Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Detect Emotions
|
+10 |
Bonus Action |
Self |
Concentration, up to 1 minute |
|
S |
|
| Notes: | SPECIES: You gain a preternatural ability to detect the most prominent emotion of creatures near you. As part of the action you use to cast this spell and as a Bonus Action on subsequent turns, you can focus on one creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw, or you learn which emotion it feels most strongly at that moment: Anger, Disgust, Joy, Fear, Sadness, or Surprise. |
Blood Bolt
|
+10 |
Action |
90 feet |
Instantaneous |
2d6 |
V, S |
|
| Notes: | CLASS: You hurl a twisting bolt of blood at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 Necrotic damage, and you gain a number of Temporary Hit Points equal to your Proficiency Bonus. |
Prestidigitation
|
+10 |
Action |
10 feet |
Up to 1 hour |
|
V, S |
|
| Notes: | CLASS |
Eye Burn
|
+10 |
Reaction, which you take when a creature you can see within range targets you with an attack |
30 feet |
1 round |
|
V, S, M (a smear of camphor) |
|
| Notes: | CLASS: You sting the eyes of a creature attacking you. The target must make a Constitution saving throw (a creature with Blindsight or Immunity to the Blinded condition succeeds automatically). On a failed save, the target has the Blinded condition until the end of the turn. On a successful save, it must subtract 1d4 from the triggering attack roll. The target automatically succeeds on its saves against your subsequent casting of this spell for 24 hours. |
Shiver
|
+10 |
Action |
Self (15-foot cone) |
Instantaneous |
2d6 |
V, S |
|
| Notes: | CLASS: You release a wave of freezing energy in a 15-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, and its speed is reduced by 5 feet until the start of your next turn. On a successful save, the creature takes half as much damage and its speed isn’t reduced. This speed reduction doesn’t stack with other effects that reduce speed. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Shackle
|
+10 |
Action |
90 feet |
Concentration, up to 1 minute |
|
V, S, M (a manacle’s link) |
|
| Notes: | SPECIES: You point at a creature you can see within range, conjuring ethereal manacles that attempt to bind its limbs. The target must succeed on a Strength saving throw or, for the duration, its Speed is halved, it has Disadvantage on attack rolls and Dexterity saving throws, and attack rolls against it have Advantage. In addition, righting itself from Prone costs the creature twice as much move- ment as usual. A creature Immune to being Restrained automatically succeeds on its saving throw against this spell. |
Warping Touch
|
+10 |
Action |
Touch |
Instantaneous |
2d6 |
V, S |
|
| Notes: | SUBCLASS: On a hit make one of the effects happen: Teleport 10 feet, Next attack roll has advantage, Can't teleport or take reactions till start of my next turn. |
Bleak Flame
|
+10 |
Action |
30 feet |
Instantaneous |
|
|
|
| Notes: | CLASS: You conjure a crackling flame of necrotic energy and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes necrotic damage equal to 2d8 + your spellcasting ability modifier. If the target is a willing Undead creature, the attack automatically hits, but it instead regains a number of hit points equal to 1d8 + your spellcasting ability modifier. Constructs are immune to this spell. |
Corrupting Ichor
|
+10 |
Action |
60 feet |
Instantaneous |
2d8 |
S, M (some phlegm) |
|
| Notes: | CLASS: 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. |
Everblobbing Gobhopper
|
+10 |
Action |
30 feet |
Concentration, up to 1 minute |
|
V, S, M (a chewed piece of gum) |
|
| Notes: | CLASS: You conjure a bouncing blob of gum in an unoccupied space on the ground within range, which fully fills a 5-foot cube. If a creature touches the blob or the blob enters a creature’s space for the first time in a turn, the creature must succeed on a Dexterity saving throw or become stuck to the blob and become restrained. A blob can only restrain as many creatures as there is space around it (eight medium creatures for a 5-foot cube, twelve medium creatures for a 10-foot cube, and so on). As a bonus action on each of your turns, you can command the blob to bounce to a space on the ground within 15 feet, dragging any creatures restrained by the blob along with it. A creature restrained by the blob can use an action on each of its turns to make a DC 12 Strength (Athletics) check, freeing itself on a success. |
Mage Armor
|
+10 |
Touch |
Touch |
8 hours |
|
V, S, M (a piece of cured leather) |
|
| Notes: | CLASS: You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. |
Level 2 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Frighten
|
+10 |
Action |
60 feet |
1 minute |
|
V, S, M (a tiny, creepy doll) |
|
| Notes: | SPECIES: You attempt to instill the sensation of impending doom in a creature you can see within range. A Construct or Undead is immune to this effect. The target must suc- ceed on a Wisdom saving throw or become Frightened of one creature or object of your choice for the duration. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends on a creature that hits the source of its fear with an attack. |
Warping Touch
|
+10 |
Action |
Touch |
Instantaneous |
2d6 + |
V, S |
|
| Notes: | SUBCLASS: On a hit make one of the effects happen: Teleport 10 feet, Next attack roll has advantage, Can't teleport or take reactions till start of my next turn. |
Corrupting Ichor
|
+10 |
Action |
60 feet |
Instantaneous |
2d8 + |
S, M (some phlegm) |
|
| Notes: | CLASS: 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. |
Bloodweave
|
+10 |
Action |
60 feet |
1 round |
|
V, S |
|
| Notes: | CLASS: You attempt to seize control of the blood inside a Humanoid you can see with range. The target must make a Constitution saving throw. On a failed save, you can force that creature to use its reaction to move up to its speed in a direction you choose, and then use its action on its next turn to do one of the following: fall prone, drop what it is holding, or make one weapon attack against a creature you choose within its reach or range. At the end of that creature’s compelled action, your command over its body fades. Creatures that have a challenge rating or level of 5 or higher automatically succeed on the Constitution saving throw to resist this effect. |
Chorus of the Lost
|
+10 |
Action |
30 feet |
Concentration, up to 1 minute |
2d6 |
V, S, M (a silver bell worth 10+ GP) |
|
| Notes: | CLASS: You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success. |
Sanguine Secrets
|
+10 |
Bonus Action |
30 feet |
1 round |
|
V, S, M (a drop of blood, which the spell consumes) |
|
| Notes: | CLASS: You draw knowledge through the power of blood about a creature you can see within range. You learn the target’s species and creature type, its current Hit Points, and any conditions affecting it. You also learn if it has any of the following, and, if so, what they are: Vulnerability, Resistance, or Immunity to damage or conditions. |
Misty Step
|
+10 |
Bonus Action |
Self |
Instantaneous |
|
V |
|
| Notes: | TRANSFORMATION: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. |
Level 3 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Warping Touch
|
+10 |
Action |
Touch |
Instantaneous |
2d6 + |
V, S |
|
| Notes: | SUBCLASS: On a hit make one of the effects happen: Teleport 10 feet, Next attack roll has advantage, Can't teleport or take reactions till start of my next turn. |
Hunger of Hadar
|
+10 |
Action |
150 feet |
Concentration, up to 1 minute |
2d6 |
V, S, M (a pickled tentacle) |
|
| Notes: | SUBCLASS: You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles. |
Corrupting Ichor
|
+10 |
Action |
60 feet |
Instantaneous |
2d8 + |
S, M (some phlegm) |
|
| Notes: | CLASS: 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. |
Chorus of the Lost
|
+10 |
Action |
30 feet |
Concentration, up to 1 minute |
2d6 + |
V, S, M (a silver bell worth 10+ GP) |
|
| Notes: | CLASS: You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success. |
Mirror Spell
|
+10 |
Reaction, which you take when you see a creature within 60 feet of you casting a spell |
60 feet |
Instantaneous |
|
V, S |
|
| Notes: | CLASS: You attempt to copy and cast a spell of level 3 or lower that you can see being cast. You can only copy spells cast by creatures, and you can't copy your own spell. If the triggering spell is level 2 or lower, you automatically copy and cast the spell. If the spell is level 3 or higher, you must succeed on an ability check using your spellcasting ability (DC 10 plus the triggering spell's level) to copy and cast the spell. When casting a copied spell, you don't expend a spell slot and you don't need any components. Treat the spell as if you were its original caster, using your own spellcasting ability modifier and save DC, and casting it at the lowest level it can be cast. |
Flashbang
|
+10 |
Action |
60 feet (10-foot-radius sphere) |
Instantaneous |
|
V, S, M (a handful of metal powder) |
|
| Notes: | CLASS: You throw a tiny spark at a point within range where it erupts with a bright flash and thunderous bang which can be heard 600 feet away. Each creature in a 10-foot-radius sphere centred on that point must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is blinded and deafened for 1 minute. On a success, a creature takes half as much damage and isn’t blinded or deafened. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. |
Scarlet Dawn
|
+10 |
Action |
120 feet |
Instantaneous |
4d10 |
V, S |
|
| Notes: | CLASS: Crimson light shines down in a 20-foot-radius, 60-foot- high Cylinder centered on a point within range. Each creature in that area that isn’t a Construct or Undead must make a Constitution saving throw, taking 4d10 Necrotic damage on a failed save or half as much damage on a successful one. Constructs and Undead in the area regain 4d10 Hit Points. If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled. |
Gaseous Form
|
+10 |
Action |
Touch |
Concentration, up to 1 hour |
|
V, S, M (a bit of gauze) |
|
| Notes: | TRANSFORMATION: A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself. While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells. |
Level 4 Spells 1 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Warping Touch
|
+10 |
Action |
Touch |
Instantaneous |
2d6 + |
V, S |
|
| Notes: | SUBCLASS: On a hit make one of the effects happen: Teleport 10 feet, Next attack roll has advantage, Can't teleport or take reactions till start of my next turn. |
Hunger of Hadar
|
+10 |
Action |
150 feet |
Concentration, up to 1 minute |
2d6 + |
V, S, M (a pickled tentacle) |
|
| Notes: | SUBCLASS: You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition. Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles. |
Corrupting Ichor
|
+10 |
Action |
60 feet |
Instantaneous |
2d8 + |
S, M (some phlegm) |
|
| Notes: | CLASS: 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. |
Chorus of the Lost
|
+10 |
Action |
30 feet |
Concentration, up to 1 minute |
2d6 + |
V, S, M (a silver bell worth 10+ GP) |
|
| Notes: | CLASS: You summon the eerie song and wailing of lost souls from a point you can see within range. Each creature in a 15-foot-radius Sphere centered there must make a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage, and it has the Frightened condition for the duration. On a successful save, it takes half as much damage, and it has the Frightened condition until the end of its next turn. A Frightened target repeats the save at the end of each of its turns, ending the spell on itself on a success. |
Vanishing Step
|
+10 |
Bonus Action |
Self |
Concentration, up to 1 minute |
|
V, S, M (the bone of an old hunter) |
|
| Notes: | CLASS: For the duration, once on each of your turns, you can use 15 feet of your movement to teleport to an unoccupied space you can see within 15 feet of you. This fails if you are prone or incapacitated. In addition, when you are hit by an attack or targeted by a spell, you can use your reaction to teleport to an unoccupied space you can see within 15 feet of you, causing the attack to miss you or the spell to not affect you if you leave its range or radius. When you do so, until the end of your next turn, your speed is reduced by 15 feet. |