The ruin builder can burrow through nonmagical, even move immobile animals and humanoids out of their way
unworked earth and stone. While doing so, the ruin builder before they raise stones and seal mortar. However, they have no
doesn’t disturb the material it moves through. interest in territorial borders; many underground urbanites have
woken to find their basement converted into a pathway leading to
Innate Spellcasting. The ruin builder’s spellcasting ability is a massive subterranean metropolis. Sewer systems have been
Intelligence (spell save DC 14, +9 to hit with spell attacks). It can sealed or rerouted overnight by the ruin builders’ tireless labor,
innately cast the following spells, requiring no material and entire subterranean city blocks are molded into a mess of
components: defunct stone overnight.
At will: stone shape
3/day each: meld into stone << Art by Zezhou Chen
2/day
Fill each): passwall, wall of stone
text
1/day each: move earth
Labyrinthine Recall. The ruin builder can perfectly recall
any path it has traveled.
Unusual Nature. The ruin builder doesn’t require air, food,
drink, or sleep.

Actions
Multiattack. The ruin builder makes two
petrifying claw attacks, or it can cast one
spell it knows and make a petrifying claw attack.
Petrifying Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 17 (3d8 + 4) slashing damage. If the target is
a creature, it must succeed on a DC 15 Constitution saving
throw, or it begins to turn to stone and is restrained until the
end of its next turn, when it must repeat the saving throw.
The effect ends if the second save is successful; otherwise, the
target is petrified.

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Ruin Crab
Ruin Crab These small creatures, first discovered in coastal ruins, inform
Tiny beast, Unaligned
archaeologists of the presence of underwater ruins. Similar in
nature to hermit crabs, though far larger, these
surprisingly-durable creatures gather chunks of rubble to build
Armor Class 13 (debris shell)
into tough shells. Older crabs often decorate their shells with
Hit Points 19 (3d8 + 6)
precious gems and metals that can be extracted and sold. Some
Speed 20 ft., burrow 10 ft., swim 10 ft.
even excavate rare trinkets from otherwise-inaccessible caves;
some treasure hunters train ruin crabs to retrieve rarities in ruins
STR DEX CON INT WIS CHA
picked over by their predecessors.
14 (+2) 13 (+1) 15 (+2) 1 (–5) 9 (-1) 4 (–3) Because they have particular skill in gathering wealth, ruin s
are often hunted and bred. Unfortunately, these hardy and
Skills Stealth +4 temperamental creatures add fresh bones to the dusty piles found
Damage Resistances slashing damage from nonmagical in the ruins they call home.
attacks
Senses blindsight 60 ft., passive Perception 9
Languages —
Shade Prince
The first shade princes were created by Netherese wizards who
Challenge 0 (0 or 10 XP) traveled through the Shadowfell. These wizards discovered that
they could remove a part of their soul and replace it with
False Appearance. While the crab remains motionless and darkness. This complex and painful process transformed them
inside its shell, it is indistinguishable from debris or rubble. into a shade, a creature with prolonged life and incredible power
within darkness. The most powerful shades are the shade princes.
Debris Shell. While the shell isn’t broken, the crab has a +3
Netherese shades are ageless and enduring. While not
bonus to its AC (included in its statistics). If damage would
inherently evil or malicious like many denizens native to the
reduce the ruin crab to 0 hit points, its shell breaks, it is
Shadowfell, they often serve malevolent and terrible masters.
reduced to 1 hit point instead, and one object from the ruin Regardless, they are a cold and aloof people who inhabit
crab treasures table drops into the ruin crab’s space. Thultanthar, a flying city located in the Anauroc Desert. Thirteen
The crab can spend 1 hour collecting debris and rubble to princes of shade rule the city, an inverted mountain covered in
rebuild its Debris Shell. black spires that floats across Faerun and blinks between planes.
Most shades of Thultanthar dedicate their lives to the return of
Actions Netheril. The floating city hovers above ancient Netherese cities
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: as the tireless shades search for survivors. The shades descend
5 (1d6 + 2) bludgeoning damage. upon the crumbled ruins and those living nearby.
Most find nothing of importance, and instead dedicate their
lives to destruction. The shades of Thultanthar destroy anything
that might hinder their mission: to build a new Netheril in their
Ruin Crab Treasures own image.
d8 Treasure
1 One trinket
2 1d10 cp
3 1d6 gp
4 1 pp
5 1d4 gems with a value of 10 gp each
6 2d4 gems with a value of 20 gp each
7 One spell scroll of 1st-level or lower
8 One Tiny common magic item

Art by Nicholas Gregory >>

CHAPTER 7 | BESTIARY

84
Shade Prince Spellcasting. The shade prince is a 12th-level spellcaster. The
shade prince's spellcasting ability is Intelligence (spell save DC
Medium aberration, Lawful Evil 16, +8 to hit with spell attacks). The shade prince has the
following wizard spells prepared:
Armor Class 16 (mage armor)
Cantrips (at will): chill touch, gust, mage hand, minor illusion,
Hit Points 152 (16d8 + 80)
prestidigitation
Speed 30 ft. (50 ft. in dim light or darkness)
1st level (4 slots): detect magic, false life, mage armor*, silent
STR DEX CON INT WIS CHA image
2nd level (3 slots): blindness/deafness, darkness, phantasmal
18 (+4) 16 (+3) 20 (+5) 19 (+4) 13 (+1) 19 (+4)
force
3rd level (3 slots): bestow curse, dispel magic, fear
Saving Throws Con +10, Cha +9
4th level (3 slots): hallucinatory terrain, polymorph, stoneskin*
Skills Arcana +9, Deception +9, History +9, Perception +6,
5th level (2 slots): cloudkill, creation, legend lore
Stealth +12
6th level (1 slot): programmed illusion
Damage Resistances necrotic; bludgeoning, piercing, slashing
(stoneskin) *the shade casts these spells before combat
Senses darkvision 60 ft., passive Perception 16 Triumphant Cry. If the shade prince lands a critical hit or
Languages Common, Netherese reduces a creature to 0 hit points, it or one creature of its
Challenge 9 (10,000 XP) choice within 30 feet of it can make a weapon attack.

Actions
Devil’s Sight. Magical darkness doesn't impede the shade's
darkvision. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
Spellcasting. The shade's innate spellcasting ability is Charisma
damage if used with two hands to make a melee attack, plus 4
(spell save DC 16). It can innately cast the following spells,
(1d8) psychic damage in dim light or darkness.
requiring no material components, but only while in dim light
or darkness: Gloom Chakram. Ranged Weapon Attack: +8 to hit, range 20/60
ft., one target. Hit: 7 (1d6 + 4) slashing damage, plus 4 (1d8)
At will: darkness, invisibility (self only)
psychic damage if used in dim light or darkness.
3/day: mirror image
1/day each: plane shift (self only), teleport (only to a location in Reactions
dim light or darkness)
Shadow Spell. Whenever another creature casts a spell of 6th
Regeneration. The shade regains 10 hit points at the start of its level or lower, the shade can copy that spell. Until the end of its
turn if it has at least 1 hit point and isn't in bright light. next turn, the shade can cast that spell once using its
Shadow Empowerment. While in dim light or darkness, the spellcasting trait, treating it as if prepared as a wizard spell and
shade has advantage on attack rolls and saving throws and expending spell slots as normal.
deals an additional 4 (1d8) psychic damage on attacks. Attacks
made against the shade have disadvantage, and the shade can
use a bonus action to magically teleport to any area in dim light
or darkness within 30 feet of it.

Art by Cliff Childs >>

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Silent Banshee
Silent Banshee An irony and an oddity, silent banshees roam dungeons,
Medium undead, Neutral
abandoned temples, empty prisons, and other abandoned places.
There, they thrive in the empty silence that replaced their
agonized screams.
Armor Class 14
A silent banshee is born when a person dies a particularly brutal
Hit Points 227 (35d8 + 70)
death. Even the slightest sound resurrects the horrific trauma of
Speed fly 50 ft. (hover)
its last moments, which it otherwise cannot remember. The aura
of silence protects them from the horror of their last moments,
STR DEX CON INT WIS CHA
which lends adventures that battle them a powerful advantage: a
16 (+3) 11 (+0) 14 (+2) 12 (+1) 18 (+4) 16 (+3) silent banshee that hears its own voice dies instantly. Scholars of
the undead speculate that the banshee’s spirit relives its own death
Saving Throws Con +6, Wis +8 when it hears its voice. The power of this traumatic memory
Damage Resistances necrotic bludgeoning, piercing, and overcomes the banshee and either destroys its will to continue, or
slashing from nonmagical attacks “reminds” its restless spirit that it has died and allows it to pass on
Damage Immunities poison, thunder peacefully. Whatever the reason, dispelling the aura of silence is a
Condition Immunities exhaustion, grappled, paralyzed, surefire way to destroy the banshee.
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 14
Languages One language it knew in life
Challenge 12 (10,000 XP)

Mute Aura. The banshee emits an aura of silence on a 120 feet


radius centered on it. This area is under the effects of the << Art by Anna Steinbauer
silence spell. This effect can be suppressed for 1 minute if the
banshee is targeted by a remove curse or dispel magic spell cast
at 5th level or higher. No sound the banshee makes, aside
from its voice, is suppressed by this aura, and it can hear
sounds that originate within it.
Heartbeat Hearing. The banshee knows the exact location of all
living creatures with a heart within 500 feet of it.
Violent Screaming. When the banshee has fewer than half its
Fill text
hit points, it can use its Mind Wail as a reaction whenever it
takes damage.

Actions
Multiattack. The banshee makes two claw attacks if it has
fewer than half its hit points remaining.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
25 (4d10 + 3) slashing damage. If the target can’t hear the
banshee, it takes an additional 11 (2d10) necrotic damage.
Mind Wail. One creature the banshee can see within 60 feet
must make a DC 15 Intelligence saving throw. On a failed save,
the target takes 13 (3d8) psychic damage and has disad-
vantage on the first attack roll or saving throw it makes
before the end of its next turn. Whether the target
succeeds or fails, it is knocked prone.

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Swirling Sand
Swirling Sand
Air elementals suffused with sand, dust, and ancient detritus,
swirling sands roam in ruins half-submerged in desert sands.
Locals assert these creatures are the spirits of deceased desert Large elemental, Neutral
travelers, and the hum of grit grinding against grit that
accompanies it are the enraged screams of the deceased. Armor Class 17 (natural armor)
Like a sandstorm, swirling sands’ essence penetrates even the Hit Points 102 (12d10 + 36)
slightest crack or seam. Its ablative touch crushes motes of dust Speed 0 ft., fly 60 ft. (hover)
into the eyes of intruders, rendering them blind while hurricane
winds grind flesh from bone. STR DEX CON INT WIS CHA
Latent elemental magics and powerful curses often whip the
sands around and within ancient tombs into swirling sands. While 16 (+3) 19 (+4) 16 (+3) 6 (–2) 10 (+0) 6 (–2)
mummy lords neither create nor control these elementals, they
form a symbiotic relationship. The swirling sands can use their Damage Resistances fire; bludgeoning, piercing, and slashing
mighty pyramids as an anchor in the vast and barren desert, and from nonmagical attacks
mummy lords gain a guard able to resist the terrible fires that Damage Immunities poison
burn them to ashes in seconds. ` Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
Languages Auran, Terran
Challenge 6 (2,300 XP)

Siege Monster. The swirling sand deals double damage to


objects and structures.
Sandstorm Form. The swirling sand can move through a space
as narrow as 1 inch wide without squeezing. In addition, the
swirling sand can enter a hostile creature's space and stop
there. The first time it enters a creature's space on a turn, or
starts its turn in a creature's space, that creature takes 5 (1d10)
__ slashing damage. A creature within the swirling sand is
heavily obscured.

Actions
Multiattack. The swirling sand makes two ablate attacks.
Ablate. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) slashing damage. On a critical hit, the target
must also succeed on a DC 15 Dexterity saving throw
or be blinded until the end of its next turn.

<< Art by Jeremy Jarvis

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Sruth
Sruth Sruth are solitary fey creatures with a bestial appearance and a
Large fey, Unaligned fascination with ancient artifacts both mundane and magical.
These ghostly animal spirits can stalk between the ethereal and
Armor Class 17 (natural armor) Material planes at will, ready to pounce upon any creature that
Hit Points 102 (12d10 + 36) attempts to steal the treasures it keeps within its den.
Speed 45 ft., Climb 30 ft. Like many fey, a creature that wishes to enter a sruth’s dwelling
must conduct a ritual request for entry. Some sruth require simple
STR DEX CON INT WIS CHA rituals, such as an announcement of presence and intense or a
knock. Others demand a gift or tribute, or even a dance or song
14 (+2) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 12 (+1)
for their own amusement.
If the ritual pleases the sruth, it allows entry to the ruins where
Saving Throws Con +6, Wis +6
it makes its home. These ghostly fey are all too happy to offer
Skills Insight +7, Stealth +7, Survival +7 tours of the ruins they settle into (whether built by long-gone
Damage Resistances bludgeoning, piercing, slashing from civilizations or crafted by a group of Ruin Builders), but most
nonmagical attacks demand that their visitors touch only what the sruth allows them
Condition Immunities blinded, exhaustion, grappled, to touch.
incapacitated, paralyzed, restrained Sruths’ origins are shrouded in mystery. Some scholars believe
Senses Darkvision 120ft, Blindsight 30ft, passive Perception 16 they represent the end of a geocacher’s long life cycle. After
Languages understands all languages but cannot speak thousands of years accumulating treasure alone and squatting
Challenge 7 (2,900 XP) among forgotten history, a sruth assumes a stingier and more
possessive persuasion.
Journey in Between. As a bonus action, the sruth can magically
shift from the Current Plane to the Ethereal Plane, or vice versa.
Creatures on both planes can see the sruth no matter the plane
it occupies.
Fey Ancestry. Magic can’t put the sruth to sleep
Ritual of Entry. The sruth has advantage on attacks against any
creature that was not allowed by the sruth to enter its dwelling
as long as they are both within said dwelling.
Silent Nooks. The sruth has advantage on Dexterity (Stealth)
checks that are done while within a ruin.
Stone’s Throw. As long as the sruth is within a mile of its
dwelling it can use its action to teleport into it.

Actions
Multiattack. The sruth makes two attacks, one with its claws
and another with its flare.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) psychic damage.
Flare. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,
one target. Hit: 17 (2d12 + 4) psychic damage.
If the target is within 5 feet of another
creature, that creature takes 5 psychic damage.

Art by Liiga Smilshkalne >>

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Art by Svetlin Velinov >>

Walking Ruin
Walking ruins are a testament to the hubris of ancient cultures that
create unstoppable war machines. Bells toll as a walking ruin
heaves itself forward; these death knells mourn the beings that
once inhabited this living city and warn any creature foolish
enough to stand in its way.
Animated by the same magic as the molten core golems that
inhabit the grinding, twisting buildings inside it, the siege
engines and factories upon the walking ruin’s body
still function. Most walking ruins prefer to be left alone,
but will retaliate with these weapons when disturbed
by persistent war-mongers. More than one empire
has fallen to an unceasing bombardment of masonry.
After a walking ruin devastates a city,
it integrates the remains into its body.
This constant destruction and replenishment
sustains the walking ruin as it wanders.
Many courageous archae-
ologists seek walking ruins and
beg to explore the historical
wonders absorbed into and
preserved within them.

Walking Ruin Magic Resistance. The walking ruin has advantage on saving
throws against spells and other magical effects.
Gargantuan Construct, Unaligned
Magic Weapons. The walking ruin's weapon attacks are magical.
Armor Class 17 (natural armor) Siege Monster. The walking ruin deals double damage to
Hit Points 525 (30d20 + 210) objects and structures.
Speed 30 ft. Structure Form. If an effect would deal additional damage to
structures, it deals that additional damage to the walking ruin.
STR DEX CON INT WIS CHA Unflappable Bulk. The walking ruin does not suffer
29 (+9) 6 (-2) 25 (+7) 12 (+1) 14 (+2) 10 (+0) disadvantage on ranged attacks due to being within 5 feet of an
incapacitated hostile creature. It also is not slowed by water or
difficult terrain, although it doesn’t have a swim speed.
Saving Throws Str +16, Con +14
Damage Immunities poison, psychic Actions
Condition Immunities blinded, charmed, deafened, Multiattack. The walking ruin makes two attacks.
exhaustion, frightened, paralyzed, petrified, poisoned
Slam. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Senses blindsight 60ft., blind beyond this radius, passive
Hit: 42 (6d10 + 9) bludgeoning damage. If this attack destroys a
Perception 12
Huge or larger structure, the walking ruin regains 50 hit points.
Languages Understands the languages of its creator
Challenge 24 (62,000 XP) Trebuchet. Ranged Weapon Attack: +5 to hit, range 300/1200 ft.,
one target. Hit: 44 (8d10) bludgeoning damage. A trebuchet
cannot hit targets within 60 feet of the walking ruin.
Constructed Nature. The walking ruin doesn't require air, food,
drink, or sleep. Legendary Actions
Crumbling Colossus. When the walking ruin drops to 0 hit The walking ruin can take 3 legendary actions, choosing from
points, it crumbles and is destroyed. Any creature on the the options below. Only one legendary action option can be
ground within 30 feet of it must make a DC 22 Dexterity saving used at a time and only at the end of another creature's turn.
throw, taking 22 (4d10) bludgeoning damage on a failed save, The walking ruin regains spent legendary actions at the start of
or half as much damage on a successful one. its turn.
Damage Threshold. If the walking ruin would take 15 damage Shake the Earth. Each creature on the ground within 20 feet of
or less, it instead takes 0 damage. the walking ruin must succeed on a DC 22 Strength saving
Immutable Form. The walking ruin is immune to any spell or throw or take 11 (2d10) bludgeoning damage and fall prone. On
effect that would alter its form. a success, a creature takes half as much damage.

Legendary Resistance (3/Day). If the walking ruin fails a saving Trebuchet (Costs 2 actions). The walking ruin makes a
throw, it can choose to succeed instead. trebuchet attack.

CHAPTER 6 | BESTIARY

89

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