Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Toll the dead
|
+7 |
1 action |
60ft |
Instantaneous |
2d12 |
|
|
| Notes: | You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 2d8 necrotic damage. If the target is missing any of its hit points, it instead takes 2d12 necrotic damage |
Eldritch Blast
|
+7 |
1 action |
120 feet |
Instantaneous |
1d10 |
|
|
| Notes: | Two beams of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. |
Aberrant Dragonmark: Minor Lifesteal
|
+7 |
1 action |
30 feet |
Instantaneous |
2d4 |
S |
|
| Notes: | You drain life energy from a hostile creature you can see within range. The target must succeed on a Constitution saving throw or take 2d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt, which last until you finish a long rest. This spell has no effect on undead or constructs |
Frostbite
|
+7 |
1 action |
60 feet |
Instantaneous |
2d6 |
V, S |
|
| Notes: | You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. |
Level 1 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Corrupting Ichor
|
+7 |
1 action |
60ft |
Instantaneous |
2d8 |
|
|
| Notes: | You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half. |
Hellish Rebuke
|
+7 |
1 reaction |
60ft |
Instantaneous |
2d10 |
|
|
| Notes: | You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one |
Gift of the Depths: Water Breathing
|
+7 |
1 action |
30 feet |
24 hours |
1d4 + 4 |
V S M (A short reed or piece of straw) |
|
| Notes: | This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. DOES NOT CONSUME SPELL SLOT |
Aberrant Dragonmark: Magic Missile
|
+7 |
1 action |
120 feet |
Instantaneous |
1d4 |
V, S |
|
| Notes: | You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. |
Level 2 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Corrupting Ichor
|
+7 |
1 action |
60ft |
Instantaneous |
2d8 + |
|
|
| Notes: | You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half. |
Hellish Rebuke
|
+7 |
1 reaction |
60ft |
Instantaneous |
2d10 + |
|
|
| Notes: | You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one |
Aberrant Dragonmark: Magic Missile
|
+7 |
1 action |
120 feet |
Instantaneous |
1d4 + |
V, S |
|
| Notes: | You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. |
Level 3 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Corrupting Ichor
|
+7 |
1 action |
60ft |
Instantaneous |
2d8 + |
|
|
| Notes: | You spit a globule of phlegm at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage. In addition, until it uses its action to wipe off the phlegm, it takes 1d4 necrotic damage at the start of each of its turns and any hit points regained are reduced by half. |
Hellish Rebuke
|
+7 |
1 reaction |
60ft |
Instantaneous |
2d10 + |
|
|
| Notes: | You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one |
Aberrant Dragonmark: Magic Missile
|
+7 |
1 action |
120 feet |
Instantaneous |
1d4 + |
V, S |
|
| Notes: | You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. |
Summon Shadowspawn
|
+7 |
1 action |
90 feet |
Concentration, up to 1 hour |
|
V, S, M (tears inside a crystal vial worth at least 300 gp) |
|
| Notes: | You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger. |
Flesh to Bone
|
+7 |
1 action |
Touch |
Concentration, up to 10 minutes |
|
V, S, M (a pinch of bone marrow) |
|
| Notes: | You attempt to turn the skin of a creature you touch into bony plates. If the target’s body is made of flesh, it must make a Constitution saving throw. A willing creature can choose to fail this saving throw. On a failure, a creature’s skin turns into hardened, articulating plates of bone. For the duration, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it has resistance to piercing and slashing damage. |
Displacing Maw
|
|
1 action |
60 feet |
Instantaneous |
4d8 |
V, S |
|
| Notes: | Your rib cage opens up violently, trying to devour an enemy in range. The creature must succeed on a Strength saving throw or be devoured by the maw formed by your rib bones. On a failure, it takes 4d8 piercing damage and is transported through magic to a point of your choice on the ground within 60 feet of you, where the maw reappears and regurgitates them. On a success, they take half as much damage and are not transported. |
Extract Shirikodama
|
|
1 action |
Touch |
Instantaneous |
4d10 |
V, S, M |
|
| Notes: | You phase your hand into a creature’s body and attempt to tear away a fragment of its soul. The creature must make a Charisma saving throw. On a failure, it takes 4d10 necrotic damage, you gain temporary hit points equal to half the damage taken, and you gain advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn. On a success, the creature takes half as much damage, and you don’t gain any benefits. Creatures without souls automatically succeed on this saving throw. |