COMPLETE ARCANE
Unleash your arcane might with this supplement
for the world’s greatest roleplaying game
Dungeon Master’s Workshop
COMPLETE ARCANE
Credits
Lead Designer: Taylor Reisdorf
Editing: Taylor Reisdorf
Coding: Matthew Doak, Taylor Reisdorf
Cover Illustrator: Kevin Sidharta
Interior Illustrators: Kieran Belshaw, Hristo Chukov,
Jonas DeRo, Bogna Gawrońska, Veselin Ivanov, Igor
Kieryluk, Lorenzo Mastroianni, Anna Podedowrna, Saiya
Art Studio, Fernando Silva, Bryan Sola, Jonathan T.,
Aleksandra Wojtas, Ilker Serdar Yildiz
Watercolour Stains: Jared Ondricek
Based on the fifth edition rules by
Jeremy Crawford and Mike Mearls,
with Bruce R. Cordell, Robert J. Schwalb, and James Wyatt Dungeon Master’s Workshop Team
Based on the original game created by Lead Writer: Taylor Reisdorf
E. Gary Gygax and Dave Arneson, Additional Contributors: Christian Cole, Matthew
with Brian Blume, Rob Kuntz, James Ward, and Don Kaye Doak, Tim Reisdorf, Brion “Bearclaw” Woods
Drawing on further development by
Keith Baker, Rich Baker, David “Zeb” Cook, Monte Cook,
Ed Greenwood, Jeff Grubb, and Rob Heinsoo
On the Cover
An ambitious mage grasps for dangerous power in this
vivid scene illustrated by Kevin Sidharta.
Disclaimer: Some planar energies may cause alarming or
harmful effects including but not limited to physical
transformation, temporary or indefinite madness, delusions
of grandeur, and non-metaphorical blowing of the mind.
Consult a physician before practising magic.
Contents
Open Game License .......................................................i
Preface ....................................................................................... ii
Bard ................................................................................................1
College of Charm ....................................................................... 5
College of Glamour ................................................................... 5
College of Lore ............................................................................5
College of War .............................................................................6
Bardic Songs ............................................................................... 6
Mage .............................................................................................. 8
Loremaster ................................................................................ 11
Mesmer ....................................................................................... 15
Seer .............................................................................................. 16
Shadowbinder .......................................................................... 17
Warmage .....................................................................................17
Warlock ..................................................................................19
The Archfey ................................................................................22
The Fiend ................................................................................... 23
The Great Old One ..................................................................24
Eldritch Invocations ................................................................24
Appendix A: Spellcasting ...................................... 28
Metamagic ..................................................................................29
Appendix B: Spells ......................................................... 30
Spell Lists ...................................................................................30
Spell Descriptions ...................................................................31
Appendix C: Customization Options ........59
Multiclassing ............................................................................. 59
Feats ............................................................................................. 61
Appendix D: Errata ...................................................... 59
VOKUHC OTSIRH :TIDERC TRA
Using this Content
The content of this playtest document uses
material published under the Open Game License.
At present, no original portion of this document is
available for unauthorized use.
When playtesting of this content has been
completed, many of the final rules will be officially
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To join the discussion and playtesting effort for
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OPEN GAME LICENSE VERSION 1.0a
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Preface
I
T ALL BEGAN IN 2004. IT WAS A COLD SATURDAY It took a year to properly balance and retool the rules
afternoon in early April and I was still paging for spellcasting to allow them to actually feel like casters
through a new D&D book I’d received for my while not permanently turning the game to easy mode
birthday: Unearthed Arcana. for any class with spells. But just when we’d finally
From the moment I’d previewed this book at settled on the rules, two things happened that set
my friendly local game store a month earlier, I’d everything back. First, most of our group graduated high
had my heart set on it. It wasn’t just the new school, got weekend jobs, or both. And second, fourth
spells that were interesting, nor the race options, feats, edition came out, ruining the game and driving everyone
or even gestalt class rules—as fascinating as those were to Pathfinder. It would take eight years and a whole new
from a conceptual and design standpoint, I wasn’t edition that fixed what fourth edition broke before I
particularly interested in incorporating them into my found another consistent game group interested in
paracosm-turned-D&D world. Rather, it was one of the playing D&D.
more substantive rule variants that had caught my eye: Finally, in 2015, after returning to D&D and spending
spell points. a year running a group through Tyranny of Dragons
My very first D&D character was a wizard, and while I using the game’s vanilla rules, I started working with
deeply treasure the experience of playing him, there was spell points again. It started with the unfinished and
something about the way magic worked in the game that flawed variant in the back of the Dungeon Master’s
had always bothered me. It took until I read Dying Earth Guide. Over several drafts playtested across many years,
by Jack Vance to understand where Gary Gygax had got the system has been rewritten to eliminate all use of
the idea to make magic so rigidly (and arbitrarily) spell slots (even in class features), metamagic has been
delineated into spell slots, and I’d come to dislike the restored as a core element of spellcasting, and the
concept so intensely that I’d already attempted to come distribution of spell points to different classes—and cost
up with a more flexible ‘mana’-based system of my own. associated with spells by level—has been completely
That project was in many ways my first real foray into redone for simplicity and to work with the three-
homebrewing, and it failed as much as any 15-year-old’s encounter-two-short-rest model for a standard fifth
attempt to overhaul a foundational game element might edition adventuring day.
have been expected to. Finding official variant rules that It figures that as I was finally confident enough to sit
followed the same concept was an enormous vindication down and write this document for a public playtest,
for me, and I as I began planning the next adventure in everything gets horribly set back again. A day after I
my original world, I put this change front and centre. began importing my drafts to the Homebrewery, there
Jack Vance could keep his spell slots and his ‘cast-and- was a major leak of the upcoming OGL 1.1, which
forget’ spells; I wanted no part of it. indicated that OGL 1.0a—the basis for this document
After some initial hesitation to try another variant and half the third-party content in the D&D community
spellcasting system (really, my first attempt was awful), (along with a substantive portion of non-D&D TTRPGs)
the group eventually concluded that spell points were —was on the chopping block, which would in all
indeed better, and decided to use them going forward. likelihood signal the end of my work with D&D.
But the work didn’t stop there. Spell slots were only So, from the bottom of my heart, I want to thank you
one part of the magic system that annoyed me. Equally for checking this out—possibly the last title I’ll ever put
contrary to the entire premise of spellcraft were spell out in the D&D brand. Whether I continue working on
components, especially material components. To cast this under an acceptable forthcoming open game licence
fireball, one needed bat guano and sulphur—in other or have to rewrite it all again, at least this version is out
words, gunpowder. To cast silent image, one needed a for people who want to keep playing under the fifth
bit of fleece—because you pull the wool over someone’s edition SRD.
eyes. To cast see invisibility, you need some talc— Taylor Reisdorf
because you blow it on an invisible creature to reveal January 2023
their outline. Detect thoughts requires a copper piece—
because ‘Penny for your thoughts’. Even sorcerers, with
their innate magical abilities, couldn’t cast darkvision
without a carrot—you know, to improve their eyesight.
These gags and—even worse—scientific components
had always broken my sense of immersion and
undermined the fantastic aspect of magic. They had to
go. Only real magic was allowed in my game!
PREFACE | DUNGEON MASTER’S WORKSHOP
ii
Bard
)DNUORGKCAB( ORED SANOJ / )DNUORGEROF( .T NAHTANOJ :TIDERC TRA
Strumming a slow rhythm on her lute, a human woman
holds a chord as the runes in the door frame begin to
glow, quickly burning out as the warding magic is
disrupted and spent.
A stern half-orc hammers rhythmically on a red-hot
blade, setting the tempo for the ancient ritual that will
fortify the steel.
Singing three notes at once, a half-elf intones a
complex melody that echoes around the hall, enthralling
the assembled nobles.
Students of ancient harmonic secrets, bards are
scholars, skalds, and sometimes even scoundrels who
use metaphysical resonances in sound to inspire allies,
heal wounds, create illusions, and even manipulate
minds.
Made, Not Taught
Learning bardic music is not like learning to play a
mundane instrument. While many bards use lutes,
drums, pipes, and other tools in their art, even the most
talented musician can’t use music alone to cast a spell.
Bardic magic, like that of a mage, requires an innate
ability that can’t be taught.
Not every wandering minstrel, clever orator, or expert
musician is a bard. Most of these performers are merely
artists with a love for their craft. Bards are rare
individuals who spend their lives delving into the
metaphysical mysteries of sound and rhythm,
uncovering strange secrets and gaining potent magical
abilities. Performing for audiences is often just a
convenient way for bards to monetize their skills to
support themselves.
BARD | DUNGEON MASTER’S WORKSHOP
1
The Bard
Proficiency Cantrips Spells Spell Max. Spell
Level Bonus Features Known Known Points Level
1st +2 Spellcasting, Bardic Inspiration (d6) 3 3 2 1st
2nd +2 Bardic Music, Jack of All Trades 3 4 4 1st
3rd +2 Bard College 3 4 4 1st
4th +2 Ability Score Improvement 3 4 6 1st
5th +3 Bardic Inspiration (d8), Font of Inspiration 4 5 7 2nd
6th +3 Bardic College feature, Bardic Music 4 6 8 2nd
7th +3 Magical Secrets 4 6 9 2nd
8th +3 Ability Score Improvement 4 7 10 2nd
9th +4 Bardic Music 4 8 11 3rd
10th +4 Bardic Inspiration (d10) 5 8 12 3rd
11th +4 Magical Secrets 5 9 13 3rd
12th +4 Ability Score Improvement 5 10 14 3rd
Many bards become adventurers as a natural What drove you to look at music as more than a form
progression of their studies. Many treatises can be found of self-expression? Did you obtain your training through
on the magic of music, but just as music must be played conventional means such as apprenticeship or collegiate
to be truly experienced, a bard must put their art to the training, or through a more unusual method such as a
test in order to truly push themselves. fey bargain?
Consider your instruments. A good lute might cost a
Sound and Magic month’s wages, while less conventional instruments
Sounds aren’t merely vibrations of air, but a way to tap might be a whole year’s earnings. How did you come by
into the mathematical laws of harmony that drive the these valuable items?
mechanisms of the cosmos. Scholars have long Quick Build
recognized that proportions in the movements of You can make a bard quickly by following these
celestial bodies obey the same ratios and rhythms as suggestions. First, make Charisma your highest ability
found within resonant chords, and posit that the score, followed by Dexterity or Constitution. Second,
heavenly spheres express a music of their own that choose the entertainer background. Third, choose the
pervades all of creation to such an extent as to be message, minor arcana,* and vicious mockery cantrips,
indistinguishable from silence—a chorus heard only in along with the following 1st-level spells: bane, charm,*
the soul. and thunderwave.*
Bardic magic taps into the various expressions of
these special tones, and bards devote themselves to
mastering their usage, learning their own form of magic Class Features
in the process. Their practice goes by many names,
including phonomancy, harmonic theory, and As a bard, you gain the following class features.
musicology.
Hit Points
Creating a Bard Hit Dice: 1d8 per bard level
Although bards practice a form of spellcasting, to them it Hit Points at 1st Level: 12 + your Constitution modifier
is a labour of creativity rather than a scientific study or Hit Points at Higher Levels: 1d8 (or 5) + your
an expression of faith. Most of the secrets of music aren’t Constitution modifier per bard level after 1st
found in dry tomes, but in living songs charged with
emotion. To a bard, the story behind the song is as
important to its magic as the rhythms and notes. So it is
that your story is just as important as your talent.
BARD | DUNGEON MASTER’S WORKSHOP
2
Proficiencies
Armour: Light armour Spell Components and Descriptions
Weapons: Simple weapons, hand crossbows, Throughout this document, many spells are marked
longswords, shortswords with an asterisk (*), indicating that the spells is
Tools: Two musical instruments of your choice either new or revised. You can find the description
Saving Throws: Dexterity, Charisma of these spells in appendix B: “Spells”.
Skills: Choose any three For spells not marked with an asterisk, use the
standard rules for the spell, with the following
Equipment alterations:
You start with the following equipment, in addition to the Range. For spells that require a ranged spell
equipment granted by your background: attack, adjust the spell’s range as follows: 30 feet
becomes 15/30 feet, 60 feet becomes 20/60 feet,
(a) a longsword or (b) any simple weapon 90 feet becomes 30/90 feet, 120 feet becomes
(a) a diplomat’s pack or (b) an entertainer’s pack 30/120 feet.
(a) a lute or (b) any other musical instrument Components. Disregard this portion of a spell’s
Leather armour and a dagger description, except in the following circumstances:
Verbal: A spell that requires communication with
Spellcasting the target, such as command, still has a verbal
Through the study of the mysteries of music, you have component.
learned secret chords and resonant melodies that allow Material: If the standard rules indicate that a focus
you to reshape the fabric of reality. Your spells are part of is needed for the spell, that item is required, but
your vast repertoire, magic that you can tune to different divide the cost in gp by 20, rounded down to
situations. See appendix A: “Spellcasting” for the the nearest gp (minimum 1). This is the focus’
general rules of spellcasting and appendix B: “Spells” new cost in silver coins (s ).
for the mage spell list. Spell Slots. This system does not use spell slots.
Whenever a spell’s description refers to a spell slot,
Cantrips it instead refers to the level at which a spell is cast.
At 1st level, you know three cantrips of your choice from For instance, if you cast a 1st-level spell that gains
the bard spell list. You learn additional bard cantrips of additional benefits when you cast it using a spell
your choice at higher levels, as shown in the Cantrips slot of 2nd level or higher, you gain those benefits
Known column of the Bard table. when you use spell points to cast that spell at 2nd
level or higher.
Spell Points
The Spell Points column of the Mage table shows how
many spell points you have to cast mage spells. To cast a
spell, you must expend a number of spell points equal to Spells Known of 1st Level or Higher
the level of the spell. You can’t cast a spell if doing so You know three 1st-level spells of your choice from the
would reduce your number of spell points below 0. You bard spell list.
regain all your expended spell points when you finish a The Spells Known column of the Bard table shows
long rest. when you learn more bard spells of your choice. Each of
For example, if you’re a 5th-level bard who knows the these spells must be of a level no higher than the
1st-level spell flame blast, you can cast it at either 1st maximum spell level indicated in the Max. Spell Level
level (1 spell point) or 2nd level (2 spell points). column. For instance, when you reach 5th level in this
class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability Additionally, when you gain a level, you can choose a
Charisma is your spellcasting ability for your bard spells. bard spell you know and replace it with another spell
Your magic may come from musical resonances, but from the bard spell list that you could know at your level.
crafting them into a spell is an art that comes from your
heart and soul. You use your Charisma whenever a spell Ritual Casting
refers to your spellcasting ability. In addition, you use You can cast a bard spell as a ritual if that spell has the
your Charisma modifier when setting the saving throw ritual tag and you know the spell.
DC for a bard spell you cast and when making an attack
roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
BARD | DUNGEON MASTER’S WORKSHOP
3
Spellcasting Focus Bard College
Music is the medium by which you work magic. Some At 3rd level, you delve into the advanced techniques of a
bards learn to perform magic using only their voice, bard college of your choice: the College of Charm, the
while others rely on instruments. College of Glamour, the College of Lore, or the College
Unlike other spellcasters, who wield magic purely as of War. Your choice grants you features at 3rd level and
an act of silent will, bards must create sounds at audible again at 6th level.
pitches and specific rhythms as part of their art, drawing
much more attention. Ability Score Improvement
You can use any musical instrument with which you
are proficient as a spellcasting focus (see chapter 5, When you reach 4th level, and again at 8th and 12th
“Equipment”). level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice
Bardic Inspiration by 1. As normal, you can’t increase an ability score above
You can inspire others through stirring words or music. the ability score maximum for your level using this
To do so, you can use a bonus action on your turn to feature.
choose one creature other than yourself within 60 feet of Font of Inspiration
you who can hear you. That creature gains one Bardic
Inspiration die, a d6. Beginning at 5th level, you regain all of your expended
Once within the next 10 minutes, the creature can roll uses of Bardic Inspiration when you finish a short or
the die and add the number rolled to one ability check, long rest.
attack roll, or saving throw it makes. The creature can
wait until after it rolls before deciding to use the Bardic Magical Secrets
Inspiration die, but must decide before the effect of the
roll is determined. Once the Bardic Inspiration die is By 7th level, you have plundered magical knowledge
rolled, it is lost. A creature can have only one Bardic from a wide spectrum of disciplines. Choose one of the
Inspiration die at a time. options below. Each option can only be chosen once,
You can use this feature a number of times equal to unless the option says otherwise. You learn an additional
your Charisma modifier (a minimum of once). You regain magical secret at 11th level.
any expended uses when you finish a long rest. Armoured Mind. You have advantage on saving throws
Your Bardic Inspiration die changes when you reach made to avoid or end the charmed condition and
certain levels in this class. The die becomes a d8 at 5th effects that would discern your thoughts and
level, and a d10 at 10th level. emotions.
Enhanced Ability. One ability score of your choice
Bardic Music increases by 2, or two ability scores of your choice
Beginning at 2nd level, you learn to weave powerful increase by 1. As normal, you can’t increase an ability
songs to aid your allies and hinder your enemies. You score above the ability score maximum for your level
learn two songs of your choice. Your song options are using this feature.
detailed at the end of the class description. You learn Metamagic. You learn one metamagic option of your
one additional song of your choice at 6th and 9th levels. choice. You can use it once without expending spell
Each time you learn a new song, you can also replace points, regaining the ability to do so when you finish a
one song you know with a different one. short or long rest. You can spend spell points to use
Songs take an action to begin and last until the end of this metamagic option additional times as normal.
your next turn, unless a song says otherwise. Creatures Skill Proficiency. You gain proficiency in one skill of
must be able to hear you to be affected by these songs, your choice.
and the song ends if you are incapacitated or silenced, or Unearthed Arcana. Choose two spells from any class,
if you choose end it (no action required). including this one. A spell you choose must be of a
You can use this feature a number of times equal to level you can cast, as shown on the Bard table, or a
your Charisma modifier (minimum of once). You regain cantrip. The chosen spells count as bard spells for you
all expended uses when you finish a long rest. and don’t count against your total number of spells
known.
Jack of All Trades You can choose this secret multiple times, choosing
two additional spells each time.
Also at 2nd level, you can add half your proficiency
bonus, rounded down, to any ability check you make that
doesn’t already include your proficiency bonus.
BARD | DUNGEON MASTER’S WORKSHOP
4
Though bards of this college mostly use their skills to
Bard Colleges bolster and inspire their allies rather than to exploit
The way of the bard has many paths. Those of similar others, they take care not to reveal their true nature and
philosophy and talent form loose associations, which risk running afoul of the draconian laws most nations
they call colleges, to preserve their traditions. Some enforce against mind-affecting magic. Many bards of this
colleges even grow sufficiently large and influential to tradition claim to be part of other colleges, or obfuscate
establish physical colleges that function much like the nature of their skills in a favourable way.
universities with a campus, halls, and dormitories. Inspiring Performance
College of Charm When you join the College of Glamour at 3rd level, you
learn to weave fey magic into your performances.
Bards of the College of Charm are unparalleled orators, If you perform for at least 1 minute, you can choose a
able to lift up or cut down others with the right word at number of creatures up to your Charisma modifier
the right time. (minimum of one) that can hear you. A chosen creature
Many bards of this college gain acclaim as negotiators gains a number of temporary hit points equal to your
and diplomats when operating in open society, or bard level.
become puppet masters and masterminds in Once you use this feature, you can’t do so again until
underground enterprises and societies. you finish a short or long rest.
Cutting Words Subtle Influence
Starting at 3rd level, you learn how to use your wit to Also at 3rd level, you learn to twist your enchantment
distract, confuse, and otherwise sap the confidence and spells to mask your influence over your targets. When
competence of others. When a creature that you can see you cast an enchantment spell to charm one or more
within 60 feet of you makes an attack roll, an ability creatures, you can choose one target. When the spell
check, or a damage roll, you can use your reaction to expires, the creature must succeed an Intelligence
expend one of your uses of Bardic Inspiration, rolling a saving throw against your bard spell save DC or remain
Bardic Inspiration die and subtracting the number rolled unaware that it was magically influenced.
from the creature's roll. You can choose to use this
feature after the creature makes its roll, but before the Bolstering Influence
GM determines whether the attack roll or ability check At 6th level, when a creature with temporary hit points
succeeds or fails, or before the creature deals its granted by your Inspiring Performance makes an attack
damage. The creature is immune if it can’t hear you or if roll, ability check, or saving throw, you can use your
it's immune to being charmed. reaction to grant advantage on that roll.
Silver Tongue You can use this reaction a number of times equal to
your Charisma modifier (minimum of once). You regain
Also at 3rd level, when you make a Charisma check, you all expended uses when you finish a long rest.
can expend one use of Bardic Inspiration. Roll a Bardic
Inspiration die and add the number rolled to your result. College of Lore
You can choose to use this feature before or after you
roll the die for the ability check, but before the GM tells Bards of the College of Lore know something about
you whether you succeed or fail. most things, collecting bits of knowledge from sources
as diverse as scholarly tomes and peasant tales.
Persistent Inspiration Whether singing folk ballads in taverns or elaborate
At 6th level, your efforts to inspire are effective even in compositions in royal courts, these bards use their gifts
the face of failure. When a creature adds one of your to hold audiences spellbound. When the applause dies
Bardic Inspiration dice to an ability check, attack rolls, down, the audience members might find themselves
or saving throw, and the check, attack, or save fails, the questioning everything they held to be true, from their
creature can keep the Bardic Inspiration die. faith in the priesthood of the local temple to their loyalty
to the king.
The loyalty of these bards lies in the pursuit of beauty
College of Glamour and truth, not in fealty to a monarch or following the
Bards of the College of Glamour seek to understand the tenets of a deity. A noble who keeps such a bard as a
lost techniques of the ancient elven sages who built herald or advisor knows that the bard would rather be
wondrous monuments through song in the elder days. honest than politic.
Their performances channel fey magic left over from the The college’s members gather in libraries and
time when the elven realm overlapped the mortal world sometimes in actual colleges, complete with classrooms
—magic that is especially effective in manipulating and dormitories, to share their lore with one another.
minds. They also meet at festivals or affairs of state, where they
can expose corruption, unravel lies, and poke fun at self-
important figures of authority.
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Erudite Martial Superiority
When you join the College of Lore at 3rd level, choose Also at 3rd level, you learn techniques that are fuelled by
two of the following skills with which you are proficient: special dice called superiority dice.
Arcana, History, Nature, or Religion. When you make an Techniques. You learn two techniques of your choice.
ability check that uses either of the chosen skills, you Techniques are described in Complete Warrior. Many
add twice your proficiency bonus, instead of your normal techniques enhance an attack in some way. You can only
proficiency bonus, to the result. use one technique per attack. When you finish a long
rest, you can replace one technique you know with a
Eldritch Scholar different one.
Also at 3rd level, you compile a grimoire of arcane You learn one additional technique of your choice at
secrets. When you gain this feature, you learn two 6th level.
cantrips and one 1st-level spell from any class’ spell list Superiority Dice. You have two superiority dice,
(your choices needn’t be from the same list). Your which are d6s. You gain an additional superiority die at
choices count as bard spells for you, and they don’t count 6th level. You can expend a superiority die to fuel combat
against your total number of cantrips or spells known. techniques and certain other features. You regain all
You learn an additional spell of 1st or 2nd level when your expended superiority dice when you finish a short
you reach 6th level. or long rest.
You can cast the spells learned with this feature once When you reach 6th level in this class, your
each without expending spell points. Once you cast the superiority dice increases in size to a d8.
spells in this way, you can’t do so again until you finish a Saving Throws. Some of your techniques require
long rest. your target to make a saving throw to resist the
technique’s effects. The saving throw DC is calculated as
Potent Cantrips follows:
Starting at 6th level, you add your Charisma modifier to Technique save DC = 8 + your proficiency bonus +
the damage you deal with any bard cantrip. your Strength or Dexterity modifier (your choice)
College of War Extra Attack
Bards of the College of War are daring warriors whose At 6th level, you can attack twice, instead of once, when
deeds evoke the glory of great heroes. They stand among you take the Attack action on your turn. Furthermore,
other soldiers on the battlefield, their powerful voices you can forgo one of those attacks to instead cast a mage
bolstering resolve and compelling their allies to seize cantrip.
victory.
The college’s members gather in festhalls where they Bardic Songs
share news of great events and tell stories of honour and
bravery they’ve witnessed. With their songs, new More than merely musical compositions, bardic songs
generations are inspired to reach the greatest heights of are magical effects created through advanced
glory. harmonics.
If a song has prerequisites, you must meet them to
Bonus Proficiencies learn it. You can learn the song at the same time that you
When you join the College of War at 3rd level, you gain meet its prerequisites. Level refers to your level in the
proficiency with medium armour, shields, and martial bard class.
weapons. Anthem of Valour
Combat Inspiration Prerequisite: 9th level
Also at 3rd level, creatures that use your Bardic You inspire your allies to press on and push their limits.
Inspiration in battle find themselves magically While this song lasts, friendly creatures within 60 feet of
empowered. you gain a bonus to saving throws equal to your
When a creature uses your Bardic Inspiration on an Charisma modifier (minimum of 1).
attack roll or a saving throw, they gain an additional
effect based on how it is used, as detailed below: Ballad of Discord
Attack Roll. If the attack is successful, the target of the You assail the concentration of your foes with discordant
attack takes additional damage equal to the number melodies. Hostile creatures within 60 feet of you have
rolled on the Bardic Inspiration die plus your disadvantage on spellcasting ability checks and on
Charisma modifier (minimum of 1). Constitution saving throws to maintain concentration on
Saving Throw. If the saving throw is successful, the spells while the song lasts.
creature gains temporary hit points equal to the
number rolled on the Bardic Inspiration die plus your
Charisma modifier (minimum of 1).
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Beguiling Melody Heroes’ March
Prerequisite: College of Charm You muster the resolve of your allies through inspiring
rhythms. As part of this performance, you expend one of
You build layers of complex melodies that bore into the your uses of Bardic Inspiration, rolling a Bardic
minds of your foes. Hostile creatures within 60 feet of Inspiration die. Friendly creatures within 60 feet of you
you must succeed a Wisdom saving throw or be (including you) gain temporary hit points equal to the
charmed. While charmed, a creature can’t take reactions number rolled.
and can take only an action or a bonus action on its turn, The number of temporary hit points increases to twice
not both. the number rolled when you reach 13th level in this
class.
Calming Chorus
Prerequisite: 6th level Hymn of Healing
You inhibit the aggression of your enemies with calming Prerequisite: 6th level
tones. While the song lasts, hostile creatures within 60 You weave invigorating tones to bolster healing magic.
feet of you that can hear you must succeed on a Wisdom While the song lasts, whenever friendly creatures within
saving throw at the beginning of their turn or be affected 60 feet of you (including you) would regain hit points
by the song. An affected creature can make only one from a spell or magical effect, the creature regains
attack on its turn and can’t take opportunity attacks. additional hit points equal to twice the spell’s level.
Chant of Clarity Illuminating Refrain
You disrupt mind-influencing effects with focusing Prerequisite: College of Lore
magic. While the song lasts, friendly creatures within 60
feet of you (including you) have advantage on saving You perform an uplifting tune that emboldens your allies.
throws against being frightened or charmed, or to end an Friendly creatures within 60 feet of you have advantage
ongoing effect on them that causes one of those on the first ability check they make before the song ends.
conditions.
If a mind-affecting effect doesn’t normally allow a save, Song of Rest
such as a vampire’s Charm ability, a creature under such You can use soothing music to help revitalize your
an effect that is within range that can hear you can make wounded allies during a short rest. If you or any friendly
a saving throw against the effect anyway, rolling at the creatures who can hear your performance regain hit
start of its turn. points at the end of the short rest by spending one or
more Hit Dice, each of those creatures regains an
Chorus of Fortitude additional 1d6 hit points. You can benefit from a short
You strengthen the physical resolve of your allies with rest while using this song.
resonant tones. While the song lasts, friendly creatures The number of hit points increases when you reach
within 60 feet of you (including you) gain advantage on certain levels in this class: 2d6 at 9th level, 3d6 at 13th
saving throws against being blinded, deafened, level, and 4d6 at 17th level.
paralyzed, petrified, poisoned, or stunned, or to end an
ongoing effect on them that causes one of these Veiling Refrain
conditions. Prerequisite: College of Glamour
Dolorous Dirge You weave harmonious chords that conjure fey mists to
Prerequisite: 6th level protect your allies. Creatures of your choice within 60
feet of you add your Charisma modifier (minimum of 1)
You use deep notes in minor chords to retard the to their AC against the first attack made against them by
movements of your enemies. While the song lasts, each creature while the song lasts.
hostile creatures within 60 feet of you that can hear you
must succeed on a Wisdom saving throw at the War Chant
beginning of their turn or be affected by the song. An Prerequisite: College of War
affected creature’s speed is halved, and it suffers a –2
penalty to its AC, attack rolls, and Dexterity saving You strengthen the hands and hearts of your allies with
throws until the start of its next turn or until the song strong notes and powerful rhythms. While the song
ends. lasts, friendly creatures within 60 feet of you (including
you) add your Charisma modifier to your damage rolls.
BARD | DUNGEON MASTER’S WORKSHOP
7
Mage
Leaning out over a chasm, half-suspended by a rope
harness around her waist, a human woman rubs
charcoal over a sheet of paper, revealing the impression
of the glyphs on the wall underneath. Suddenly, the rope
snaps, sending the woman down over the edge, only for
her to rise again a moment later, carried by unseen force
)DNUORGKCAB( WAHSLEB NAREIK / )DNUORGEROF( NAIJ NEHS IAM UIL :TIDERC TRA
to land gently back on the precipice.
Clad in deep blue apprentice robes, an elf closes his
eyes to shut out distractions and focuses his mind. All
around him, esoteric symbols flare to life, forming a
circle to shut out wayward tides of magic that would
disrupt his ritual.
Crouched behind a stalagmite in a cold, dank cave, a
grizzled half-elf slowly draws his sword as he surveys the
cult’s ritual circle. Hoping the intensity of the dark magic
will obscure all trace of his spell, he pours some of his
will into his weapon, which glows softly in the darkness,
ready to strike down the fiend slowly emerging from the
blazing portal.
Mages are the supreme magic users of the world,
defined and united as a class by the arcane power they
wield. Drawing on mystical energies that suffuse all of
existence, mages cast spells that channel the elements,
manipulate the laws of reality, and even control the
minds of others. Their mightiest spells can transmute
matter, heal grievous injuries, and even open portals to
other worlds.
Innate Gift
Mages are rare individuals gifted with the ability to
sense and manipulate the arcane energies that suffuse
the world. Some gain this gift from the circumstances of
their birth or heritage, while other times the gift appears
seemingly at random. Magical aptitude is known to run
in families, and many civilizations have developed castes
for mages—sometimes as rulers, other times as
servants.
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The Mage
Proficiency Cantrips Spell Max. Spell
Level Bonus Features Known Points Level
1st +2 Spellcasting, Arcane Sense, Arcane Tradition 4 4 1st
2nd +2 Arcane Recovery 4 6 1st
3rd +2 Metamagic 4 8 2nd
4th +2 Ability Score Improvement 4 10 2nd
5th +3 — 5 12 3rd
6th +3 Arcane Tradition feature 5 14 3rd
7th +3 — 5 16 4th
8th +3 Ability Score Improvement 5 18 4th
9th +4 — 5 20 5th
10th +4 Arcane Tradition feature 5 22 5th
11th +4 Greater Arcana (6th level) 6 25 5th
12th +4 Ability Score Improvement 6 27 5th
Unlike clerics or druids, who receive their magic from Creating a Mage
gods or spirits, a mage’s power is innate and irrevocable. Mages are forever set apart by their magic, and the most
They can enhance this power through pacts and divine important question to consider when creating a mage is
boons, and many magical associations incorporate such the origin of that power. As a starting character, you’ll
things into their traditions, but most mages learn to choose a tradition that defines how you use your magic,
study magic as a science and use their powers without but the exact nature of it—and how you came to wield it
external aid. —is up to you to decide. Is it a legacy of a distant fey
Scholars and Sages
ancestor? Were you exposed to extraplanar magic? Was
the spark of magic placed in you by a hag while you were
The all-encompassing nature of magic naturally leads still in the crib?
mages to gain special insight into one or more Consider how you feel about your magic. Do you
disciplines. Alchemy, metallurgy, and mathematics are consider it to be a gift, as it is so often called? Or is it a
natural extensions of the study of magical laws. burden that upended your life, forcing you to learn to
Additionally, the collegiate nature most magical control it instead of following the life you wanted? Do
associations makes discourse and research common you believe that you were given this power for a purpose,
skills among mages. Many are well-versed in history and or is it simply a product of happenstance? If you come
philosophy and are practised in defending arguments from a family with a strong magical tradition, do you
with reason and patience. Many nobles recruit mages to mean to continue that legacy, or are you set on making
their courts as much for their magical expertise as for your own way? Does your power link you to a certain
their qualifications as advisers. individual, such as an archfey that blessed you at birth or
an old god to whom you were sworn in your youth?
Mage Adventurers
Magic is more than just instructions written in a tome, Quick Build
and even the most academic mage must occasionally You can make a mage quickly by following these
venture from the workshop to truly push their art. A suggestions. First, Intelligence should be your highest
mage associated with a magical institution might seek ability score, followed by Constitution. Second, choose
lost artifacts of previous civilizations well-known for the Scholar background. Third, choose the arcane mark,*
their magical achievements, while those who practise fire bolt, message, and minor arcana* cantrips, along
independently are often tapped by more unconventional with the following 1st-level spells for your spellbook:
(or even unscrupulous) parties for their unique talents. feather fall,* flame blast,* healing touch,* mage armour,*
However they become involved in an adventure, magic missile, and shield.*
mages often bring extraordinary value to a party by way
of unique magical skills and useful arcane talents.
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Class Features Equipment
You start with the following equipment, in addition to the
As a mage, you gain the following class features. equipment granted by your background:
Hit Points (a) a quarterstaff or (b) two daggers
Hit Dice: 1d6 per mage level (a) a scholar’s pack or (b) an explorer’s pack
Hit Points at 1st Level: 9 + your Constitution modifier A spellbook
Hit Points at Higher Levels: 1d6 (or 4) + your Spellcasting
Constitution modifier per mage level after 1st
As a student of arcane magic, you have a spellbook
Proficiencies containing your research. See appendix A:
Armour: None “Spellcasting” for the general rules of spellcasting and
Weapons: Daggers, quarterstaves; or your choice of one appendix B: “Spells” for the mage spell list.
simple weapon
Tools: None Cantrips
Saving Throws: Intelligence, Wisdom At 1st level, you know four cantrips of your choice from
Skills: Arcana plus one skill of your choice from the mage spell list. You learn additional mage cantrips of
Deception, History, Insight, Investigation, Medicine, your choice at higher levels, as shown in the Cantrips
Persuasion, and Religion Known column of the Mage table.
Spell Points
Your Spellbook The Spell Points column of the Mage table shows how
The spells that you add to your spellbook as you
many spell points you have to cast mage spells. To cast a
gain levels reflect the arcane research you conduct
spell, you must expend a number of spell points equal to
through experimentation or gain from intellectual the level of the spell. You can’t cast a spell if doing so
breakthroughs. You might also find other spells would reduce your number of spell points below 0. You
during your adventures, such as from a dusty tome regain all your expended spell points when you finish a
in an ancient library or from a spellbook of a rival long rest.
mage. For example, if you’re a 3rd-level mage with the 1st-
Copying a Spell Into Your Spellbook. When you level spell flame blast prepared, you can cast it at either
find a mage spell of 1st level or higher, you can add 1st level (1 spell point) or 2nd level (2 spell points).
it to your spellbook if it is of a level you can cast
and if you can spare the time to do so. Spellcasting Ability
Copying a spell is a complex process that Intelligence is your spellcasting ability for your mage
involves deciphering the unique system of notation spells. Though your magical power is innate, it requires
used by the original author and then adapting the extensive understanding of magical theory to
spell to your own personal practice. The process is understand how to apply that power and cast spells. You
far too complex to undertake without access to a use your Intelligence whenever a mage spell refers to
proper workspace, and follows special provisions in your spellcasting ability. In addition, you use your
the Training downtime activity.
For each level of the spell, the process takes one
Intelligence modifier to determine the attack bonus and
working day and costs 1 gp. The cost represents
saving throw DC for mage spells you cast.
reagents consumed while experimenting with the Spell save DC = 8 + your proficiency bonus +
spell to master it, as well as the fine inks or other your Intelligence modifier
expensive materials you use to add spells to your
spellbook. Once you have spent this time and Spell attack modifier = your proficiency bonus +
money, you can prepare the spell just like your your Intelligence modifier
other spells.
Replacing the Book. You can copy a spell from Preparing Spells
your own spellbook into another book—for Though there is no limit to the number of spells you can
example, if you want to make a backup copy of learn as a mage, the sheer complexity of arcane spells is
your spellbook. Because you already understand too great for you to retain familiarity with all of them.
the nature of the spell as well as your own notation You can keep a number of spells fresh in your mind and
for recording it, the process is faster and easier, ready to cast. These are your prepared spells. Casting a
and you need only spend 1 hour and 1 sp for each
spell doesn’t remove it from your list of prepared spells.
level of the copied spell.
If you lose your spellbook, you can use the same
Choose a number of mage spells from your spellbook
process to fill a new spellbook with the spells you equal to your mage level + your Intelligence modifier
currently have prepared. You can also record spells (minimum 1) as your prepared spells. You can change
you previously learned but didn’t have prepared by your list of prepared spells when you finish a long rest,
spending 1 day and 5 sp for each level of the spell. replacing any number of spells with other spells
recorded in your spellbook. Preparing a spell takes at
least 1 minute per spell level.
MAGE | DUNGEON MASTER’S WORKSHOP
10
For example, if you’re a 3rd-level mage with an Arcane Recovery
Intelligence of 16, you can prepare six 1st- or 2nd-level
spells, in any combination, chosen from your spellbook. Beginning at 2nd level, you learn to regain some of your
magical energy through meditation. Once per day when
Spellbook you finish a short rest, you can regain a number of
As your magic is innate, you don’t receive spells from a expended spell points up to your level.
god or other patron and must create them yourself. You Metamagic
record the details and proofs for these spells in your
spellbook, which you consult when you need to adjust At 3rd level, you gain the ability to twist your spells to
your list of prepared spells. suit your needs. You gain two of the metamagic options
At 1st level, you have a spellbook containing six 1st- described in chapter 10, “Spellcasting”. You gain
level mage spells of your choice. Your spellbook is the additional metamagic options at 6th and 10th level.
repository of the mage spells you know, except your
cantrips, which are fixed in your mind. Ability Score Improvement
Learning Spells of 1st Level and Higher When you reach 4th level, and again at 8th and 12th
Each time you gain a mage level, you can add one mage level, you can increase one ability score of your choice by
spell of your choice to your spellbook for free. Each spell 2, or you can increase two ability scores of your choice
you gain this way must be of a level you can cast, as by 1. As normal, you can’t increase an ability score above
indicated in the Max. Spell Level column of the Mage the ability score maximum for your level using this
table. feature.
On your adventures, you might find other spells that
you can add to your spellbook (see the “Your Spellbook” Greater Arcana
sidebar). At 11th level, you achieve a breakthrough in your studies
that allows you to wield potent spells that transcend the
Ritual Casting normal limitations of magic. Choose a 6th-level spell
You can cast a mage spell as a ritual if that spell has the from the mage spell list as your first greater arcanum. As
ritual tag and you have the spell in your spellbook. You you gain levels in this class, you learn additional greater
don’t need to have the spell prepared. arcana, as shown on the Mage table.
Using this feature, you can cast one of your greater
Spellcasting Focus arcana without expending spell points at the spell level
You can use an arcane focus (see chapter 5, “Equip- indicated on the Arcanum Level table. You must then
ment”) as a spellcasting focus for your mage spells. finish a short or long rest to use this feature again.
Arcanum Level
Arcane Sense Mage Level Spell Level
You are deeply attuned to the magical energies of the 11th–12th 6th
world. While anyone can feel it when a spell is cast
nearby, you can even perceive passive magical effects 13th–14th 7th
from enchantments and wards as well as the mystical 15th–16th 8th
nature of magical creatures and planar outsiders. 17th or higher 9th
As an action, you can open your awareness to such
effects and learn more about their location and nature,
casting the detect magic spell without expending spell Arcane Traditions
points. When you cast the spell in this way, you don’t The study of magic is ancient, dating back to the earliest
have to concentrate on the spell once you cast it; it lasts civilizations of Taldaras. So extensive and versatile are
for its full duration, until you end it as a bonus action, or the applications of magic that no one can learn
until you are incapacitated. You needn’t know the detect everything. Most mages fall into one of a few broad
magic spell to use this feature. traditions.
Arcane Tradition
Loremaster
Choose an arcane tradition, which describes the source When most people think about mages, they picture
or focus of your innate magical power: flamekeeper, loremasters. Scholars of strange and occult sciences,
loremaster, mesmer, seer, shadowbinder, or warmage, all loremasters learn secrets about magic that few others
detailed at the end of of the class description. can begin to conceive. More than mere academics,
Your choice grants you features at 1st level and again loremasters are so completely steeped in arcane lore
at 6th and 10th level. and magical energies that they gain innate natural
abilities beyond mere spellcasting.
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11
Prodigious Knowledge
Behind the Veil: Arcane Traditions At 1st level, you learn two languages of your choice.
The arcane traditions presented below are broad Additionally, your proficiency bonus is doubled for any
categories that cover many different origins, and ability check you make that uses the Arcana skill, and
two mages from very different origins can follow you can add half your proficiency bonus to any ability
the same tradition. check you make using Intelligence that doesn’t already
For instance, two seers might develop their
abilities in completely different environments: one
include your proficiency bonus.
in the collegiate halls of the Arcane College,
another alongside one or more family members Arcane Secret
who follow traditions passed down through the When you choose this tradition at 1st level, your delving
generations from a famous oracle ancestor. into ancient and mystic lore has yielded powerful
Likewise, a mesmer might be a self-taught knowledge. You learn one secret of your choice from the
scoundrel using magic to exploit others, an options detailed under “Secrets” below.
individual with a strong fey heritage, or an acolyte You learn an additional secret at secret at 6th and
of a trickster god; a loremaster might be a typical 10th level. Each time you learn a new secret, you can
arcane scholar perpetually buried in heavy tomes or also replace one secret you know with a different one.
a plucky scavenger of old ruins who has enough of
the Gift to hear the secrets they whispers; and a Prodigious Memory
shadowbinder might have been sired by a shadow
fiend just as easily as they might have been At 6th level, you learn to retain more magical knowledge
randomly exposed to negative energy that forever at any given time. You add your proficiency bonus to the
changed them. number of spells you can prepare.
Just because the arcane traditions are presented
with a certain flavour doesn’t mean that you need Savant
to use it. Its your magic, you determine its origin. Starting at 10th level, your talent for manipulating
arcane energies has reached exceptional levels. You can
add your proficiency bonus to ability checks made as
part of casting a spell, such as in counterspell and dispel
Loremaster Spells magic.
When you reach certain levels in this class, you gain Secrets
additional spells, as shown on the Loremaster Spells If a secret has prerequisites, you must meet them to
table. Once you gain a spell with this feature, you always learn it. You can learn the secret at the same time that
have it prepared, and it doesn’t count against the number you meet its prerequisites. A level prerequisite refers to
of spells you can prepare each day. Each of these spells your level in this class.
counts as a mage spell for you, and if the spell is a ritual If a secret allows a saving throw, the save DC is the
spell, the ritual version of the spell takes only 1 minute same as your mage spell save DC.
longer to cast for you. Amplify Spell. When you deal damage with a mage
Whenever you gain a mage level, you can choose one spell, you can roll one additional damage die when
spell you can cast from this list and replace it with determining the damage the target takes. You can deal
another spell of the same level. The new spell must be an this additional damage a number of times equal to your
abjuration or a divination spell from the mage spell list. proficiency bonus, but not more than once per turn. You
The replaced spell is not unlearned, but it loses the other regain all expended uses when you finish a long rest.
benefits described above. Aspect of the Grave (11th Level Required). As a
Loremaster Spells bonus action when you use the Reap Essence feature,
Mage Level Spells you can assume a terrifying appearance until the end of
your next turn, until you’re incapacitated, or until you
1st dispel magic,* identify choose to end it (no action required). While the aspect
3rd augury*, lesser restoration lasts, if a creature starts its turn within 30 feet of you
and you can see each other, you can force the creature to
5th magic circle,* tongues*
make a Wisdom saving throw. On a failed save, the
7th aura of protection,* banishment creature is frightened of you for the duration. On a
9th legend lore,* scrying* successful save, the target is not frightened of you and is
immune to this effect for 24 hours.
A creature that isn’t surprised can avert its eyes to
avoid the saving throw at the start of its turn. If it does
so, it can’t see you until the start of its next turn, when it
can avert its eyes again. If it looks at you in the
meantime, and the effect is still active, it must
immediately make the save.
MAGE | DUNGEON MASTER’S WORKSHOP
12
Beguiling Deflection. You can divert an attack meant You regain all expended minutes of invisibility when
for you. When a creature you can see within 30 feet of you finish a long rest.
you makes an attack roll against you, you can use your Improved Familiar. You add the find familiar* spell to
reaction to redirect the attack. The attacker must make a your spellbook, if it isn’t there already. Your familiar has
Wisdom saving throw. On a failed save, the attacker the following changes:
must target the creature that is closest to it, not It has a number of hit points equal to three times
including you or itself. If multiple creatures are equally your level, instead of twice your level.
close, the attacker chooses which one to target. It has a melee weapon attack with a range of 5 feet
Creatures immune to being charmed are unaffected by and a bonus to hit equal to your spell attack modifier,
this feature. which deals 5 (1d4 + 3) slashing or piercing damage
You can use this feature a number of times equal to (your choice). You decide the form of this attack from
your proficiency bonus, regaining all expended uses the options appropriate to the familiar’s form, such as
when you finish a long rest. talons for a hawk or a bite for a cat. The familiar can
Change Shape (6th Level Required). You add the use its action to make one attack using this weapon.
alter self spell to your spell list, if it wasn’t there already. It has resistance to cold, fire, lightning, or poison
You can cast the spell without expending spell points. damage (your choice of which).
When you do so, you needn’t concentrate on the spell; it
lasts for its full duration, until you are incapacitated, or Additionally, the familiar has one feature from the list
until you choose to end it (no action required). below (your choice of which):
Once you cast alter self this way, you can’t do so again
until you finish a short or long rest, though you can still Invisibility. As an action, the familiar can magically turn
cast it normally using spell points. invisible until it attacks or until its concentration ends
Charming Defence (6th Level Required). A creature (as if concentrating on a spell). Any items the familiar
that fails its saving throw against your Beguiling is wearing or carrying are invisible with it.
Deflection is also charmed by you for 1 minute, as Limited Telepathy. The familiar can magically
though affected by a charm spell you cast at your highest communicate simple ideas, emotions, and images
mage spell level. telepathically with any creature within 100 feet of it
Danger Sense (6th Level Required). Your that can understand a language.
precognitive sight allows you to perceive danger before it Magic Resistance. The familiar has advantage on saving
occurs. You are never surprised while you aren’t throws against spells and other magical effects.
incapacitated. Additionally, when you roll initiative, you
can expend one use of your Premonition to reroll the Inscrutable (6th Level Required). You are
die. You must use the new roll. permanently under the effect of the nondetection* spell.
Durable Summons (6th Level Required). Any Magic Resistance (11th Level Required). You have
creature that you summon or create with a conjuration advantage on saving throws against spells and other
spell has a number of temporary hit points equal to magical effects. Additionally, if you have a Protective
three times your mage level. Ward active, you have resistance against the damage of
Erudite. Whenever you gain a level in the mage class, spells.
you learn one additional mage spell of your choice. The Overcharge Spell (11th Level Required). When you
spell must still be of a level you can cast. use the Amplify Spell feature on a spell you cast, you can
Additionally, the gold and time you must spend to copy overcharge that spell, dealing maximum damage.
a spell into your spellbook is halved. You can use this feature once without suffering
Flight (11th Level Required). You have a flying speed adverse effects. If you use this feature again before you
equal to your walking speed. You can fly for a number of finish a long rest, you take 1d12 necrotic damage for
minutes up to your mage level, all at once or in several each level of the spell, immediately after you cast it. Each
nonconsecutive periods, each one using a minimum of 1 time you use this feature again before you finish a long
minute from the duration. You can end the effect at any rest, the necrotic damage per spell level increases by
time (no action required). You regain all expended 1d12. This damage ignores resistance and immunity.
minutes of flight when you finish a long rest. Penetrating Spell (6th Level Required). When you
Grave Whisperer (6th Level Required). You add the use the Amplify Spell feature on a spell you cast that
speak with dead spell to your spellbook, if it isn’t there deals acid, cold, fire, lightning, or thunder damage, that
already. You can cast the spell at your maximum mage spell ignores resistance to damage of those types.
spell level at will, without expending spell points. Persistent Enchantments (11th Level Required).
Hidden Passage. You can use your action to When you cast an enchantment spell of 3rd level or
magically turn invisible. You can remain invisible for a lower, such as magic weapon, you can cast that spell at
number of minutes up to your mage level, all at once or its lowest level without expending spell points. When
in several nonconsecutive periods, each one using a you do, you needn’t concentrate on it; the spell lasts its
minimum of 1 minute from the duration. Remaining full duration, until you are incapacitated, or until you
invisible requires your concentration (as if you were choose to end it (no action required).
concentrating on a spell), and you can end the effect at Once you use this feature, you can’t do so again until
any time (no action required). The effect also ends if you you finish a long rest.
attack, cast a spell, or force a saving throw.
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Persistent Summons (11th Level Required). When You can use this feature a number of times equal to
ALOS NAYRB :TIDERC TRA
you cast a spell of 3rd level or lower that summons a your proficiency bonus. You regain all expended uses
creature, such as conjure elemental,* you can cast that when you finish a long rest.
spell at its lowest level without expending spell points. Protective Ward. You can create a protective field of
When you do, you needn’t concentrate on it; the spell magical force around you. As an action, you gain
lasts its full duration, until you are incapacitated, or until temporary hit points equal to twice your mage level.
you choose to end it (no action required). While you have these hit points, you also gain a shield
Once you use this feature, you can’t do so again until bonus to your AC equal to your proficiency bonus. The
you finish a long rest. hit points dissipate after 1 minute.
Practiced Arcana (11th Level Required). Choose a Once you use this feature, you can’t do so again until
1st- or 2nd-level mage spell in your spellbook. You you finish a long rest.
always have that spell prepared, and it doesn’t count Reap Essence. Once per turn when you reduce a
against the number of spells you can prepare each day. creature to 0 hit points, you regain a number of hit
You can cast the chosen spell once at its lowest level points equal to twice the spell’s level, or three times the
without expending spell points, regaining your ability to spell’s level if it’s a necromancy spell. You can regain hit
do so when you finish a short or long rest. points in this way a number of times equal to your
By spending 8 hours in study, you can exchange the proficiency bonus, regaining all expended uses when
chosen spell for another mage spell of 1st or 2nd level. you finish a long rest.
Premonition. You are able to glimpse danger in your This feature doesn’t trigger when you kill a Construct,
future. When you are critically hit by an attack, you can an Undead, or a creature with a challenge rating of 0.
use your reaction to turn that attack into a normal hit.
Any effects triggered by a critical hit are cancelled.
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Resilient Shield (6th Level Required). When you Whenever you gain a mage level, you can choose one
cast the shield spell, you can gain temporary hit points spell you can cast from this list and replace it with
equal to twice the level of the spell. If you have a another spell of the same level. The new spell must be an
Protective Ward active, these temporary hit points add enchantment or an illusion spell from the mage spell list.
to the number of temporary hit points you have from The replaced spell is not unlearned, but it loses the other
your Protective Ward, up to a maximum of twice your benefits described above.
mage level, and count as temporary hit points from that
feature. Mesmer Spells
Shrouded Soul (11th Level Required). When you Mage Level Spells
use the Hidden Passage feature, you can concentrate on 1st charm,* dissonant whispers
a spell or other effect as though you weren’t
concentrating on that feature. Additionally, you have 3rd mirror image, suggestion*
advantage on Constitution saving throws made to 5th fear, hypnotic pattern*
maintain your concentration on the Hidden Passage
feature. 7th confusion, phantasmal killer
Telekinetic Shove. As an action, you can strike a 9th dominate person, seeming
creature or object you can see within 30 feet of you with
telekinetic force. The target must make a Strength Psychic Defences
saving throw against your spell save DC. On a failed Starting at 1st level, you gain resistance to psychic
save, the target takes damage equal to your mage level damage and you have advantage on saving throws made
and is pushed 5 feet away from you. On a successful to avoid or end the charmed condition.
save, the target takes half as much damage and isn’t
pushed. You can also push a willing target without
dealing damage and without requiring a saving throw. Erase Memories
You can use this feature a number of times equal to Also at 1st level, you can use part of a spell’s magic to
your proficiency bonus, and regain all expended uses alter a creature’s recollection during a period when you
when you finish a short or long rest. influenced it.
Trackless Passage (6th Level Required). You add When you use a spell to charm one or more creatures,
the pass without trace spell to your spellbook. The spell you can use your action before the spell ends to cause
counts as a mage spell for you. When you use the one target to forget some of the time it spent charmed.
Hidden Passage feature to become invisible, you also The amount of time it forgets can’t be longer than a
gain the benefits of the pass without trace spell until the number of hours equal to 1 + your Intelligence modifier
invisibility ends. These benefits don’t extend to others. (minimum 1), or the duration of the spell, whichever is
Truesight (11th Level Required). You gain truesight less. You can make it forget multiple non-consecutive
out to a range of 120 feet. periods or one large section of time. You can also choose
to make the creature remain unaware that it was
Mesmer charmed, causing it to rationalize its actions as best as
possible using available information. Once you have
You are an expert in misdirection and subterfuge, using altered a creature’s memories, you can’t use this feature
powerful illusions and mind-bending magic to disorient on that creature again for 24 hours.
your foes and achieve your goals. As your magical talent A creature whose memories you affect can attempt to
grows, you learn spells that conjure frightening visions, recall the lost time by spending 1 minute concentrating,
freeze enemies in their tracks, and even render you at which point they can make an Intelligence saving
invisible. throw against your spell save DC. On a successful save,
Most nations have strict laws against magic that alters they recall the lost time. On a failed save, they can’t try
another’s mind, and so mesmers must take care to avoid again for 24 hours. A lesser restoration spell
flaunting such talents, lest they draw the attention of the automatically restores the lost memories.
authorities.
Duplicitous Escape
Mesmer Spells Beginning at 6th level, you can vanish in response to
When you reach certain levels in this class, you gain harm. When you take damage, you can use your reaction
additional spells, as shown on the Mesmer Spells table. to turn invisible and teleport up to 60 feet to an
Once you gain a spell with this feature, you always have unoccupied space you can see. You remain invisible until
it prepared, and it doesn’t count against the number of the end of your next turn or until you attack, cast a spell,
spells you can prepare each day. Each of these spells or force a saving throw.
counts as a mage spell for you, and if the spell is a ritual Once you use this feature, you can’t use it again until
spell, the ritual version of the spell takes only 1 minute you finish a short or long rest.
longer to cast for you.
Agonizing Visions
Starting at 10th level, you add your Intelligence modifier
to one damage roll of any mage enchantment or illusion
spell you cast.
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15
Focused Spellcasting When you reach certain levels in this class, the size of
Also at 10th level, your ability to keep your hold on magic your Presage dice increases: at 5th level (d8), 11th level
improves. While you are concentrating on an (d10), and 17th level (d12).
enchantment or an illusion spell, your concentration The powers below use your Presage dice.
can’t be broken as a result of taking damage. Ability Check. Your glimpses of the future can help
you to use your training more effectively: if you fail an
ability check using a skill or tool with which you have
Seer proficiency, you can roll one Presage die and add the
Your magic allows you to perceive beyond the present number rolled to the check, potentially turning failure
moment in time, allowing you to glimpse visions from into success. You expend the die only if the roll
the past and future. The gift of the Second Sight is succeeds.
exceptionally rare, and most go mad trying to master it, Attack. Your foresight grants you an edge in landing
losing their grip on the present as they get lost along or avoiding attacks: when you make an attack roll
abandoned timelines. against a target or are the target of an attack roll, you
Seers who withstand the risks to their sanity can can roll one Presage die and either add or subtract the
master spells of prognostication, as well as discernment, number rolled from the attack roll, potentially causing a
remote viewing, and supernatural knowledge. They are missed attack to hit or a successful attack to miss. You
consulted by royalty and commoners alike for their can choose to do so after the roll, but before the GM
mystical insights and predictions. determines the result.
Seer Spells Premonition
When you reach certain levels in this class, you gain When you reach 6th level, your ability to perceive trouble
additional spells, as shown on the Seer Spells table. before it arises makes it all but impossible to catch you
Once you gain a spell with this feature, you always have off-guard. You can add your Intelligence modifier to your
it prepared, and it doesn’t count against the number of initiative rolls.
spells you can prepare each day. Each of these spells Additionally, you are never surprised while you are not
counts as a mage spell for you, and if the spell is a ritual incapacitated.
spell, the ritual version of the spell takes only 1 minute
longer to cast for you. Third Eye
Whenever you gain a mage level, you can choose one Starting at 10th level, you can expand your awareness to
spell you can cast from this list and replace it with encompass what lies beyond normal sight. As an action,
another spell of the same level. The new spell must be a you can expend one of your Presage dice and choose
conjuration or a divination spell from the mage spell list. one of the following benefits, which lasts for 10 minutes
The replaced spell is not unlearned, but it loses the other or until you finish a short or long rest; you can’t use this
benefits described above. feature again until you finish a short or long rest:
Arcane Vision. Your vision extends to allow you to
Seer Spells perceive beyond usual mortal limits. Within 60 feet, you
Mage Level Spells can perceive through darkness, both magical and
1st alacrity,* detect evil and good nonmagical, as well as into the Ethereal Plane. This
sight doesn't pass through solid, opaque barriers like
3rd detect thoughts, locate creature/object* walls.
5th clairvoyance,* psychometry* Foresight. You can see ghostly images of possible
futures, allowing you to pre-empt danger and seize
7th confusion, divination opportunities. You add your Intelligence modifier to your
9th dream, scrying AC and Dexterity saving throws, and once per turn when
you hit a creature with an attack roll, you add your
Presage Intelligence modifier to the damage.
When you choose this tradition at 1st level, you awaken True Seeing. Your sight penetrates all deception,
your second sight, granting you visions and knowledge revealing what others try to hide. While this effect is
beyond normal awareness. This foresight is represented active, you gain the following benefits:
by your Presage dice, which are each a d6. You have a You can perceive the true form of any shapeshifter
number of these dice equal to your proficiency bonus, you can see.
and they fuel various precognitive abilities you have, You can read all writing, including text written in
which are detailed below. code, learning the intended meaning of the text.
Some of your abilities expend the Presage die they You automatically see through illusions, and
use, as specified in the ability’s description, and you can’t creatures can’t benefit from invisibility against you.
use an ability if it requires you to use a die when your
dice are all expended. You regain all your expended
Presage dice when you finish a long rest. In addition, as
a bonus action, you can regain one expended Presage
die, but you can’t do so again until you finish a short or
long rest.
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Shadowbinder Whenever an enemy creature starts its turn in the
darkness, it takes necrotic damage equal to your
Shadowbinders are touched with the cold energy of the spellcasting ability modifier, and it has disadvantage on
Shadowfell, a dark echo of the mortal world on the saving throws against illusion and necromancy spells
border of the inhospitable region of the cosmos known you cast.
as the Negative Energy Plane. Like the source of their In addition, for the duration, you have resistance to
power, shadowbinders are poorly understood and widely necrotic damage.
feared. Whether because of this mistrust and hostility or You can use this feature a number of times equal to
supernaturally influenced antisocial attitudes, most your proficiency bonus, and you regain all expended
shadowbinders become outsiders and may even become uses when you finish a long rest.
resentful of others.
Befitting the origin of their power, shadowbinders Shadowtouched
have a knack for magic that involves darkness and At 6th level, your exposure to shadow magic has
deception. They can command the shadows and irreversibly changed you. You no longer require sleep,
terrorize another’s mind, often putting them at odds with and you have advantage on saving throws against spells
authorities enforcing magical laws. Most shadowbinders and other magical effects that deal necrotic damage.
either hide this aspect of their power or live on the In addition, when you deal damage with a mage spell,
outskirts of society. you can replace the damage type with necrotic damage.
While you are using your Shadow Mantle, you can roll
Shadowbinder Spells one additional damage die when determining the
When you reach certain levels in this class, you gain necrotic damage the target takes. You can deal this
additional spells, as shown on the Shadowbinder Spells additional damage no more than once per turn.
table. Once you gain a spell with this feature, you always
have it prepared, and it doesn’t count against the number Heart of Darkness
of spells you can prepare each day. Each of these spells At 10th level, your necrotic energy now saturates your
counts as a mage spell for you, and if the spell is a ritual body. You have resistance to necrotic damage. If you are
spell, the ritual version of the spell takes only 1 minute transformed using your Shadow Mantle, you instead
longer to cast for you. become immune to necrotic damage.
Whenever you gain a mage level, you can choose one In addition, you are able to become one with the
spell you can cast from this list and replace it with darkness. When you are in an area of dim light or
another spell of the same level. The new spell must be an darkness, you can use your action to become invisible.
illusion or necromancy spell from the mage spell list. You remain invisible until you make an attack, cast a
The replaced spell is not unlearned, but it loses the other spell, force a saving throw, or are in an area of bright
benefits described above. light.
Shadowbinder Spells
Mage Level Spells Warmage
1st animate shadows,* bane Given the incredible power of magic, it was inevitable
that it would be weaponized. While even the most
3rd blade of shadows,* darkness,* bookish mage will be able to defend themselves with
5th nondetection, pass without trace* magic, warmages are individuals who have elevated
magical combat to an art.
7th phantasmal killer, shadow step* Warmages come in many forms. Some are expert
9th antilife shell, withering tendrils* strategists who are instrumental in the planning of great
military campaigns, while others are solitary duellists
Darkvision driven by personal ambition. Many famous warmages
When you choose this tradition at 1st level, you gain the retire to the courts of monarchs and other national
ability to perceive in the deepest darkness. You can see leaders, where their advice is invaluable in matters of
normally in darkness, both magical and nonmagical, out defence. Others pursue more dangerous projects,
to a range of 120 feet. You can’t discern colour in chasing after past glory, a quick death, or both.
darkness, only shades of grey. Warmages are among the most practical scholars of
the arcane. They are seldom unimaginative, but their
approach to resolving problems is often much more
Shadow Mantle straightforward than that of their peers.
Also at 1st level, you learn to channel the power of the
Shadowfell, manifesting a mantle of shadows. As an
action, you can create your shadow mantle, which lasts
for 1 minute or until you dismiss it as a bonus action.
While the mantle is active, you emanate an aura of
menacing darkness in a 30-foot radius. Within that
range, bright light becomes dim light, and dim light
becomes darkness.
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Warmage Spells Extra Attack
When you reach certain levels in this class, you gain At 6th level, you can attack twice, instead of once, when
additional spells, as shown on the Warmage Spells table. you take the Attack action on your turn. Furthermore,
Once you gain a spell with this feature, you always have you can forgo one of those attacks to instead cast a mage
it prepared, and it doesn’t count against the number of cantrip.
spells you can prepare each day. Each of these spells
counts as a mage spell for you, and if the spell is a ritual Absorb Spell
spell, the ritual version of the spell takes only 1 minute Starting at 10th level, when you magically negate a spell,
longer to cast for you. such as through counterspell or dispel magic, you can
Whenever you gain a mage level, you can choose one immediately regain an expended use of your Spell
spell you can cast from this list and replace it with Surge.
another spell of the same level. The new spell must be an
abjuration or an evocation spell from the mage spell list.
The replaced spell is not unlearned, but it loses the other Potent Cantrips
benefits described above. Also at 10th level, you add your Intelligence modifier to
one damage roll of any mage cantrip you cast.
Seer Spells Additionally, a creature that succeeds its saving throw
Mage Level Spells against a mage cantrip you cast takes half the cantrip’s
1st flame blast,* thunderous strike* damage (if any), although it suffers none of the cantrip’s
other effects.
3rd counterspell,* flame blade
5th fireball, protection from energy*
7th stoneskin,* wall of fire
9th cone of cold, immolate*
Bonus Proficiencies
Starting when you choose this tradition at 1st level, you
gain proficiency in light and medium armour, as well as
with simple and martial weapons.
Spell Surge
Also at 1st level, you learn to gather and store magical
energy within yourself to empower your spells. You have
a number of surges equal to your proficiency bonus.
Whenever you finish a short or long rest, you regain all
ANROWDEDOP ANNA :TIDERC TRA
expended surges.
Once per turn when you cast a spell, you can expend a
spell surge and choose one of the following options:
Blast. If the spell deals damage to a creature or
object, you deal additional damage to one creature
affected by the spell. The damage equals your mage level.
As you gain levels in this class, you can deal this damage
to more creatures: two creatures at 6th level, three
creatures at 10th level, and four creatures at 14th level.
Repulse. If the spell deals damage to a creature or
object, one Large or smaller creature or object affected
by the spell that didn’t succeed a saving throw against it
is pushed up to 10 feet away from you. As you gain levels
in this class, you can push additional targets, which
must also be Large or smaller creature or objects: one
additional target at 6th level, two additional targets at
10th level, and three additional targets at 14th level.
Shield. You gain a +2 shield bonus to AC and an equal
bonus to Dexterity saving throws until the start of your
next turn. This bonus increases to +4 when you reach
6th level and +6 when you reach 10th level.
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)DNUORGKCAB( AVLIS ODNANREF / )DNUORGEROF( VONAVI NILESEV :TIDERC TRA
Warlock
Opening her palm with the edge of a ritual blade, a
woman festooned in wild fetishes intones an ancient
ritual phrase to draw her patron’s gaze from across the
planes.
Crouching over a half-shredded corpse, a tiefling in a
long leather surcoat tastes the air for traces of dark
magic. With a gentle push of will, he draws a sample of
the magic into a purple crystal to summon and
interrogate the fiend later.
Casting rune-carved stones in a mossy hollow, an elf
with glowing silver eyes allows her mind to walk the
twisting paths of fate, guided by the spirits of her
ancestors.
Warlocks are daring seekers of obscure and forgotten
knowledge, often discovering secrets that challenge
established scholarship and tap into strange magic.
They make pacts with otherworldly powers such as
fiends, ancient fey, and even alien horrors from beyond
the multiverse, gaining magical abilities or unlocking
power that lies deep within them. Drawing on ancient
and forgotten secrets, warlocks bolster their power in
unusual and sometimes terrifying ways.
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19
receive the ‘spark’ of magic and instruction in how to use
their power. Once this power is granted, it is forever part
The Warlock of the warlock, an intrinsic part of their nature that can’t
be taken back, even if the warlock later comes into
Level
Proficiency
Bonus Features
Invocations Spell
Known Level conflict with their patron.
The magic granted by patrons often comes with
1st +2 Mystic Patron, Pact — 1st unusual gifts reflecting the patron’s nature. A warlock of
Magic, Hex a fiend becomes capable with weapons and armour,
2nd +2 Eldritch 2 1st while a warlock of an archfey learns to beguile their foes
Invocations with strange magic. Many of their abilities and magical
3rd +2 — 2 2nd
knowledge defies traditional conventions on the arcane,
causing many major organizations to regard them as
4th +2 Ability Score 2 2nd threats to their authority, if not also to the natural order.
Improvement
5th +3 — 3 3rd Creating a Warlock
6th +3 Mystic Patron 3 3rd The most important question to consider when creating
feature your warlock is the nature of your patron and your
7th +3 — 4 4th obligations to it. Did you seek out your patron after
learning about them in a forbidden tome, or did they
8th +3 Ability Score 4 4th appear to you and offer you power you couldn’t refuse?
Improvement
What kind of relationship do you have with your
9th +4 — 5 5th patron? Is it a friendly relationship based on mutual
10th +4 Mystic Patron 5 5th respect, or is it a one-sided or even antagonistic
feature relationship based on compelled service?
11th +4 — 5 5th Quick Build
12th +4 Ability Score 6 5th You can make a warlock quickly by following these
Improvement suggestions. First, make Charisma your highest ability
score, followed by Constitution. Second, choose the sage
background. Third, choose the Fiend mystic patron.
Patron Magic Class Features
Warlocks are defined by their pacts with mystic patrons As a warlock, you gain the following class features:
—mysterious entities of incredible power. Some patrons
are gods or are powerful enough to be worshipped as Hit Points
such by scattered cults, while others are conclaves of Hit Dice: 1d8 per warlock level
powerful entities such as hag covens or a fey court. Hit Points at 1st Level: 12 + your Constitution modifier
Other patrons might include ancient and forgotten Hit Points at Higher Levels: 1d8 (or 5) + your
beings from before the dawn of time, or even from Constitution modifier per warlock level after 1st
beyond known reality.
The nature of a warlock’s patron largely defines their Proficiencies
pact. A fiend patron might offer increasingly tantalizing Armour: Light armour
glimpses of power, hoping to corrupt the warlock’s soul Weapons: Simple weapons
through the favours they demand in exchange. A Tools: None
celestial patron, however, might readily provide
knowledge and power whenever they deem the warlock Saving Throws: Wisdom, Charisma
ready to use it responsibly, with the expectation that the Skills: Choose two from Arcana, Deception, History,
warlock wield this power in service of a holy cause. Rare Intimidation, Investigation, Nature, and Religion
is it that a patron offers power to a mortal without Equipment
intention to use them for some important task. You start with the following equipment, in addition to the
Strange Power
equipment granted by your background:
Unlike other arcane spellcasters, most warlocks have (a) a light crossbow and 20 bolts or (b) any simple
little to no innate magical talent, forcing them to seek weapon
out supernatural bargains in order to utilize the secrets (a) a scholar’s pack or (b) a dungeoneer’s pack
they learn to their greatest potential. Unlike clerics, who An arcane focus
petition their patrons to act through them, warlocks Leather armour, any simple weapon, and two daggers
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20
Mystic Patron Spellcasting Focus
At 1st level, you have struck a bargain with a powerful You can use an arcane focus as a spellcasting focus for
being of your choice: the Archfey, the Celestial, the Fiend, your warlock spells. Such a focus might be a wand
or the Great Old One. Your choice grants you features fashioned from magically petrified wood, an amber
when you choose it at 1st level and again at 6th and 10th amulet charged with the latent power of a ley line, a
level. dragon’s phalangeal bone, or some other magically
attuned item.
Pact Magic
Hex
Your arcane research and the magic bestowed on you by You have learned to focus one creature as the target of
your patron have given you facility with spells. See your ire. As a bonus action, you can place a magical hex
appendix A: “Spellcasting” for the general rules of on one creature you can see within 60 feet of you. For 1
spellcasting. minute, or until you lose concentration (as though you
Cantrips were concentrating on a spell), the target takes an
You know three cantrips of your choice from the list additional 1d6 damage the first time you hit it with an
below. Certain warlock features give you access to attack on your turn. The damage type is either necrotic
additional cantrips. or a damage determined by your choice of patron, as
shown on the table below (your choice of which).
Blade ward* Patron Damage Type
Chill touch
Dark grasp* Archfey psychic
Friends Celestial radiant
Minor arcana*
True strike* Fiend fire
Great Old One psychic
Spells Known of 1st Level and Higher
Certain warlock features give you access to spells of 1st Additionally, choose one ability when you place the
level or higher. Each feature describes how you can use hex. The target has disadvantage on ability checks made
the spell, including if a spell is expended on use and with the chosen ability.
when you regain use of it. Your warlock spells are all You can use this feature a number of times equal to
cast at the level indicated for your level on the Warlock your proficiency bonus. You regain all expended uses
table and don’t cost spell points when you cast them when you finish a long rest.
using warlock class features.
For example, if you are a warlock of the Fiend with Eldritch Invocations
Charisma 16, you would know the flame blast and In your study of occult lore, you have unearthed eldritch
hellish rebuke spells, which you could cast up to three invocations, fragments of strange or forbidden
times in any combination. Therefore, if you were to cast knowledge that imbue you with an abiding magical
flame blast twice, you would have one spell remaining, ability.
which could either be a third flame blast or a hellish At 2nd level, you gain two eldritch invocations of your
rebuke. When you completed a short or long rest, you choice. Your invocation options are detailed at the end of
would regain all three spells. the class description. When you gain certain warlock
Spellcasting Ability levels, you gain additional invocations of your choice, as
shown in the Invocations Known column of the Warlock
Charisma is your spellcasting ability for your warlock table.
spells, so you use your Charisma whenever a spell refers Additionally, when you gain a level in this class, you
to your spellcasting ability. In addition, you use your can choose one of the invocations you know and replace
Charisma modifier when setting the saving throw DC for it with another invocation that you could learn at that
a warlock spell you cast and when making an attack roll level.
with one.
Spell save DC = 8 + your proficiency bonus + Ability Score Improvement
your Charisma modifier When you reach 4th level, and again at 8th and 12th
Spell attack modifier = your proficiency bonus + level, you can increase one ability score of your choice by
your Charisma modifier 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above
the ability score maximum for your level using this
feature.
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Mystic Arcanum Fey Presence
At 11th level, you glean an advanced magical secret Starting at 1st level, you learn to project your presence
called an arcanum. Choose one 6th-level spell from the to beguile or terrify your foes. As an action, you can
list below as this arcanum. You can cast this spell once cause each creature within 10 feet of you and that can
without expending spell points. You must finish a long see you to make a Wisdom saving throw against your
rest before you can do so again. warlock spell save DC. A creature that fails its saving
throw is charmed or frightened by you (your choice) until
Circle of death the start of your next turn. Your choice applies to all
Eyebite affected creatures.
Fiendish transformation* Once you use this feature, you can’t use it again until
Fiendish weapon* you finish a short or long rest.
Mass suggestion*
True seeing Prolonged Enchantments
Beginning at 1st level, when you cast an enchantment
Mystic Patrons spell that targets one or more creatures and has a
The beings that serve as patrons for warlocks are mighty duration of 1 minute or longer, the duration increases by
entities who are typically (but not always) inhabitants of a number of minutes equal to your Charisma modifier
other planes of existence. Some might be gods or (minimum 1 minute).
godlike in their power, while others might be conclaves Beguiling Defences
of powerful spirits working toward a common goal.
Some patrons collect warlocks, doling out mystic At 6th level, you learn to reflect mind-affecting effects
knowledge relatively freely or boasting of their ability to back on your attackers. When you would be forced to
bind mortals to their will. Other patrons bestow their make an Intelligence, Wisdom, or Charisma saving
power only grudgingly, and might make a pact with only throw, you can use your reaction to make the saving
one warlock. Warlocks who serve the same patron might throw with advantage. On a success, the source of the
view each other as allies, siblings, or rivals. effect takes psychic damage equal to your warlock level.
Once you use this feature, you can’t use it again until
The Archfey you finish a short or long rest.
Your patron is a mighty fey creature, an entity of legend Improved Fey Presence
whose favour and enmity have caused the rise and fall of Beginning at 10th level, your presence in battle becomes
mighty heroes. Inscrutable in their motivations and especially potent. The range of your Fey Presence
enigmatic in their methods, archfey frequently make increases to 30 feet, and you and your allies have
pacts with mortals in order to use them as pawns in advantage on attack rolls against creatures affected by it.
grand schemes. Beings of this sort include the Summer
Queen, ruler of the Dawning Court; the Winter Queen,
ruler of the Gloaming Court; the King of the Wild Hunt; The Celestial
and ancient hags. You have made a pact with a powerful entity from the
Upper Planes, allowing you to wield divine power.
Fey Magic Celestials are occupied with the grandest stakes in the
Your patron bestows on you knowledge of certain spells, multiverse, and their chosen are often entrusted with
which you learn at certain warlock levels, as shown important tasks where these mighty powers are unable
below. You can cast these spells in any combination a to intervene. Some celestial patrons might be gods, but
number of times equal to your Charisma modifier, most are mighty servants of divine forces, such as
regaining all expended uses when you finish a short or empyreans and mighty angels whose ability to divide
long rest. their power among followers is limited.
Archfey Spells Celestial Magic
Warlock Your patron bestows on you knowledge of certain spells,
Level Spells which you learn at certain warlock levels, as shown
1st charm,* faerie fire below. You can cast these spells in any combination a
3rd misty step, moonbeam
number of times equal to your Charisma modifier,
regaining all expended uses when you finish a short or
5th conjure fey,* plant growth long rest.
7th armour of thorns,* psychic prison*
9th dominate person, seeming
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Celestial Spells Fiendish Magic
Warlock
Level Spells
Your patron bestows on you knowledge of certain spells,
which you learn at certain warlock levels, as shown
1st guiding bolt, healing touch* below. You can cast these spells in any combination a
3rd lesser restoration, spiritual weapon number of times equal to your Charisma modifier,
regaining all expended uses when you finish a short or
5th conjure celestial,* spiritual guardians long rest.
7th death ward, guardian of faith
Fiend Spells
9th flame strike, greater restoration Warlock
Level Spells
Font of Blessings 1st flame blast,* hellish rebuke*
At 1st level, you become imbued with divine power that
offers respite from injuries. You have a pool of divine 3rd ashes of Malevol,* blade of shadows*
energy represented by a number of d6s equal to your 5th conjure fiend,* fireball
warlock level, which are your Blessing Dice. 7th fire shield, wall of fire
As a bonus action, you can choose one creature you
can see within 30 feet of you and spend a number of 9th hellfire chains,* winds of Phrygia*
those dice equal to half your warlock level or less. Roll
the spent dice and add them together. The target regains Fiendish Blessing
a number of hit points equal to the total. The target also Starting at 1st level, when you reduce a creature to 0 hit
gains 1 temporary hit point per die spent. points, you gain temporary hit points equal to your
You regain all expended dice when you finish a long warlock level + your Charisma modifier (minimum of 1).
rest. This feature doesn’t trigger when you kill a Construct,
an Undead, or a creature with a challenge rating of 0.
Unyielding Destiny
Starting at 1st level, your fate is guided by providence. If Fiendish Warrior
you fail a saving throw or miss with an attack roll, you At 1st level, you acquire the training necessary to face
can spend one Blessing Die and add it to the total, your foes in battle. You gain proficiency with medium
possibly changing the outcome. Once you use this armour, shields, and martial weapons. Additionally, as a
feature, you can’t use it again until you finish a short or bonus action you can channel your power through a one-
long rest. handed melee weapon you are proficient with. For the
next hour, whenever you attack with that weapon, you
Heavenly Exarch can use your Charisma modifier, instead of Strength or
At 6th level, your connection to the upper planes has Dexterity, for the attack and damage rolls. If you later
made you a more effective conduit for celestial power. gain the Eldritch Weapon feature, this benefit extends to
You have resistance to radiant damage, and when you eldritch weapons you conjure with that feature.
cast a spell that deals radiant or fire damage, you can
deal additional damage of of the same type to one target Fiendish Luck
of the spell. The additional damage equals your Starting at 6th level, you can call on your patron to alter
Charisma modifier. your fate. When you make an ability check or a saving
throw, you can use this feature to add a d10 to your roll.
Celestial Radiance You can do so after seeing the initial roll, but before any
At 10th level, while a creature has temporary hit points of the roll’s effects occur.
granted by your Font of Blessings feature, it adds your Once you use this feature, you can’t use it again until
Charisma modifier to all saving throws. you finish a short or long rest.
The Fiend Fiendish Resilience
You have made a pact with a fiend from the lower planes Starting at 10th level, while you have temporary hit
of existence, a being whose aims are evil, even if you points from the Fiendish Blessing feature, you gain the
strive against those aims. Such beings desire the following benefits:
corruption of all things, including you. Fiends powerful You gain resistance to bludgeoning, piercing, and
enough to forge a pact are typically archfiends or their slashing damage. Damage from magical weapons or
greatest servants, or independent cabals that have silver weapons ignores this resistance.
armies and fiefdoms of their own. When you deal fire damage with your Hex, you deal
additional damage equal to half your warlock level.
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The Great Old One Ectopic Ward
Your patron is an unfathomable entity whose nature is Starting at 1st level, your thoughts and emotions can’t be
alien to the very fabric of reality. It might be an entity read by telepathy or other means unless you allow it. You
that arose from the primordial chaos when the laws of also have resistance to psychic damage, and whenever a
existence were still unwritten, or it could be a being creature deals psychic damage to you, you can use your
from beyond the boundaries of the multiverse, reaction to deal damage to it equal to your warlock level
unfathomably ancient and utterly incomprehensible to + your Charisma modifier (minimum 1).
mortals.
Great Old Ones may be worshipped by some as gods, Visions of Chaos
but share little in common with celestial beings and tend At 6th level, you can use your connection the minds
to favour isolated cults led by specific individuals rather around you to unleash a torrent of profane secrets and
than larger movements with organized doctrine. If they maddening images. As an action, you can force one
gain any power from prayer, it is infinitesimal to their creature you can see within 120 feet of you to make an
vast, cosmic strength. Their chosen often descend into Intelligence saving throw against your warlock spell save
madness, burdened by the glimpses of infinity they DC. On a failed save, the creature takes psychic damage
receive through their meditations. equal to your warlock level + your Charisma modifier
Entities of this type include Cthulhu, the Great (minimum 1) and is stunned until the end of your next
Dreamer; Yog-Sothoth, the Lurker at the Threshold; turn. On a successful save, the creature takes half as
Nyarlathotep, the Crawling Chaos; and other much damage and is not stunned.
unfathomable beings. Once you use this feature, you can’t do so again until
you finish a short or long rest.
Alien Magic
Your patron bestows on you knowledge of certain spells, Draw Back the Veil
which you learn at certain warlock levels, as shown At 10th level, you learn to retain additional secrets from
below. You can cast these spells in any combination a your otherworldly visions. When you finish a short or
number of times equal to your Charisma modifier, long rest, roll three d6s for your Awakened Mind feature,
regaining all expended uses when you finish a short or instead of one.
long rest.
Great Old One Spells Eldritch Invocations
Warlock If an eldritch invocation has prerequisites, you must
Level Spells meet them to learn it. You can learn the invocation at the
1st dissonant whispers, starburst* same time that you meet its prerequisites. If an
3rd phantasmal force, psychic surge*
invocation grants you the ability to use a spell, that spell
counts as a warlock spell for that casting.
5th clairvoyance,* conjure aberration*
7th black tentacles,* warp space* Aberrant Nature
9th dominate person, legend lore* Prerequisite: Great Old One patron
You are steeped in alien power. You have advantage on
Awakened Mind saving throws made to avoid or end the charmed
Starting at 1st level, your perception has begun to condition. Additionally, when you roll damage for a spell
transcend the limitations of mundane reality, granting you cast that deals psychic damage, you can add your
you glimpses of future events and hidden truths. When Charisma modifier to the damage dealt to one target of
you finish a short or long rest, roll a d6. When you or a that spell.
creature you can see roll an attack roll, saving throw, or While you have this invocation, you count as both a
ability check, you can add or subtract the result of the humanoid and an aberration for the purpose of spells
die from their total. You can choose to do this after the that detect, target, or otherwise affect aberrations.
creature rolls, but before the outcome of the roll is
determined. Once you do so, the die is expended and Agonizing Cantrips
can’t be used again. Prerequisites: 7th level, Eldritch Tome invocation
Additionally, your alien knowledge gives you the ability
to touch the minds of other creatures and peak behind You learn to empower your basic spells. While holding
the veil. You can telepathically speak to any creature you your book, you can add your Charisma modifier to one
can see within 30 feet of you. You don't need to share a damage roll of any warlock cantrip you cast.
language with the creature for it to understand your
telepathic utterances, but the creature must be able to
understand at least one language.
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Arctic Gale If you lose your Book of Shadows, you can perform a
Prerequisite: 9th level 1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short
You can cast cone of cold once, regaining your ability to or long rest, and it destroys the previous book. The book
do so when you finish a long rest. turns to ash when you die.
You can’t choose this invocation if you have the
Armour of Shadows Eldritch Familiar invocation or the Eldritch Weapon
invocation.
You can cast mage armour* on yourself at will.
Additionally, you can cast shield* once, regaining all Eldritch Weapon
expended uses when you finish a short or long rest. Prerequisite: 3rd level
Aspect of the Moon As a bonus action, you can conjure a one-handed melee
Prerequisite: Archfey patron weapon to your hand. You choose the form that this
weapon takes each time you create it. Regardless of its
You are steeped in fey power. You no longer need to form, you are proficient with it while you wield it, and it
sleep and can’t be forced to sleep by magical means. counts as magical for the purpose of overcoming
Instead of sleeping during a long rest, you can spend 4 resistance and immunity to nonmagical attacks and
hours in a trance-like state during which you maintain damage. The weapon also functions as a warlock
awareness of your surroundings. Additionally, you have spellcasting focus.
advantage on saving throws made to avoid or end the Your weapon disappears if it is more than 5 feet away
charmed condition. from you for 1 minute. It also disappears if you dismiss
While you have this invocation, you count as both a the weapon (no action required), if you are incapacitated,
humanoid and a fey for the purpose of spells that detect, or if you die.
target, or otherwise affect fey. You can transform one magic weapon into your
eldritch weapon by performing a special ritual while you
Beast Whisperer hold the weapon. The ritual takes 1 hour, which can be
You can cast speak with animals on yourself at will. done during a short rest. You can then dismiss the
Additionally, you can cast animal friendship a number of weapon, shunting it into an extradimensional space, and
times equal to your proficiency bonus, regaining all it appears whenever you create your eldritch weapon
expended uses when you finish a long rest. thereafter. You can’t affect an artifact or a sentient
weapon in this way. The weapon ceases being your
Bend Fortune eldritch weapon if you die, if you perform the ritual on a
Prerequisite: 5th level different weapon, or if you use a 1-hour ritual to break
your bond to it. The weapon appears at your feet if it is
You can cast bestow curse or remove curse once, in the extradimensional space when the bond breaks or
regaining your ability to do so when you finish a long you die.
rest. You can’t choose this invocation if you have the
Eldritch Familiar invocation or the Eldritch Tome
Eldritch Familiar invocation.
Prerequisite: 3rd level Fateweaver
You learn the find familiar* spell and can cast it as a You can cast bane or bless once, regaining your ability to
ritual. When you cast it as a ritual, you don’t require do so when you finish a long rest.
material components.
Additionally, you can use a bonus action to allow your Fiendsight
familiar to make an attack using its reaction. You can see normally in darkness, both magical and
You can’t choose this invocation if you have the nonmagical, to a distance of 60 feet. If you already had
Eldritch Tome invocation or the Eldritch Weapon darkvision, its range increases to 120 feet unless it was
invocation. already greater.
Eldritch Tome Flametouched
Prerequisite: 3rd level Prerequisites: 5th level, Fiend patron
Your patron bestows on you a grimoire called a Book of You are steeped in fiendish power. You have resistance
Shadows. This magical book contains secret knowledge to fire damage. If you were already resistant to fire
and grants you additional abilities. damage, you now take no damage when you succeed on
When you choose this invocation, choose two cantrips a saving throw against an effect that allows you make a
from any class’ spell list. While the book is on your saving throw to take only half damage, provided that the
person, you can cast those cantrips at will. effect deals only fire damage.
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Additionally, when you roll damage for a spell you cast Improved Hex
that deals fire damage, you can add your Charisma Prerequisite: 5th level
modifier to the damage dealt to one target of that spell.
While you have this invocation, you count as both a You learn to empower your Hex. The additional damage
humanoid and a fiend for the purpose of spells that the target suffers when you hit it with an attack
detect, target, or otherwise affect fiends. increases to 1d8.
The additional damage continues to improve as you
Fulminating Wrath gain levels in this class, increasing to 1d10 at 11th level.
You can cast witch bolt once, regaining your ability to do
so when you finish a short or long rest. Iron Mace
Prerequisites: Fiend patron, Eldritch Weapon invocation
Holy Magic
Prerequisite: Celestial patron You can create a warmace using your Eldritch Weapon
feature. The weapon is made of black, rune-graved iron.
You are steeped in divine power. You have resistance to Once per turn when you hit a creature no more than one
necrotic damage. Additionally, when you roll damage for size category larger than you with this weapon as part of
a spell you cast that deals radiant damage, you can add the Attack action, you can attempt to overpower it. The
your Charisma modifier to the damage dealt to one target must succeed a Strength saving throw against
target of that spell. your warlock spell save DC or be either pushed 5 feet
While you have this invocation, you count as both a away from you or knocked prone (your choice of which).
humanoid and a celestial for the purpose of spells that
detect, target, or otherwise affect celestials. Lifedrinker
Prerequisites: 11th level, Eldritch Weapon invocation
Improved Eldritch Weapon
Prerequisite: 5th level, Eldritch Weapon invocation When you hit a creature with your eldritch weapon and
that creature is under the effect of your Hex, the
You gain a +1 bonus to attack and damage rolls made creature takes extra necrotic damage equal to your
using your eldritch weapon. This bonus doesn’t stack Charisma modifier (minimum 1), and you gain that many
with a bonus that a magic weapon already has to these temporary hit points.
rolls.
This bonus improves as you gain levels in this class, Maddening Hex
increasing to +2 at 11th level. Prerequisite: Great Old One patron
Improved Eldritch Familiar As a bonus action, you can cause the target of your Hex,
Prerequisite: 5th level, Eldritch Familiar invocation and each creature of your choice within 5 feet of it, to
take psychic damage. The psychic damage equals your
Your familiar gains additional hit points equal to twice Charisma modifier.
your warlock level, and it adds your proficiency bonus to
its AC and to the damage it deals with its attacks. Mask of Many Faces
Additionally, whenever you are within 100 feet of your You can cast disguise self at will.
familiar, you and your familiar treat any die rolled to
determine hit points you regain as having rolled their Master Prevaricator
maximum value. Prerequisites: 5th level, Silver Tongue invocation
Improved Eldritch Tome You can cast suggestion or enthrall once, regaining your
Prerequisite: 5th level, Eldritch Tome invocation ability to do so when you finish a long rest.
You learn to draw more secrets from your Book of Mire and Muddle
Shadows. Choose two 1st-level spells that have the ritual Prerequisite: 7th level
tag from any class’ spell list. With your Book of Shadows
in hand, you can cast the chosen spells as rituals. You You can cast slow or confusion once, regaining your
can’t cast the spells except as rituals, unless you’ve ability to do so when you finish a long rest.
learned them by some other means. You can also cast a
warlock spell you know as a ritual if it has the ritual tag. Moonbow
On your adventures, you can add other ritual spells to
your Book of Shadows. When you find such a spell, you Prerequisites: Archfey patron, Eldritch Weapon
can add it to the book if the spell’s level is equal to or invocation
less than half your warlock level (rounded up), to a You can create a longbow using your Eldritch Weapon
maximum of 5th level. For each level of the spell, it feature. While you wield this weapon, you ignore the
requires 2 hours and costs 1g in rare inks to transcribe special feature of longbows. When you draw the
it into the book.
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bowstring, an arrow of silver-white wood is created, Smoke and Mirrors
which lasts for up to 1 minute and vanishes immediately Prerequisite: 3rd level
after your attack hits or misses. When you roll damage
for an attack made using this weapon, you can roll one You can cast misty step once, regaining the ability to do
additional weapon die if the target is a fiend, so when you finish a short or long rest. Additionally, you
shapeshifter, or undead. can cast mirror image once, regaining the ability to do
One with Shadows
so when you finish a long rest.
Prerequisite: 5th level Spellbreaker
When you are in an area of dim light or darkness, you Prerequisite: 3rd level
can cast invisibility* on yourself. Once you use this You can cast counterspell or dispel magic once,
feature, you can’t do so again until you finish a short or regaining the ability to do so when you finish a short or
long rest. long rest.
When you cast the spell in this way, you don’t have to
concentrate on the spell once you cast it; it lasts for its Spider Step
full duration, until you choose to end it (no action
required), or until you are incapacitated. It also ends if Prerequisite: 5th level
you attack or cast a spell, as normal. You can cast spider climb on yourself once, regaining the
Potent Magic ability to do so when you finish a short or long rest.
Prerequisites: 11th level, Eldritch Tome invocation When you cast the spell in this way, you don’t have to
concentrate on the spell once you cast it; it lasts for its
You learn to draw from the power contained in your full duration, until you choose to end it (no action
Book of Shadows to empower your magic. The DC of required), or until you are incapacitated. Additionally,
your warlock spells increases by 1. while under the effect of the spell you ignore difficult
Additionally, when you cast a warlock spell that would terrain caused by webbing.
force one or more creatures to make a saving throw, you Starborn Spear
can choose one creature affected by that spell. That
creature has disadvantage on its first saving throw made Prerequisites: Great Old One patron, Eldritch Weapon
against this casting of the spell. Once you use this invocation
feature, you can’t do so again until you finish a short or You can create a spear using your Eldritch Weapon
long rest. feature. Once per turn when you hit a creature with this
Psychic Tyrant weapon as part of the Attack action, you can attempt to
terrify it. The creature must succeed on a Wisdom
Prerequisite: 3rd level saving throw against your warlock spell save DC or be
You can cast crown of madness once, regaining the frightened of you until the end of its next turn. A creature
ability to do so when you finish a long rest. that succeeds this saving throw becomes immune to this
If you are a warlock of at least 7th level, you can cast effect for 24 hours.
phantasmal force instead. Thirsting Weapon
Shadowed Mien Prerequisites: 5th level, Eldritch Weapon invocation
You gain proficiency in the Stealth and Intimidation You can attack with your eldritch weapon twice, instead
skills. of once, whenever you take the Attack action.
Share Spells Whispers of the Grave
Prerequisites: 11th level, Eldritch Familiar invocation Prerequisite: 9th level
When you cast a spell targeting yourself, you can also You can cast speak with dead once, and regain your
affect your familiar with the spell if it is within 30 feet of ability to do so when you finish a long rest.
you.
Withering Grasp
Silver Tongue Prerequisites: 5th level, dark grasp cantrip
You gain proficiency in the Deception and Persuasion
skills. You can target two creatures whenever you cast dark
grasp*, provided you have two unoccupied hands.
Maintaining a grapple on both creatures requires two
free hands.
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Appendix A: Spellcasting
M
AGIC PERMEATES THE WORLD AND Material
manifests in many fantastic ways, Casting some spells requires particular items or
including spectacular terrain, substances, specified in the spell’s description (either in
strange weather phenomena, and parentheses in the component entry or in the text).
even the occasional ripple in time. Learning a spell comes with knowledge of how to use its
By far the most common display of material components, along with some idea of how to go
magic adventurers will encounter about finding them (though obtaining especially valuable
is a spell—a discrete magical effect created by a components may be the substance of a quest). If a spell
spellcaster such as a cleric or a mage. has a material component, you must have a hand free to
This chapter presents alternative spellcasting rules use it. This can be the same hand that performs the
designed for use with the classes and spells included in spell’s somatic component, if it has one.
this document. Material components come in two types: focuses and
Components reagents.
Focus. A focus is an item capable of channelling
Most spellcasting is an act of silent will. Spellcasters will magic in specific ways, either by its nature or by special
often have quirks in how they practise their art, such as design. A spellcasting focus, such as a wand, is a general
muttering esoteric-sounding mnemonics to guide purpose focus that is useful for most spells, but may not
themselves through the complex steps involved in be sufficient for every spell in your repertoire. A focus is
shaping a spell’s magic, or indulging atavistic instincts not consumed by the spell.
like reaching toward an object they are capable of Reagent. Many substances, called reagents, naturally
moving solely with their thoughts. Younger spellcasters accumulate or channel certain types of magical energy
are more likely to demonstrate such idiosyncrasies, that is useful in casting spells, particularly complex
though some people never bother to train themselves spells often cast as rituals. Some of these substances are
out of such habits. relatively common and can be purchased from miners,
Sometimes, however, a spell requires more than herbalists, and other common tradespeople, while
knowledge and willpower; the magic must be catalyzed others are more scarce and must either be obtained
or channelled in certain ways that impose restrictions on from specialized merchants like alchemists or specially
the spellcaster. Each spell’s description indicates gathered. Reagents are always consumed by the spell.
whether it requires verbal (V), somatic (S), or material
(M) components. If you can’t provide one or more of a Spell Tags
spell’s components, you are unable to cast the spell. Some spells have special markers, called tags, which
Verbal indicate special rules or interactions with other spells.
Certain spells, such as suggestion,* require that the Tags appear in brackets next to the spell’s level in its
magic be delivered through the medium of your voice or description.
words. It takes forceful speech to channel magic, The rules for different tags are described below in
meaning that you can’t cast a spell if you’re unable or alphabetical order.
unwilling to speak loudly, or if an environmental effect is Charm. A charm spell, like friends or charm, is a spell
severely distorting sound or preventing it from travelling that manipulates another person’s thoughts or emotions.
to the target. Additionally, creatures that can’t hear you, A creature can only be charmed by one spell with this
such as if they are deafened, might not be affected by tag at a time. When a creature affected by a charm spell
magic with a verbal component. is targeted by another charm spell, it automatically
succeeds on its saving throw if the second spell is of a
lower level. If the second spell is of an equal or higher
Somatic level, the creature makes its saving normally and, if it is
Spellcasters often use their hands while casting spells, charmed by that spell, the original charm effect ends.
typically to handle a spellcasting focus or to touch a Charm spells can’t charm Constructs or Undead.
target. Such actions aren’t somatic components in and of Curse. This spell’s magic imbues its target with a
themselves. A somatic component is a deliberate action negative magical effect for its duration. In addition to
that must be done for the spell, such as holding the being subject to dispel magic, this spell’s effects can be
energy of a witch bolt spell, that requires a free hand (or ended using remove curse or similar magic which ends
a hand that is holding your spellcasting focus). A spell’s curses.
text will clearly describe its somatic component if it has Ritual. This spell can be cast following the normal
one. rules for spellcasting, or the spell can be cast as a ritual.
The ritual version of a spell takes 5 minutes to cast,
unless its standard casting time is longer. It also doesn’t
expend spell points, which means the ritual version of a
spell can’t be cast at a higher level.
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To cast a spell as a ritual, a spellcaster must have a Empowered Spell
feature that grants the ability to do so. The cleric and the Prerequisite: 5th level
druid, for example, have such a feature. The caster must
also have the spell prepared on his or her list of spells When you roll damage for a spell, you can reroll a
known, unless the character’s ritual feature specifies number of the damage dice up to your Charisma
otherwise, as the wizard’s does. modifier (minimum of one). You must use the new rolls.
Rituals are delicate matters. You can’t ritually cast a You can use Empowered Spell even if you have already
spell while moving around or fighting. used a different Metamagic option during the casting of
the spell.
Attack Rolls An empowered spell counts as being one level higher.
Some spells, such as fire bolt, require the caster to make
a special attack, called a spell attack, to determine Extended Spell
whether the spell effect hits the intended target. You When you cast a spell that has a duration of 1 minute or
make a spell attack as you would a normal attack, but longer, you can extend its duration to 10 minutes if it
your attack bonus with a spell attack equals your would normally last 1 minute or longer, 8 hours if it
spellcasting ability modifier + your proficiency bonus. To would normally last 1 hour or longer, or 24 hours if it
make a spell attack, you must have a free hand (or a would normally last 8 hours or longer.
hand that is holding your spellcasting focus) to channel An extended spell counts as being one level higher.
the spell’s energy.
Many spells that require spell attacks involve ranged Heightened Spell
attacks. A ranged spell attack’s range is indicated in the Prerequisite: 5th level
spell’s description, and includes two numbers. The first
number is the weapon’s normal range, and the second When you cast a spell that forces a creature to make a
indicates the weapon’s long range. You have advantage saving throw to resist its effects, you can give one target
on spell attack rolls when attacking a target beyond the of the spell disadvantage on its first saving throw made
spell’s normal range, and you can’t attack a target against the spell.
beyond the spell’s long range. A heightened spell counts as being two levels higher.
Remember that you can’t target a creature with a spell
if you don’t have a clear path to the target. Inerrant Spell
When you cast a spell that has a range of 5 feet or
Metamagic greater, you can ignore half cover and three-quarters
cover, and attacking at long range doesn’t impose
Metamagic is the art of twisting spells to suit your needs, disadvantage on the ranged spell attack roll.
such as increasing their range or quickening the casting An inerrant spell counts as being two levels higher.
speed. Each metamagic option increases the level of the
spell, thereby increasing the spell’s cost in spell points, Potent Spell
but doesn’t grant any other benefits associated with Prerequisite: 5th level
casting the spell at a higher level.
You can only use one metamagic option on a spell When you cast a spell, you can make it harder to undo its
when you cast it, unless that option specifies otherwise. magic, imposing disadvantage on any attempts to
You can’t use a metamagic option on a spell if doing so counter or negate the spell (such as with counterspell or
would increase the level of the spell above your dispel magic).
maximum spell level. A potent spell counts as being two levels higher.
Careful Spell Quickened Spell
Prerequisite: 5th level Prerequisite: 5th level
When you cast a spell that forces other creatures to When you cast a spell that has a casting time of 1 action,
make a saving throw, you can protect some of those you can change the casting time to 1 bonus action for
creatures from the spell’s full force. Choose a number of this casting.
those creatures up to your spellcasting ability modifier A quickened spell counts as being two levels higher.
(minimum of one creature). A chosen creature
automatically succeeds on its saving throw against the Twinned Spell
spell. A careful spell counts as being one level higher. When you cast a spell that targets only one creature and
Distant Spell doesn’t have a range of self, you can target a second
When you cast a spell that has a range of 5 feet or creature in range with the same spell.
greater, you can double the normal and long range of the A twinned spell’s level counts as being two levels
spell. Alternatively, when you cast a spell that has a higher, or one level higher if it’s a cantrip.
range of touch, you can spend make the range of the
spell 15/30 feet.
A distant spell counts as being one level higher.
APPENDIX A: SPELLCASTING | DUNGEON MASTER’S WORKSHOP
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Appendix B: Spells
T
HIS CHAPTER DESCRIBES THE MOST Arcane mark* Witch bolt*
common spells available to arcane Arcane strike*
spellcasters. Thousands of spells have Blade ward* 2nd Level
been created and lost throughout history, Chill touch Absorb information*
and during your adventures you may find
spells not included here, at the GM’s Control water* Acid arrow
option. Empathy* Alter self
This chapter begins with the spell lists of the arcane Fire bolt Arcane lock
spellcasting classes included in this document. The Flash freeze* Augury*
remainder contains spell descriptions, presented in Friends Barrier*
alphabetical order by the name of the spell. Gust* Bend fortune*
Message Blindness/deafness
Blindness/deafness
Bard Spells Calm emotions
Minor arcana* Blur
Minor divinaton* Cloud of daggers
Cantrips (0 Level) Crown of madness
Poison spray Continual flame*
Blade ward* Detect thoughts
Pyromancy* Darkness*
Friends Enhance ability
Ray of frost Detect thoughts
Enthrall
Guidance* Shape earth* Enlarge/reduce
Message Glitterdust*
Shocking grasp Final remembrance*
Minor arcana* Heat metal*
True strike* Flaming sphere
Resistance* Hold creature*
Gentle repose
True strike* Invisibility
1st Level Gust of wind
Knock*
Vicious mockery Alarm Hold creature*
Lesser restoration
Charm Instant summons*
1st Level Locate creature/object
Cinder hound* Invisibility*
Magic mouth
Alacrity* Colour spray Knock*
Bane Phantasmal force
Comprehend languages Levitate*
Remove curse*
Butterfingers* Detect magic Locate creature/object*
See invisibility
Charm* Disguise self Magic aura
Sending*
Colour spray Expeditious retreat Magic mouth
Command Shatter
False life Magic weapon*
Comprehend languages Silence*
Feather fall* Mental barrier*
Suggestion*
Detect magic* Find familiar* Mind strike*
Zone of truth
Disguise self Flame blast* Mirror image
Dispel magic* Fog cloud Misty step
Dissonant whispers
3rd Level
Grease* Phantasmal force
Faerie fire Bestow curse
Healing touch* Psychic surge*
Feather fall* Clairvoyance*
Hysteria* Ray of enfeeblement*
Healing touch* Fear
Ice bomb* Remove curse*
Glyph of warding
Heroism Identify Scorching ray
Hysteria* Hypnotic pattern*
Illusory script See invisibility
Identify Magic circle*
Longstrider* Sending*
Illusory script Major image
Mage armour* Spider climb
Longstrider* Nondetection*
Magic missile* Suggestion*
Slow
Protection from evil and Protection from evil and Telepathic bond*
good Speak with dead
good Web
Silent image Stinking cloud
Ray of sickness*
Sleep Tongues*
Shield* 3rd Level
Thunderwave* Silent image Animate dead
Unseen servant Mage Spells Sleep Bestow curse
Telekinesis* Blink
2nd Level Cantrips (0 Level) Thunderwave* Clairvoyance*
Aid Acid splash Unseen servant Conjure aberration*
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
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Conjure celestial* Contact other plane Shield* Conjure fiend*
Conjure elemental* Contagion* Witch bolt*
Conjure fey* Creation 4th Level
Conjure fiend* Dominate person 2nd Level Black tentacles*
Fear Dream Ashes of Malevol* Phantasmal force
Feign death Geas Blade of shadows* Warp space*
Fireball Legend lore* Crown of madness
Fly Mage’s Hand Invisibility* 5th Level
Gaseous form Mislead Phantasmal force Dominate person
Glyph of warding Modify memory Psychic surge* Hellfire chains*
Haste Passwall Misty step Winds of Phrygia*
Hypnotic pattern* Planar binding Remove curse*
Lightning bolt Scrying* Suggestion* 6th Level
Magic circle* Seeming Circle of death
Major image Wall of stone 3rd Level Eyebite
Nondetection* Bestow curse Fiendish transformation*
Phantom steeds* 6th Level Conjure aberration* Fiendish weapon*
Protection from energy Arcane gate Conjure celestial* Mass suggestion*
Sleet storm Chain lightning Conjure fey* True seeing
Slow Circle of death
Speak with dead
Stinking cloud
Contingency
Create Undead
Spell Descriptions
Teleport* Disintegrate The spells are presented in alphabetical order.
Tiny hut Eyebite
Tongues* Flesh to stone Absorb Information
Vampiric touch Freezing sphere 2nd-level divination
Water breathing Globe of invulnerability Casting Time: 1 minute
Guards and wards Range: Touch
4th Level Irresistible dance Duration: Instantaneous
Banishment Magic jar You touch a text, such as a scroll, a folio of notes, or a
Black tentacles* Mass suggestion* book, and learn the substance of its contents. The text
Blight Move earth can be up to 500 pages, and must be written in a
Confusion Programmed illusion language you know, otherwise the spell fails.
Control water Sunbeam The knowledge you gain from this spell is substantive,
Divination True seeing as though you had read each page only long enough to
digest the information rather than to memorize the
Fabricate Wall of ice
words. You learn any facts, opinions, and conclusions
Faithful hound the text contains, as well as which sources, if any, are
Fire shield Warlock Spells explicitly used to support or contextualize the text’s
Hallucinatory terrain findings. If the text contains messages that are
Ice storm Cantrips (0 Level) concealed, such as content written in a code, you don’t
Phantasmal killer learn the coded information unless you’re familiar with
Polymorph
Blade ward* the cipher to decode it.
Private sanctum
Chill touch If the content of the scroll or book includes a spell, you
Dark grasp* learn of the presence and nature of the spell, but not the
Psychic prison*
Secret chest
Friends spell itself.
Minor arcana*
Stone Shape Alacrity
True strike*
Stoneskin*
Wall of fire
1st-level transmutation
Warp space*
1st Level Casting Time: 1 action
Bane Range: Touch
5th Level
Charm* Duration: 8 hours
Dispel magic*
Animate objects* You quicken a creature’s natural reactions. For the
Cloudkill
Hellish rebuke* duration, the target adds 1d4 to its initiative rolls and
Cone of cold
Mage armour* Dexterity saving throws, and opportunity attacks made
against it have disadvantage.
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
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Animate Objects You take control of the shadows around you. You must
5th-level transmutation be in an area of dim light or darkness to cast this spell,
and it ends if you are in an area of bright light.
Casting Time: 1 action For the duration, the shadows within 30 feet of you
Range: 120 feet respond to your will, turning the area into difficult
Duration: Concentration, up to 1 minute terrain. When you cast this spell, you can choose any
You will objects around you to come to life and heed number of creatures you can see who ignore this effect.
your command. Choose up to ten nonmagical objects You can use a bonus action to make the shadows
within range that are not being worn or carried. Medium grasp a particular creature or object within the area that
targets count as two objects, Large targets count as four is in dim light or darkness. The target must make a
objects, Huge targets count as eight objects. You can’t Dexterity saving throw. On a failed save, the target takes
animate any object larger than Huge. Each target 1d6 necrotic damage and is restrained until the start of
animates and becomes a creature under your control your next turn. On a successful save, the target takes
until the spell ends or until reduced to 0 hit points. half as much damage and is not restrained.
As a bonus action, you can mentally command any At Higher Levels. When you cast this spell at 2nd
creature you made with this spell if the creature is level or higher, the damage increases by 1d6 for each
within 500 feet of you (if you control multiple creatures, spell level above 1st.
you can command any or all of them at the same time, Arcane Mark
issuing the same command to each one). You decide
what action the creature will take and where it will move Transmutation cantrip
during its next turn, or you can issue a general Casting Time: 1 action
command, such as to guard a particular chamber or Range: Touch
corridor. If you issue no commands, the creature only Duration: Instantaneous
defends itself against hostile creatures. Once given an You magically inscribe a personalized mark, such as a
order, the creature continues to follow it until its task is rune or a short string of characters, on an object or
complete. surface. The mark can be visible or invisible, and is
Animated Object Statistics harmless to the surface regardless of its material. If an
Size HP AC Str Dex Attack invisible mark is made, it is revealed under the effect of
detect magic or identify. If the mark is placed on a living
Tiny 10 18 4 18 +8 to hit, 1d4 damage creature, it gradually fades over the course of 1 month. It
Small 15 16 6 16 +7 to hit, 1d4 damage can’t be erased or removed through nonmagical means
Medium 30 15 10 14 +6 to hit, 1d10 damage
short of destroying the surface on which it is inscribed.
You can have a number of marks equal to your
Large 60 14 16 10 +7 to hit, 2d10 damage proficiency bonus. If casting this spell would cause you
Huge 120 13 18 6 +8 to hit, 4d10 damage to have more marks than this limit, you must choose an
existing mark that will fade, otherwise the spell fails.
An animated object is a construct with AC, hit points, You always know the location of any of your marks
attacks, Strength, and Dexterity determine by its size. Its within 1 mile of you. Additionally, the spell interacts with
Constitution is 10 and its Intelligence and Wisdom are 3, other spells you might cast, such as serving as a target
and its Charisma is 1. Its speed is 30 feet; if the objects for the scrying spell and to mark an object to be
lack legs or other appendages it can use for locomotion, summoned using instant summons. A spell’s description
it instead has a flying speed of 30 feet and can hover. If includes details on interactions, if any.
the object is securely attached to a surface or larger Many spellcasters take precautions to limit how much
object, such as a chain bolted to a wall, its speed is 0. It information can be gleaned about them from their
has blindsight with a radius of 30 feet and is blind marks, especially when the marked items are of a
beyond that distance. When the animated object drops dubious nature or provenance, or if the spellcaster
to 0 hit points, it reverts to its original object form, and practices their craft secretly. The GM determines what
any remaining damage carries over to its original object can be learned.
form.
If you command an object to Attack, it can make a Arcane Strike
single melee attack against a creature within 5 feet of it. Evocation cantrip
It makes a slam attack with an attack bonus and Casting Time: 1 action
bludgeoning damage determine by its size. The GM Range: 5 feet
might rule that a specific object inflicts slashing or Duration: Instantaneous
piercing damage based on its form.
As part of the action to cast this spell, you must make a
Animate Shadows melee weapon attack with a weapon against one
1st-level illusion creature within the spell’s range, otherwise the spell
fails. You use your spellcasting ability instead of
Casting Time: 1 action Strength for the attack and damage rolls, and the
Range: Self (30-foot radius) weapon is considered magical if it isn’t already.
Duration: Concentration, up to 1 minute
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
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The spell’s deals additional damage when you reach Augury
higher levels. At 5th level, you roll one additional weapon 2nd-level divination
damage die when determining the damage. This
increases to two additional weapon dice at 11th level. Casting Time: 1 minute
Range: Self
Armour of Thorns Components: M (divinatory tools, such as cards, bones,
4th-level conjuration or tokens, worth at least 1g)
Duration: Instantaneous
Casting Time: 1 action
Range: Touch You cast runes, read cards, roll bones, or employ some
Duration: 10 minutes other divining tool and receive an omen about a specific
You touch a willing creature that is not wearing medium course of action you will undertake in the next 30
or heavy armour and cause thorny vines to wrap minutes. The course of action must be simple and not
themselves around the target for the duration or until subject to random chance. For instance, you might seek
you cast this spell again. The vines don’t harm the target insight into what would happen if you drank a potion you
or impede its movement in any way. found or opened the unlocked chest in the corner of the
While the vines last, the target gains a +8 armour room. The outcome of larger objectives, such as
bonus to its AC. storming a castle or approaching a faction for aid, are
In addition, whenever a creature within 5 feet of the beyond the scope of the spell and cause it to simply fail,
target hits it with a melee attack, the thorns deal 2d8 wasting the spell points.
piercing damage to the attacker. When you cast this spell and inquire about a suitable
action, the GM chooses from the following possible
omens:
Ashes of Malevol
2nd-level conjuration Weal, for good results
Woe, for bad results
Casting Time: 1 action Weal and woe, for both good and bad results
Range: 60 feet Nothing, for results that aren’t especially good or bad
Duration: Concentration, up to 1 minute
You summon a cloud of hot ash from the Bleak Wastes The spell doesn’t take into account any possible
in a 20-foot-radius sphere centred on a point you can see changes to the circumstances, such as the casting of
within range. The sphere spreads around corners, and additional spells or the loss or gain of a companion. It
its area is heavily obscured. It lasts for the duration or simply offers a result for the given moment.
until a wind of moderate or greater speed (at least 10 If you cast this spell two or more times before
miles per hour) disperses it. completing your next long rest, there is a cumulative 25
Each creature that starts its turn in the cloud must percent chance for each casting after the first to produce
make a Constitution saving throw. On a failed save, it a random result. The GM makes this roll in secret.
takes 2d6 fire damage and is poisoned for the duration. Barrier
On a successful save, it takes half as much damage and
is not poisoned. 2nd-level evocation (ritual)
A poisoned creature can repeat the saving throw at Casting Time: 1 action
the start of each of its turns, ending the effect on a Range: 60 feet
success. Duration: Concentration, up to 1 minute, or until
At Higher Levels. When you cast this spell at 3rd dispelled (see text)
level or higher, the damage increases by 1d6 for each An invisible field of force springs into existence at a
spell level above 2nd. point you choose within range. The field appears in any
Aura of Protection orientation you choose, as a horizontal or vertical barrier
4th-level abjuration or at an angle. It can be free floating or resting on a solid
surface. You can form it into a flat surface up to 10 feet
Casting Time: 1 action by 10 feet, or a hemispherical dome with a radius of up
Range: Self (15-foot sphere) to 5 feet. Regardless of the shape, the field is 1/4 inch
Duration: Concentration, up to 1 minute thick. It lasts for the duration or until it is destroyed.
You exude a shimmering aura in a 15-foot sphere If the field cuts through a creature’s space when it
centered on you that remains for the duration, appears, the creature is pushed to one side. Creatures
conferring protection to your allies. Friendly creatures pushed this way make a Strength or Dexterity saving
within the aura have a +5 shield bonus to their AC. throw (their choice). On a success, they choose the side
Additionally, when a creature within the aura is hit by an to which they are pushed. On a fail, you decide. A
attack, you can give that creature resistance to creature not adjacent to a space containing the field can
bludgeoning, piercing, and slashing damage against that also make a Dexterity saving throw to avoid being
attack. enclosed in a hemispherical dome, using its reaction and
moving up to half its speed to a space immediately
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
33
outside the spell’s area on a success. If there are no A creature can only benefit from one use of this spell
unoccupied spaces within this range, the creature’s at a time.
Dexterity save automatically fails.
Nothing except fresh air, harmless light, and sound Black Tentacles
can physically pass through the field, and it provides 4th-level conjuration
total cover from spells and magical effects even though it
is transparent. This includes abilities that rely on magic, Casting Time: 1 action
such as an aboleth’s Enslave ability, though other Range: 90 feet
supernatural effects, such as a dragon’s Frightful Duration: Concentration, up to 1 minute
Presence, function as normal. You open a tear in reality through which squirming, onyx
The field is an object that can be damaged and thus tentacles emerge. The tentacles fill a 20-foot-square
breached. It has an AC equal to your spell save DC and a space centred on a point you can see within range. For
damage threshold of 10. It is immune to poison and the duration, the tentacles turn the area into difficult
psychic damage. The field is destroyed if it takes any terrain.
damage. On your turn while the spell lasts, you can use When a creature enters the affected area for the first
an action to restore the field. A successful dispel magic time on a turn or starts its turn there, the creature must
or disintegrate spell destroys the entire field, and such succeed on a Dexterity saving throw or take 3d6
spells can target the field as long as the caster is aware bludgeoning damage and be grappled by the tentacle
of the location of at least one panel, even if they can’t see until the spell ends. A grappled creature is restrained. A
it. creature that starts its turn restrained by the tentacles
The field also extends into the Ethereal Plane, takes this damage automatically.
blocking ethereal travel through it. A creature restrained by the tentacles that tries to
When you cast this spell as a ritual, you can create a escape makes its ability check against your spell save
field that lasts for 24 hours and does not require DC.
concentration. A field created in this way can be crafted
to allow certain individuals you designate to cross Blade of Shadows
through the barrier at will, or to allow passage to any 2nd-level illusion
who speak a password. You can create a permanent
barrier by casting the spell in this way in the same Casting Time: 1 bonus action
location every day for one month. A successful dispel Range: Self
magic spell suppresses a ritual barrier for 10 minutes. Duration: 1 minute
Ritual barriers can be permanently dispelled with a You evoke a blade of flickering shadows in your free
successful dispel magic spell cast in a special ritual; this hand. The blade is similar in size and shape to a
ritual takes 1 minute to complete, requires shortsword, and it lasts for the duration. If you let go of
concentration, and expends spell points as normal. the blade, it disappears, but you can evoke the blade
At Higher Levels. When you cast this spell at 3rd again as a bonus action.
level or higher, the damage threshold of the barrier You can use your action to make a melee spell attack
increases by 2 for each spell level higher than 2nd, and with the shadowy blade. On a hit, the target takes 3d6
you can extend the field into an additional panel. Each necrotic damage.
panel summoned must be contiguous with another The blade consumes light in the surrounding area,
panel. Thus, at 3rd level you could create a turning dim light within 10 feet into darkness, and bright
hemispherical dome with a 10-foot radius or create a 10- light in the same area into dim light. You can perceive
foot-by-20-foot barrier. Destroying one panel doesn’t through this darkness, but it foils darkvision unless an
affect the other panels, though dispel magic and observer’s darkvision is able to penetrate magical
disintegrate still destroy the entire field. darkness.
Bend Fortune At Higher Levels. When you cast this spell at 4th
level or higher, the damage increases to 4d6.
2nd-level transmutation
Casting Time: 1 reaction, which you take when a Blade Ward
creature you can see within 60 feet of yourself Abjuration cantrip
succeeds on an attack roll, an ability check, or a saving Casting Time: 1 action
throw Range: Self
Range: 60 feet Duration: 1 round
Duration: 1 minute
You magically twist the laws of probability to attempt to You weave defensive wards around yourself. Until the
foil a creature’s success. The creature rolls a d6 and end of your next turn, you have resistance against
subtracts the result from the triggering roll. bludgeoning, piercing, and slashing damage dealt by
You can then choose a different creature you can see weapon attacks.
within range (you can choose yourself). The next time The potency of your wards increases when you reach
that creature makes an attack roll, ability check, or certain levels, granting you a shield bonus to your AC.
saving throw before the spell ends, it can roll a d6 and The bonus is +2 at 5th level and +4 at 11th level.
add the result to the that roll. The spell then ends.
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
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Butterfingers Charm
1st-level transmutation 1st-level enchantment (charm)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
One Tiny object of your choice, such as a weapon or You attempt to charm a humanoid within range. It must
other handheld item, becomes difficult to grasp, with a make a Wisdom saving throw, and does so with
slick surface that defies purchase. Whenever a creature advantage if you or your companions are fighting it. If it
starts their turn holding the item or attempts to fails the saving throw, it is charmed by you until the spell
manipulate it (such as by making an attack roll with it), ends or until you or your companions do anything
they must succeed on a Dexterity saving throw or lose harmful to it. The charmed creature regards you as a
their grip on the object. Additionally, any attempt to push friendly acquaintance. When the spell ends, the creature
or drag the object requires a successful Dexterity check knows it was charmed by you.
contested by your spell save DC. At Higher Levels. When you cast this spell at higher
If a creature attempts to grapple the object, their levels, you can twist the magic to achieve additional
Strength (Athletics) check is made with disadvantage. effects. For each spell level above 1st, you can target one
At Higher Levels. When you cast this spell at 3rd additional humanoid; all creatures must be within 30
level or higher, you can target an object one size category feet of each other when you target them. Additionally,
larger for every two spell levels above 1st, to a maximum when you cast this spell at 4th level or higher, you can
of one Medium item at 5th level. charm any kind of creature, though any non-humanoid
creature you charm counts as four creatures.
Censure
1st-level divination Cinder Hound
Casting Time: 1 action 1st-level conjuration
Range: 30 feet Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 30 feet
You magically brand a creature, granting you and your Duration: Concentration, up to 1 minute
allies benefits against it. You create a flaming elemental force in the shape of a
One creature of your choice within range must large dog in an unoccupied space that you can see
succeed on a Charisma saving throw or be marked for within range. The hound lasts for the duration or until it
the duration. During that time, you and other friendly is more than 60 feet away from you. It emits bright light
creatures in the area gain the following benefits: in a 10-foot radius and dim light for an additional 10
feet.
You know the marked creature’s damage resistances, The hound is a Medium creature that has an AC equal
immunities, and vulnerabilities. to your spell save DC, 5 hit points, and a speed of 40
You always know where the marked creature is feet. It is immune to fire, poison, and psychic damage. It
relative to your position, and it can’t benefit from has a bite attack with an attack bonus equal to your
being hidden or invisible against your attacks and spellcasting ability modifier + your proficiency bonus.
spells, unless it is behind total cover. You can target On a hit, the bite deals 1d8 fire damage.
the creature with a spell even if you can’t see it, As a bonus action on your turn, you can cause the
provided the creature is a valid target otherwise. hound to move up to its speed an attack one creature
Your attacks against the marked creature have you can see within 5 feet of it.
advantage, and its attacks against you have At Higher Levels. When you cast this spell at 2nd
disadvantage. level or higher, the hound’s hit points increase by 5, and
You can only mark one creature at a time. If you use its bite damage increases by 1d8, for each spell level
this spell to mark another creature while the current above 1st.
mark lasts, that mark vanishes and the spell ends on the
first target. Clairvoyance
At Higher Levels. When you cast this spell at 2nd 3rd-level divination
level or higher, the duration is concentration, up to 10 Casting Time: 10 minutes
minutes. When you cast this spell at 3rd level or higher, Range: 1 mile
the duration is concentration, up to 1 hour. When you Duration: Concentration, up to 10 minutes
cast this spell at 4th level or higher, the duration is
concentration, up to 8 hours. When you cast this spell at You create an invisible, magical sensor within range in a
5th level, the duration is concentration, up to 24 hours. location familiar to you (a place you have visited or seen
before) or in an obvious location that is unfamiliar to you
(such as behind a door, around a corner, or in a grove of
trees). The sensor remains in place for the duration, and
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
35
it can’t be attacked or otherwise interacted with.
INNAIORTSAM OZNEROL :TIDERC TRA
While the sensor lasts, you can see and hear through
it as though you were in the sensor’s space.
As an action, you can move the sensor up to 30 feet in
any direction. The sensor can’t go beyond the range of
the spell, and its passage is blocked by a solid barrier,
unless the barrier has an opening at least 1 inch in
diameter.
At Higher Levels. If you cast this spell at 4th level or
higher, the duration is concentration, up to 1 hour. If you
cast this spell at 5th level or higher, the duration is 8
hours and doesn’t require concentration.
Conjure Aberration
3rd-level conjuration Aberrant Spirit
Casting Time: 1 hour Medium aberration, unaligned
Range: 90 feet
Components: M (a fetish worth at least 1g) Armor Class 12 + spell level (natural armour)
Duration: Concentration, up to 1 hour Hit Points 30 (Type I only) or 40 (Type II only) + 10
for each spell level above 3rd
To cast this spell, you must bind an aberrant spirit to a Speed 30 ft.; fly 60 ft.
special fetish using a mystic ritual you learn in the
process of learning this spell, otherwise the spell fails.
While holding the spirit’s fetish, you call forth its STR DEX CON INT WIS CHA
essence from the Far Realm, causing it to manifest in an 16 (+3) 10 (+0) 16 (+3) 14 (+2) 10 (+0) 10 (+0)
unoccupied space that you can see within range. This
corporeal form uses the Aberrant Spirit stat block, Damage Resistances psychic; bludgeoning, piercing,
which uses your proficiency bonus (PB) for certain and slashing from nonmagical weapons
effects. When you cast the spell, choose Type I or Type II. Condition Immunities charmed, frightened
Your choice determines certain traits in its stat block. Senses darkvision 60 ft., passive Perception 10
The creature’s appearance is up to you to determine; its Languages Deep Speech, telepathy 60 ft.
stats are unaffected by your preference. Challenge — Proficiency Bonus equals your PB
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 yours. It obeys your Alien Mind. The aberration is immune to any effect
verbal commands (no action required by you). If you that would sense its emotions or read its thoughts,
don’t issue any, it takes the Dodge action and uses its and divination spells. If a creature other than a
Fiend or an Undead would attempt to read the
move to avoid danger. The creature disappears when it aberration’s thoughts, it must make a Wisdom
drops to 0 hit points or when the spell ends. saving throw against your spell save DC or be
At Higher Levels. When you cast this spell at 4th stunned for 1 minute.
level or higher, use the higher level wherever the spell’s
level appears in the stat block. Star Spawn (Type I Only). Each creature that starts its
turn within 5 feet of the aberration must succeed
Conjure Celestial on a Wisdom saving throw against your spell save
3rd-level conjuration DC or take 2d6 psychic damage, provided that the
aberration isn’t incapacitated.
Casting Time: 1 hour
Range: 90 feet Eldritch Bond. The spirit adds your proficiency
bonus to any ability check or saving throw it makes.
Components: M (a reliquary worth at least 1g)
Duration: Concentration, up to 1 hour Magic Resistance. The spirit has advantage on
saving throws against spells and other magical
To cast this spell, you must form a compact with a effects.
celestial and have it bless a reliquary using a mystic
ritual you learn in the process of learning this spell, ACTIONS
otherwise the spell fails.
While holding the celestial’s talisman, you call forth its Multiattack. The spirit makes a number of attacks
essence from the upper planes, causing it to manifest in equal to half the spell’s level (rounded down).
an unoccupied space that you can see within range. This Claw (Type II Only). Melee Weapon Attack: your
corporeal form uses the Celestial Spirit stat block, spell attack modifier to hit, range 5 ft., one target.
which uses your proficiency bonus (PB) for certain Hit: 2d6 + 3 + the spell’s level slashing damage.
effects. When you cast the spell, choose Type I or Type II.
Your choice determines certain traits in its stat block. Slam (Type I Only). Melee Weapon Attack: your spell
The creature’s appearance is up to you to determine; its attack modifier to hit, reach 10 ft., one target. Hit:
1d8 + 3 + the spell’s level bludgeoning damage. If
stats are unaffected by your preference. the target is a creature, it is grappled (escape DC
The creature is an ally to you and your companions. In 11 + PB). Until this grapple ends, the target is
combat, the creature shares your initiative count, but it restrained, and the aberration can’t grapple another
takes its turn immediately after yours. It obeys your target.
verbal commands (no action required by you). If you
don’t issue any, it takes the Dodge action and uses its Invisibility (Type II Only). The aberration magically
move to avoid danger. The creature disappears when it becomes invisible until it attacks.
drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell at 4th
level or higher, use the higher level wherever the spell’s
level appears in the stat block.
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Conjure Elemental
Celestial Spirit 3rd-level conjuration
Large celestial, any good alignment Casting Time: 1 minute
Range: 90 feet
Armor Class 12 + spell level (natural armour) Duration: Concentration, up to 1 hour
Hit Points 30 (Type I only) or 40 (Type II only) + 10
for each spell level above 3rd You call forth an elemental spirit that appears in an
Speed 30 ft.; fly 60 ft. unoccupied space that you can see within range. The
spirit assumes whatever shape you choose, such as a
bipedal form wreathed in the creature’s natural element,
STR DEX CON INT WIS CHA or a swirling funnel made up of that element. Whatever
16 (+3) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 15 (+2)
the creature’s form, it uses the Elemental Spirit stat
block. The spirit disappears when the spell ends or
when it is reduced to 0 hit points.
Skills Perception + (PB × 2), Stealth + (PB × 2) When you cast this spell, you choose the creature’s
Damage Resistances radiant; bludgeoning, piercing, elemental type, which determines certain traits in its stat
and slashing from nonmagical weapons block. Once chosen, the type can’t be changed.
Condition Immunities charmed, frightened, The creature is an ally to you and your companions. In
unconscious combat, it shares your initiative count, but takes its turn
Senses darkvision 60 ft., passive Perception 10 plus immediately after yours. It obeys your verbal commands
(PB × 2) (no action required by you). If you issue no commands, it
Languages Celestial, telepathy 60 ft. follows your previous commands if they are still relevant,
Challenge — Proficiency Bonus equals your PB otherwise it takes the Dodge action and uses its
movement to avoid danger.
Avenger (Type I Only). The celestial’s melee At Higher Levels. When you cast this spell at 4th
weapons deal one extra die of its damage when the level or higher, use the level at which you cast the spell
celestial hits with it (included in the attack). The
damage is radiant.
wherever the stat block refers to the spell level.
Defender (Type II Only). When the celestial hits a Conjure Fey
creature with an attack, it can choose a friendly 3rd-level conjuration
creature it can see within 10 feet of itself. That
creature gains temporary hit points equal to twice Casting Time: 1 hour
the spell’s level. Range: 90 feet
Components: M (a charm worth at least 1g)
Eldritch Bond. The fey adds your proficiency bonus Duration: Concentration, up to 1 hour
to any ability check or saving throw it makes.
To cast this spell, you must learn the true name of a fey
Magic Resistance. The spirit has advantage on and bind it to a charm using a mystic ritual you learn in
saving throws against spells and other magical the process of learning this spell, otherwise the spell
effects.
fails.
ACTIONS While holding the fey’s charm, you call forth its
essence from the Feywild, causing it to manifest in an
Multiattack. The celestial makes a number of attacks unoccupied space that you can see within range. This
equal to half the spell’s level (rounded down). corporeal form uses the Fey Spirit stat block, which uses
Radiant Bow. Ranged Weapon Attack: your spell
your proficiency bonus (PB) for certain effects. When
attack modifier to hit, range 150/600 ft., one
you cast the spell, choose Type I, Type II, or Type III.
target. Hit: 1d8 + 1 + the spell’s level piercing Your choice determines certain traits in its stat block.
damage, plus 1d8 radiant damage (Type I only). The creature’s appearance is up to you to determine; its
stats are unaffected by your preference.
Radiant Sword. Melee Weapon Attack: your spell The creature is an ally to you and your companions. In
attack modifier to hit, reach 5 ft., one target. Hit: combat, the creature shares your initiative count, but it
2d6 + 3 + the spell’s level slashing damage, plus takes its turn immediately after yours. It obeys your
1d6 radiant damage (Type I only). verbal commands (no action required by you). If you
Healing Touch (1/Day). The celestial touches don’t issue any, it takes the Dodge action and uses its
another creature. The target magically regains hit move to avoid danger. The creature disappears when it
points equal to four times the spell’s level. drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell at 4th
level or higher, use the higher level wherever the spell’s
level appears in the stat block.
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Elemental Spirit Fey Spirit
Medium Elemental, unaligned Medium fey, unaligned
Armor Class 11 + the spell’s level Armor Class 13 + spell level (natural armour)
Hit Points 10 × the spell’s level, or 15 × the spell’s Hit Points 30 (Type I or Type II only) or 20 (Type III
level (Earth only) only) + 10 for each spell level above 3rd
Speed 30 ft. or 40 ft. (Fire only); burrow 30 ft. Speed 30 ft.; fly 60 ft. (Type III only)
(Earth only); fly 30 ft. (hover) (Air only); swim
30 ft. (Water only)
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 15 (+2)
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 6 (–2) 10 (+0) 6 (–2) Skills Perception + (PB × 2), Stealth + (PB × 2)
Damage Resistances bludgeoning, piercing, and
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that
slashing from nonmagical weapons aren’t silvered
Damage Immunities acid (Water only), fire (Fire Condition Immunities charmed, unconscious
only), lightning and thunder (Air only), poison Senses darkvision 60 ft., passive Perception 10 plus
Condition Immunities exhaustion, paralyzed, (PB × 2)
petrified, poisoned, unconscious Languages Sylvan, telepathy 60 ft.
Senses darkvision 60 ft., passive Perception 10 Challenge — Proficiency Bonus equals your PB
Languages Primordial; understands the languages
you speak Brute (Type II Only). The fey’s melee weapons deal
Challenge — Proficiency Bonus equals your PB one extra die of its damage when the fey hits with
it (included in the attack).
Amorphous Form. The elemental can move through
Eldritch Bond. The fey adds your proficiency bonus
a space as narrow as 1 inch wide without
to any ability check or saving throw it makes.
squeezing.
False Appearance (Type I Only). While the fey
Eldritch Bond. The elemental adds your proficiency remains motionless, it is indistinguishable from an
bonus to any ability check or saving throw it makes. ordinary, inanimate natural feature.
ACTIONS Magic Resistance. The spirit has advantage on
saving throws against spells and other magical
Multiattack. The elemental makes a number of effects.
attacks equal to half the spell’s level (rounded
down). ACTIONS
Slam. Melee Weapon Attack: your spell attack Multiattack. The fey makes a number of attacks
modifier to hit, reach 5ft., one target. Hit: 1d6 + equal to half the spell’s level (rounded down).
the spell’s level bludgeoning damage, or 1d6 + the
spell’s level fire damage (Fire only). Strike (Type I Only). Melee Weapon Attack: your
spell attack modifier to hit, reach 5 ft., one target.
Hit: 1d10 + 3 + the spell’s level bludgeoning,
piercing, or slashing damage (your choice), and if
the target is a creature it must succeed on a DC 9 +
Conjure Fiend PB Dexterity saving throw or be grappled (escape
3rd-level conjuration DC 9 + PB).
Casting Time: 1 hour Shortsword (Type II Only). Melee Weapon Attack:
Range: 90 feet your spell attack modifier to hit, reach 5 ft., one
Components: M (a talisman worth at least 1g) target. Hit: 2d6 + 3 + the spell’s level piercing
Duration: Concentration, up to 1 hour damage.
To cast this spell, you must learn the true name of a fiend Longbow (Type III Only). Ranged Weapon Attack:
and bind it to a talisman using a profane ritual you learn your spell attack modifier to hit, range 150/600 ft.,
in the process of learning this spell, otherwise the spell one target. Hit: 1d8 + 3 + the spell’s level piercing
fails. damage.
While holding the fiend’s talisman, you call forth its Invisibility (Type III Only). The fey magically turns
essence from the lower planes, causing it to manifest in invisible until it attacks or casts a spell, or until its
an unoccupied space that you can see within range. This concentration ends (as if concentrating on a spell).
corporeal form uses the Fiendish Spirit stat block, Any equipment the fey wears or carries is invisible
which uses your proficiency bonus (PB) for certain with it.
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
39
effects. When you cast the spell, choose Type I, Type II,
or Type III. Your choice determines certain traits in its
stat block. The creature’s appearance is up to you to Fiendish Spirit
determine; its stats are unaffected by your preference. Large fiend, any evil alignment
The creature is an ally to you and your companions. In
combat, the creature shares your initiative count, but it Armor Class 11 + spell level (natural armour)
takes its turn immediately after yours. It obeys your Hit Points 50 (Type I only) or 40 (Type II and III
verbal commands (no action required by you). If you only) + 10 for each spell level above 3rd
don’t issue any, it takes the Dodge action and uses its Speed 40 ft.; climb 40 ft. (Type I only); swim 40 ft.
move to avoid danger. The creature disappears when it (Type II only); fly 60 ft. (Type III only)
drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell at 4th STR DEX CON INT WIS CHA
level or higher, use the higher level wherever the spell’s
level appears in the stat block. 16 (+3) 13 (+1) 15 (+2) 10 (+0) 10 (+0) 15 (+2)
Contagion Damage Resistances cold (Type II only), fire (Type I
5th-level necromancy (curse) and III only); bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t silvered
Casting Time: 1 action Damage Immunities poison
Range: Touch Condition Immunities poisoned, unconscious
Duration: 7 days Senses darkvision 60 ft., passive Perception 10 plus
Your touch inflicts disease. One creature you touch must PB
make a Constitution saving throw. On a failed save, the Languages Infernal, telepathy 60 ft.
creature is poisoned until the spell ends as it begins to Challenge — Proficiency Bonus equals your PB
succumb to a supernatural illness. On a successful save,
the creature isn’t affected. Amphibious (Type II Only). The fiend can breathe air
A creature poisoned by this spell must make another and water.
Constitution saving throw at the end of each of its turns.
If it successfully saves against this spell three times, the Charge (Type I Only). If the fiend moves at least 15
spell ends. If it fails its saves three times, the poisoned feet straight toward a creature and then hits it with
a melee attack on the same turn, that target must
condition ends, and it is cursed for the duration. While succeed on a Strength saving throw (save DC 11 +
cursed, it is afflicted with a disease of your choice from PB) or be knocked prone. If the target is prone, the
any of the ones described below. The successes and fiend can make a melee attack against it as a bonus
failures don’t need to be consecutive; keep track of both action.
until the target collects three of a kind.
Since the spell induces a natural disease in its target, Eldritch Bond. The fiend adds your proficiency
any effect that removes a disease or otherwise bonus to any ability check or saving throw it makes.
ameliorates a disease’s effects apply to it, ending the Grappler (Type II Only). When the fiend strikes a
curse. target, it can grapple it (escape DC 11 + PB). It
Blinding Sickness. Pain grips the creature’s mind can’t grapple more than one target at a time.
and its eyes turn milky white. The creature has Infernal Sight. Magical darkness doesn’t impede the
disadvantage on Wisdom checks and Wisdom saving fiend’s darkvision.
throws and is blinded.
Filth Fever. A raging fever sweeps through the Magic Resistance. The fiend has advantage on saving
creature’s body. The creature has disadvantage on throws against spells and other magical effects.
Strength checks, Strength saving throws, and attack ACTIONS
rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature Multiattack. The fiend makes a number of attacks
has disadvantage on Charisma checks and vulnerability equal to half the spell’s level (rounded down).
to all damage.
Mindfire. The creature’s mind becomes feverish. The Strike. Melee Weapon Attack: your spell attack
creature has disadvantage on Intelligence checks and modifier to hit, reach 5 ft., one target. Hit: 1d10 +
Intelligence saving throws, and behaves as if under the 3 + the spell’s level bludgeoning, piercing, or
effects of the confusion spell during combat. slashing damage (your choice).
Seizure. The creature is overcome with shaking. It Hurl Flame (Type III Only). Ranged Spell Attack: your
has disadvantage on Dexterity checks, Dexterity saving spell attack modifier to hit, range 150 ft., one
throws, and attack rolls that use Dexterity. target. Hit: 2d6 + 3 + the spell’s level fire damage.
Slimy Doom. The creature begins to bleed dark ichor If the target is a flammable object that isn’t being
uncontrollably. The creature has disadvantage on worn or carried, it also catches fire.
Constitution checks and can’t regain hit points.
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
40
Continual Flame You attempt to interrupt a creature in the process of
2nd-level evocation (ritual) casting a spell with a casting time of 1 action or longer.
Make an ability check with your spellcasting ability
Casting Time: 1 action contested by the creature’s spellcasting ability check. If
Range: Touch one contestant is casting its spell at a higher level than
Duration: 8 hours or until dispelled (see text) the other, it has advantage on their check. If you win the
A flame, equivalent in brightness to a torch, springs forth check, the creature’s spell fails and has no effect.
from an object that you touch and lasts for the duration. If multiple creatures use this spell to counter the same
The effect looks like a regular flame and produces heat, spell, the GM rolls on the Resonating Magic table below
but doesn’t use oxygen and doesn’t burn anything, so it to determine what happens.
produces no smoke. A continual flame can be covered or Resonating Magic
hidden but not smothered or quenched. d% Effect
If you cast this spell as a ritual over 1 hour over an
object treated with at least 1g worth of a magically 01–33 All creatures attempting to counter the spell
reactive substance such as orichalcum, the flame lasts make their own ability checks contested by a
single spellcasting ability check by the target.
until it is dispelled. A successful dispel magic spell
suppresses a permanent flame for 10 minutes. The 34–66 Only the first creature casting counterspell
flame can be permanently dispelled with a successful makes an ability check, and it is made with
dispel magic spell cast in a special ritual; this ritual advantage.
takes 1 minute to complete, requires concentration, and 67–99 Only the first creature casting counterspell
expends spell points as normal. makes an ability check, and the contesting
ability check made by the target is made with
Control Water advantage.
Transmutation cantrip 100 All spells fail and each creature casting a spell
takes 7 (2d6) psychic damage for each level of
Casting Time: 1 action the triggering spell.
Range: 30 feet
Duration: Instantaneous or up to 1 hour (see text) Dark Grasp
You create a minor magical effect within range using an Necromancy cantrip
amount of water that fits within a 5-foot cube. Some Casting Time: 1 action
common effects include: Range: 20/60 feet
You instantaneously alter the flow of water up to 5 Components: S (see text)
feet in any direction. This movement doesn’t damage Duration: 1 round
creatures or objects along its new course. You extend a hand wreathed in dark magic, and a
You freeze the water, provided there are no creatures ghostly hand manifests around a creature you can see
in it. The water thaws in 1 hour. within range, holding them in place. Make a ranged spell
You create a harmless water effect, such as changing attack against the target. On a hit, the creature takes
the colour or opacity of the water, or creating simple 1d4 necrotic damage and must succeed on a
shapes in the water that animate as you wish. This Constitution saving throw or be grappled until the start
effect can last for up to 1 hour. of your next turn, until you end the effect (no action
If you cast this spell multiple times, you can have up to required), or until you are incapacitated. A restrained
three non-instantaneous effects active at one time, and creature can use its action to attempt to break free,
you can dismiss such an effect as an action. making a Strength check against your spell save DC and
At the GM’s option, you may choose an alternative ending the effect on a success.
effect, but it should be no more powerful than those You must have a free hand to cast this spell. If you
described above. No effect of this spell should deal subsequently use that hand to do something other than
damage or duplicate the effects of a spell of 1st level or maintain your grip on a creature you are grappling with
higher. The GM has final say on whether the spell the spell, that creature is immediately freed.
succeeds. This spell’s damage increases by 1d4 when you reach
5th level (2d4) and 11th level (3d4).
Counterspell
2nd-level abjuration Darkness
Casting Time: 1 reaction, which you take when you see 2nd-level evocation
a creature within range casting a spell Casting Time: 1 action
Range: 30 feet Range: 60 feet
Duration: Instantaneous Duration: Concentration, up to 10 minutes
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
41
Magical darkness spreads from a point you choose Dispel Magic
within range to fill a 15-foot-radius sphere for the 1st-level abjuration
duration. The darkness spreads around corners. A
creature with darkvision can’t see through this darkness, Casting Time: 1 action
and nonmagical light can’t illuminate it. Range: 30 feet
If the point you choose is on an object you are holding Duration: Instantaneous
or one that isn’t being worn or carried, the darkness Choose one creature, object, or magical effect within
emanates from the object and moves with it. Completely range. Make an ability check using your spellcasting
covering the source of the darkness with an opaque ability. The DC equals 10 + the spell’s level, or the DC of
object, such as a bowl or a helm, blocks the darkness. the magical effect. On a successful check, the effect
If any of this spell’s area overlaps with an area of light ends. If you targeted a creature, make a separate check
created by a spell of a lower level, the spell that created for each spell on the target, ending that spell on a
the light is dispelled. If both spells are of the same level, success.
the overlapping area becomes normal dim light. At Higher Levels. When you cast this spell at a level
At Higher Levels. When you cast this spell at 3rd higher than the level of the spell you are attempting to
level or higher, the radius of the sphere increases by 5 dispel, you have advantage on your spellcasting ability
feet for each spell level above 2nd. check.
Detect Magic Empathy
1st-level divination (ritual) Divination cantrip
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Duration: Concentration, up to 10 minutes Duration: Instantaneous
For the duration, you can sense the presence of magic You gain insight into the current mood or disposition of
within 30 feet of you. one creature you can see that you haven’t targeted with
As part of casting this spell, and as an action on each this spell already in the last 24 hours. The target must
subsequent turn while the spell lasts, you can focus your have an Intelligence of 4 or higher, otherwise the spell
senses on a magical effect you sense within 30 feet of fails. An unwilling target can make a Charisma saving
you. When you do so, you can see a faint aura around throw, resisting the spell on a success. If the result of the
any visible creature or object affected by that effect, and creature’s saving throw is equal to or higher than your
you can make a spellcasting ability check to learn certain spellcasting ability score, they become aware that they
information about it, as shown on the Detect Magic were targeted by magic and may become hostile to
Results table below. You learn the information for the whomever they believe responsible.
check result you achieve as well as for all lower check When you cast this spell, choose one of the options
results. You can also focus on a creature within 30 feet below.
of you and learn if it is a Celestial, Fey, Fiend, or Undead; Disposition. You learn if the creature is hostile,
you needn’t be able to see the creature to focus on it, but indifferent, or friendly to you.
you must be aware of its presence. Mood. You learn the creature’s current emotional
Opening your mind to the mystical nature of the world state, such as if the creature is feeling apprehensive,
can take its toll on your sanity. The first time you do so, happy, angry, or neutral.
you suffer no adverse effect. If you cast this spell again
before you finish a short or long rest, you must succeed Feather Fall
on a DC 10 Wisdom saving throw or suffer 1 level of
exhaustion. Each time you cast this spell again before 1st-level transmutation
finishing a short or long rest, the save DC increases by 5. Casting Time: 1 reaction, which you take when you or a
The spell can penetrate most barriers, but it is creature within 60 feet of you falls
blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch Range: 60 feet
of common metal, or a thin sheet of lead. Duration: 1 minute
Detect Magic Results Choose up to six falling creatures within range. A falling
Check Information creature’s rate of descent slows to 60 feet per round
Result Learned until the spell ends. If the creature lands before the spell
ends, it takes no falling damage and can land on its feet,
5 The spell’s school of magic, if any.
and the spell ends for that creature.
10 The spell’s level, if any. At Higher Levels. When you cast this spell at 2nd
15 The general nature of the spell. If you know the level or higher, you can target two additional creatures
spell, you learn which spell it is. for each spell level above 1st.
20 The spell’s save DC, if any.
25 or Approximately how long ago the spell was cast,
higher and whether the caster’s level is higher than,
lower than, or equal to your own.
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
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Fiendish Transformation At Higher Levels. When you cast this spell at 3rd
6th-level transmutation level or higher, the duration increases to 10 minutes, and
you can perceive the final 10 minutes of a creature’s life.
Casting Time: 1 bonus action When you cast this spell at 4th level or higher, the
Range: Self duration increases to 1 hour, and you can perceive the
Components: M (a talisman worth 1g, which is a focus) final hour of a creature’s life. When you cast this spell at
Duration: Concentration, up to 1 minute 5th level, the duration increases to 8 hours, and you can
Drawing on infernal power bound to a special talisman, perceive the final 8 hours of a creature’s life.
you transform yourself into a fiendish form. You gain the Find Familiar
following benefits until the spell ends:
1st-level conjuration (ritual)
You gain resistance to fire and poison damage, as Casting Time: 1 hour
well as bludgeoning, piercing, and slashing damage Range: 10 feet
from nonmagical weapons that aren’t silvered. Components: M (1g worth of rare herbs, gems, or other
You are immune to the poisoned condition. magical reagents)
You gain natural weapons, such as claws and teeth, Duration: Instantaneous
which are magical and deal 3d6 slashing or piercing
damage (your choice). You gain the service of a familiar, a spirit that takes the
Leathery wings appear on your back, giving you a shape of an animal or other Tiny creature (such as an
flying speed of 40 feet. imp or an ice mephit) of your choice.
You have a +8 natural armour bonus to your AC. Appearing in an unoccupied space within range, the
You can attack twice, instead of once, when you take familiar has the statistics found in the stat block below,
the Attack action on your turn. You ignore this benefit using your proficiency bonus (PB) for certain features.
if you already have a feature, like Extra Attack, that Your GM will determine if your familiar possesses any of
lets you attack more than once when you take the the features, actions, and traits described in the stat
Attack action on your turn. block based on the form you choose; it always has the
Eldritch Bond feature. When you complete a short or
Fiendish Weapon long rest, you can cause your familiar to change its form
6th-level transmutation to a new shape.
Casting Time: 1 bonus action Your familiar acts independently of you, but it always
Range: Self obeys your commands. In combat, it shares your turn,
Duration: Concentration, up to 10 minutes moving and acting as you direct it. A familiar can’t
attack, but it can take other actions as normal.
You evoke a blade of black iron in your free hand. The When you or the familiar drop to 0 hit points, the
blade is engraved with glowing red runes and is similar familiar disappears, leaving behind no physical form.
in size and shape to a longsword, and it lasts for the You can re-summon it by casting this spell again.
duration. If you let go of the blade, it disappears, but you As an action, you can temporarily dismiss your
can evoke the blade again as a bonus action. familiar, along with one Tiny item it carries, such as a
You can use your action to make a melee spell attack scrap of paper or a small key. The familiar disappears
with the blade against a target within 5 feet of you. On a into a pocket dimension where it awaits your summons.
hit, the target takes 5d8 slashing damage, or 5d10 Alternatively, you can dismiss it forever. As an action
slashing damage if you wield the sword in two hands, while it is temporarily dismissed, you can cause it to
and the target must make a Wisdom saving throw or be reappear in any unoccupied space within 30 feet of you.
frightened of you until the end of your next turn. While your familiar is within 100 feet of you, you can
communicate with it telepathically. The familiar’s ability
Final Remembrance to respond is limited to feelings and basic concepts.
2nd-level divination Additionally, as an action, you can see through your
familiar’s eyes and hear what it hears until the start of
Casting Time: 1 minute your next turn, gaining the benefits of any special senses
Range: Self that the familiar has. During this time, you are deaf and
Duration: 1 minute blind with regard to your own senses.
You touch the corpse of a creature that has been dead no Finally, when you cast a spell with a range of touch,
longer than 24 hours. Until the spell ends, you are your familiar can deliver the spell as if it had cast the
blinded, and perceive the final minute of the creature’s spell. Your familiar must be within 100 feet of you, and it
life from its perspective, seeing everything it saw. must use its reaction to deliver the spell when you cast
The spell has no effect on a corpse of a blind creature it. If the spell requires an attack roll, you use your attack
or a creature that doesn’t have eyes, including if the eyes modifier for the roll.
were removed after death. You can’t have more than one familiar at a time.
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You cause one creature of that you can see within range
to be covered in a layer of numbing rime. The target
Familiar must succeed on a Constitution saving throw or take
Tiny Celestial, Elemental, Fey, Fiend, or Monstrosity 1d6 cold damage and have disadvantage on the next
(shapechanger), unaligned attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach
Armor Class 13 5th level (2d6) and 11th level (3d6).
Hit Points (your level × 2) (the companion has a
number of Hit Dice [d4s] equal to your Flame Blast
spellcaster level)
Speed 20 ft.; fly 60 ft., burrow 10 ft., climb 30 ft.,
1st-level evocation
or swim 40 ft. Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous
STR DEX CON INT WIS CHA
You unleash a roaring sheet of flames before you. Each
6 (–2) 17 (+3) 13 (+1) 10 (+0) 12 (+1) 10 (+0) creature in a 15-foot cone must make a Dexterity saving
throw. A creature takes 3d6 fire damage on a failed save,
Saving Throws Dex +3 plus PB or half as much damage on a successful one.
Skills Perception +1 plus (PB × 2) The fire ignites any flammable objects in the area that
Senses darkvision 60 ft., passive Perception 11 plus aren’t being worn or carried.
(PB × 2) At Higher Levels. When you cast this spell at 2nd
Languages understands the languages you speak level or higher, the damage increases by 1d6 for each
Challenge — Proficiency Bonus equals your PB spell level above 1st.
Amphibious. The familiar can breathe both air and Glitterdust
water. 2nd-level conjuration
Eldritch Bond. The familiar adds your proficiency Casting Time: 1 action
bonus to any ability check or saving throw it makes. Range: Self (15-foot cone)
Flyby. The familiar provokes no opportunity attacks Duration: 1 minute
when it flies out of an enemy’s reach. You cause a blast of magical, reflective particles similar
Keen Senses. The familiar has advantage on Wisdom to flakes of mica to erupt in a 15-foot cone. Each
(Perception) checks that rely on sight, hearing, creature in the area must succeed on a Dexterity saving
and/or smell (the GM determines which apply). throw or be blinded for the duration and be unable to
Spider Walk. The familiar can climb difficult benefit from invisibility. A creature blinded by this spell
surfaces, including upside down on ceilings, can repeat the saving throw at the end of each of its
without needing to make an ability check, and turns, ending the effect on itself on a success.
ignores movement restrictions caused by webbing. The glitter particles fade when the spell ends, but
don’t entirely disappear. Targets who fail their save
Venom. A creature hit by the familiar’s natural against this spell will continue to find lingering particles
weapon attacks must make a Constitution saving
throw against your spell save DC, taking 5 (2d4)
on their person or belongings for up to 2d4 + 4 days.
poison damage on a failed save, or half as much
damage on a successful one. Grease
1st-level conjuration
REACTIONS Casting Time: 1 action
Channel Magic. The familiar delivers a spell you cast Range: 60 feet
that has a range of touch. The familiar must be Duration: 1 minute
within 100 feet of you.
Slick grease covers the ground in a 10-foot square
centred on a point within range and turns it into difficult
terrain. The grease lasts for the duration of the spell or
until you cast this spell again.
Flash Freeze When the grease appears, each creature standing in
Evocation cantrip its area must succeed on a Dexterity saving throw or fall
Casting Time: 1 action prone. A creature that enters the area or ends its turn
Range: 60 feet there must also succeed on a Dexterity saving throw or
Duration: Instantaneous fall prone.
When you cast this spell, you can choose whether to
create flammable or non-flammable grease.
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Flammable. The grease is flammable. Any 5-foot Healing Touch
square of grease exposed to fire burns away in 1 round, 1st-level evocation
dealing 2d4 fire damage to any creature that starts its
turn in the fire. Casting Time: 1 action
Non-flammable. When this spell is cast, the grease Range: Touch
instantly smothers open flames on the ground, such as a Duration: Instantaneous
campfire or a dropped torch. It can’t be ignited, even by You channel restorative power into a creature you touch,
magical flames. replenishing its vitality and healing its injuries. The
Guidance target can spend and roll one of its unspent Hit Dice and
regain a number of hit points equal to the roll plus your
Divination cantrip spellcasting ability modifier.
Casting Time: 1 reaction, which you take when a This spell has no effect on undead or constructs.
creature within range makes an ability check At Higher Levels. When you cast this spell at 2nd
Range: 30 feet level or higher, the target can spend one additional Hit
Duration: Instantaneous Die, and regains an additional 1d8 hit points, for each
You use a brief surge of magic bolster or guide a spell level above 1st.
creature’s efforts. A creature you can see within range Heat Metal
can roll a d4 and add the number rolled to the triggering 2nd-level transmutation
ability check. You can cast this spell after the creature
makes the ability check, but before the GM determines Casting Time: 1 action
the result. Range: 30 feet
An ability check can only trigger this spell if it is Duration: Concentration, up to 1 minute
associated with a single visible activity, such as picking a Choose a Small or smaller, unattended metal object,
lock or attempting a running leap. Ability checks that such as a metal weapon or a metal shield sized for a
have no associated activity, such as an Intelligence Medium creature (but not a composite of multiple metal
(History) check or an initiative check, and ability checks objects, such as a suit of mail or plate armour), that you
that represent an extended series of activities, such as can see within range. You cause the object to glow red-
haggling over the price of goods or crafting an item, can’t hot. Any creature in physical contact with the object
trigger this spell. takes 2d8 fire damage when you cast the spell. Until the
Gust spell ends, you can use a bonus action on each of your
subsequent turns to cause this damage again.
Transmutation cantrip If a creature is holding or wearing the object and takes
Casting Time: 1 action the damage from it, the creature must succeed on a
Range: 30 feet Constitution saving throw or drop the object if it can. If it
Duration: Instantaneous or up to 1 hour (see text) doesn’t drop the object, it has disadvantage on attack
rolls and ability checks until the start of your next turn. A
You create a minor magical effect using air within range. nonmagical weapon affected by this spell that is used to
Some common effects include: make a melee weapon attack suffers a permanent and
One Medium or smaller creature that you choose cumulative –1 penalty to attack and damage rolls. If this
must succeed on a Strength saving throw or be penalty drops to –5, the weapon is destroyed. This
pushed up to 5 feet in a direction of your choice. damage can be repaired by a skilled weaponsmith or
One object weighing no more than 10 pounds that is with minor arcana or similar magic.
not being worn or carried is pushed up to 10 feet. The spell ends if the object is ever beyond the range of
The push itself is harmless, but fragile items can be the spell or if it has total cover from you at the start of
smashed against hard surfaces. your turn.
You create a harmless air effect, such as causing your At Higher Levels. When you cast this spell at 3rd
hair to blow, a window shutter to close, or a small level or higher, the damage increases by 1d8 for each
cyclone of leaves to pick up. This effect can last for up spell level above 2nd.
to 1 hour.
Hellish Rebuke
If you cast this spell multiple times, you can have up to 1st-level evocation
three non-instantaneous effects active at one time, and Casting Time: 1 reaction, which you take in response to
you can dismiss such an effect as an action. being damaged by a creature within 60 feet of you that
At the GM’s option, you may choose an alternative you can see
effect, but it should be no more powerful than those Range: 60 feet
described above. No effect of this spell should deal Duration: Instantaneous
damage or duplicate the effects of a spell of 1st level or
higher. The GM has final say on whether the spell
succeeds.
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You fix your glare on the creature that damaged you, and A creature that isn’t surprised can avert its eyes to
it is momentarily engulfed in hellish flames. The avoid the saving throw at the start of its turn. If it does
creature must make a Dexterity saving throw. It takes so, it can’t see you until the start of its next turn, when it
2d10 fire damage on a failed save, or half as much can avert its eyes again. If it looks at you in the
damage on a successful one. meantime, it must immediately make the save.
At Higher Levels. When you cast this spell at 2nd The spell ends for an affected creature if it takes any
level or higher, the damage increases by 1d10 for each damage or if someone else uses an action to shake the
spell level above 1st. creature out of its stupor.
Hellfire Chains Hysteria
5th-level conjuration 1st-level enchantment (charm)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Blazing chains of red fire wrap around a target. The A creature of your choice that you can see within range
target must make a Dexterity saving throw. On a failed is afflicted with uncontrollable laughter if affected by this
save, it takes 6d6 fire damage and is restrained for the spell. The target must succeed on a Wisdom saving
duration. On a successful save, it takes half as much throw or fall prone, becoming incapacitated and unable
damage. The chains shed bright light in a 30-foot radius to stand up for the duration. A creature with an
and dim light for an additional 30 feet. Intelligence score below 5 isn’t affected.
At the end of each of its turns, a restrained target At the end of each of its turns, and each time it takes
repeats the saving throw. It takes 3d6 fire damage on a damage, the target can make another Wisdom saving
failed save, and the spell ends on a successful one. throw. The target has advantage on the saving throw if
These magical flames can’t be extinguished by it’s triggered by damage. On a success, the spell ends.
nonmagical means.
If damage from this spell kills a target, the target is Ice Bomb
turned to ash. 1st-level conjuration
Hold Creature Casting Time: 1 action
2nd-level enchantment Range: 60 feet
Duration: Instantaneous
Casting Time: 1 action A mote of elemental cold streaks out from your space to
Range: 60 feet a point you choose within range and then erupts in a
Duration: Concentration, up to 1 minute freezing sphere. Each creature in a 5-foot-radius sphere
Choose a humanoid that you can see within range. The centred on that point must make a Constitution saving
target must succeed on a Wisdom saving throw or be throw. On a failed save, a creature takes 1d6 piercing
paralyzed for the duration. At the end of each of its damage and 1d6 cold damage, and its speed is reduced
turns, the target can make another Wisdom saving by 10 feet until the start of your next turn. On a
throw. On a success, the spell ends on the target. successful save, a creature takes half as much damage
This spell has no effect on constructs or undead. and its speed is not reduced.
At Higher Levels. When you cast this spell at 3rd At Higher Levels. When you cast this spell at 2nd
level or higher, you can target one additional creature level or higher, the cold damage increases by 1d6 for
humanoid within range; all creatures must be within 30 each spell level above 1st.
feet of each other when you target them. Additionally,
when you cast this spell at 5th level or higher, you can Immolate
target any kind of creature, though any non-humanoid 5th-level evocation
creature you target counts as four creatures. Casting Time: 1 action
Hypnotic Pattern Range: 60 feet
3rd-level illusion (charm) Duration: Concentration, up to 1 minute
Casting Time: 1 action One creature you can see within range begins to
Range: Self (30-foot cube) spontaneously combust. The target must make a
Duration: Concentration, up to 1 minute Constitution saving throw. It takes 8d8 fire damage on a
failed save, or half as much damage on a successful one.
You create a twisting pattern of colours that extends On a failed save, the target also burns for the spell’s
from out from you. Each creature in the spell’s area duration. A burning target repeats the saving throw at
must make a Wisdom saving throw. On a failed save, the the start of each of its turns while the spell lasts, taking
creature becomes charmed for the duration. While 2d8 fire damage on a failed save, and ending the spell on
charmed by this spell, the creature is incapacitated and a successful one. These magical flames can’t be
has a speed of 0. extinguished by nonmagical means.
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Instant Summons If you choose a target that is held shut with an arcane
2nd-level conjuration lock spell cast at a lower level than this spell, the effect of
the arcane lock is suppressed for 10 minutes, during
Casting Time: 1 action which time the target can be opened and shut normally.
Range: 5 feet If the arcane lock spell was cast at the same level or a
Duration: Instantaneous higher level than this spell, you must make a spellcasting
You magically summon one object marked with your ability check to suppress the lock. The DC for this check
arcane mark. The item must weigh no more than 10 is 10 + the level of the arcane lock spell.
pounds (including its contents, if any) and be no longer When you cast the spell, a loud knock, audible from as
than 10 feet in its longest dimension, and it must be on far away as 300 feet, emanates from the target object.
the same plane of existence when you cast this spell. It Legend Lore
instantly appears in your hand or in the closest
unoccupied space in range (your choice). 5th-level divination
If another creature is holding or carrying the item, the Casting Time: 10 minutes
item isn’t transported to you, and that creature must Range: Self
make a Charisma saving throw. On a failed save, you Components: M (rare incense or herbs worth at least
learn the identity of the creature possessing the object 1g, which the spell consumes)
and roughly where that creature is located at that Duration: Instantaneous
moment. Name or describe a person, place, or object. The spell
At Higher Levels. When you cast this spell at 3rd brings to your mind a brief summary of the significant
level or higher, the maximum weight of the object lore about the thing you named, drawn from echoes of
increases by 5 pounds and the maximum dimension knowledge that drift about the Astral Plane. The lore
increases by 1 foot, both for each level above 2nd. might consist of current tales, forgotten stories, or even
Invisibility secret lore that has never been widely known. If the
2nd-level illusion thing you named isn’t of legendary importance, you gain
no information. The more information you already have
Casting Time: 1 action about the thing, the more precise and detailed the
Range: Touch information you receive.
Duration: Concentration, up to 1 hour The information you learn is accurate but might be
You or a creature you touch becomes invisible until the couched in figurative language. For example, if you are
spell ends. Anything the target is wearing or carrying is trying to learn about the dark cult known as the Order of
invisible as long as it is on the target’s person. The spell the Cloven Horn, the spell might yield this information:
ends for a target that attacks or casts a spell. “Pledged in darkness, sealed in blood, seekers of the
At Higher Levels. When you cast this spell at 3rd ancient laws. No angel, god, or holy light doth guide them
level or hgher, you can target one additional creature for in their wicked cause. By horn of ram and rule of three
each spell level above 2nd. When you cast this spell at they work an old and baleful spell to break the seven
4th level, you can cast a more potent version of this spell sacred seals and open wide the gates of hell.”
targeting yourself or one other creature; this version of Levitate
the spell does not end if the target attacks or casts a
spell, but the duration is concentration, up to 1 minute. 2nd-level transmutation
Casting Time: 1 action
Knock Range: 60 feet
2nd-level transmutation Duration: Concentration, up to 10 minutes
Casting Time: 1 action You gain the ability to gently move or manipulate
Range: 30 feet creatures and objects by thought.
Duration: Instantaneous When you cast the spell, and as an action on each
Choose an object that you can see within range. The subsequent round for the duration, you can exert your
object can be a door, a box, a chest, a set of manacles, a will on one Medium or smaller creature or object that
padlock, or another object that contains a mundane or you can see within range, causing it to move up to 30
magical means that prevents access. feet in a direction of your choice. An unwilling creature
A target that is held shut by a mundane lock or that is that succeeds on a Constitution saving throw is
stuck or barred becomes unlocked, unstuck, or unbarred. unaffected. If you do not use your action to move the
If the object has multiple locks, only one of them is target on a turn, it remains in place, even if it would be
unlocked. left suspended in midair.
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If you target another creature, that creature can only Mage Armour
move on its turn by pushing or pulling against a 1st-level abjuration
sufficiently heavy or fixed object, creature, or surface
within reach (such as a wall or ceiling). An unwilling Casting Time: 1 action
creature that has secured purchase in this way can only Range: Touch
be moved by succeeding a spellcasting ability check Duration: 8 hours
contested by the target’s Strength (Athletics) check. You touch a willing creature and weave a protective
When the spell ends, the target floats gently to the armour of magical force around it. Until the spell ends,
ground if it is still aloft. the target gains a +5 armour bonus to its AC.
At Higher Levels. When you cast this spell at 4th At Higher Levels. When you cast this spell at 2nd
level or higher, you can lift a Large or smaller target. level or higher, the armour bonus increases by 1 for each
Locate Creature/Object spell level above 1st.
2nd-level divination (ritual) Magic Circle
Casting Time: 1 action 3rd-level abjuration
Range: Self Casting Time: 1 minute
Duration: Concentration, up to 1 minute Range: 10 feet
Describe or name a creature or object that is familiar to Components: M (magically reactive substances worth at
you. You sense the direction to the target’s location, as least 1g, which the spell consumes)
long as that object is within 1,000 feet of you. If the Duration: 1 hour
target is in motion, you know the direction of its You create a cylinder of magical energy, up to 10 feet in
movement. radius and 20 feet in high, centred on a point on the
The spell can locate a specific creature or object ground that you can see within range. Choose one or
known to you, or the nearest the nearest creature or more of the following types of creatures: celestials,
object of a specific kind (such as the nearest human or elementals, fey, fiends, or undead. The circle affects a
gold necklace), as long as you have seen such a creature creature of the chosen type in the following ways:
or item up close—within 30 feet—at least once. If the
creature or object you described or named is in a The creature can’t willingly enter the cylinder by
different form, such as being under the effects of a nonmagical means. If the creature tries to use
transmutation spell, this spell doesn’t locate that target. teleportation or interplanar travel to do so, it must
This spell can’t locate a target if running water at least first succeed on a Charisma saving throw.
10 feet wide blocks a direct path between you and the The creature has disadvantage on attack rolls against
target, or if the target is behind 3 feet of wood or dirt, 1 targets within the cylinder.
foot of stone, 1 inch of common metal, or a thin sheet of Targets within the cylinder can’t be charmed,
lead. frightened, or possessed by the creature.
At Higher Levels. If you cast this spell at 3rd level or
higher, the duration is concentration, up to 10 minutes. When you cast this spell, you can elect to cause its
If you cast this spell at 4th level or higher, the duration is magic to operate in the reverse direction, preventing a
concentration, up to 1 hour. If you cast this spell at 5th creature of the specified type from leaving the cylinder
level or higher, the duration is 8 hours and doesn’t and protecting targets outside it.
require concentration. At Higher Levels. When you cast this spell at 4th
level or higher, the duration increases to 8 hours. When
Longstrider you cast this spell at 5th level or higher, the duration
1st-level transmutation increases to 24 hours.
Casting Time: 1 action Magic Missile
Range: Self 1st-level evocation
Duration: Concentration, up to 1 hour
You touch a creature. Until the spell ends, the target’s Casting Time: 1 action
speed increases by 10 feet and its jump distance is Range: 120 feet
tripled. Additionally, it can take the Dash action as a Duration: Instantaneous
bonus action on its turn. You create three glowing darts of magical force. Each
At Higher Levels. When you cast this spell at 2nd dart hits one creature or object of your choice that you
level or higher, you can target one additional creature for can see within range. A dart deals 1d4 + 1 force damage
each spell level above 1st, provided all targets are in to its target. The darts all strike simultaneously.
physical contact with at least one other target, such as At Higher Levels. When you cast this spell at 2nd
by linking hands. Additionally, when you cast this spell at level or higher, you create one additional dart for each
3rd level or higher, the speed of all targets increases by spell level above 1st.
30 feet instead of 10 feet.
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Magic Weapon This is a minor utility spell taught to novice spellcasters
1st-level transmutation for practice. You create a small, harmless magical effect
within range. Some common effects include:
Casting Time: 1 bonus action You create an instantaneous sensory effect, such as a
Range: Touch shower of sparks, a puff of wind, faint musical notes,
Duration: 10 minutes or an odd odour.
You touch a nonmagical weapon. Until the spell ends, You instantaneously light or snuff a torch or small
that weapon becomes a magic weapon with a +1 bonus campfire.
to attack rolls and damage rolls. You instantaneously repair a single break or tear in
This spell ends if you cast it again. an object you touch, such as a broken chain link, a
At Higher Levels. When you cast this spell at 4th torn cloak, or a leaking wineskin, as long as the break
level or higher, the bonus increases to +2. or tear is no larger than 1 foot in any dimension.
(Constructs and magic items repaired in this way do
Mass Suggestion not have their magic restored.)
6th-level enchantment You create an image of an object or creature within
Casting Time: 1 action range that lasts for 1 hour. The image must be no
Range: 60 feet larger than a 5-foot cube. A successful Intelligence
Duration: Concentration, up to 8 hours (Investigation) check or physical interaction with the
image reveals it to be an illusion.
This spell functions identically to the suggestion spell, You chill, warm, or flavour up to 1 cubic foot of
except that you can affect up to twelve creatures with nonliving material for 1 hour.
your suggestion. You lift and manipulate an object up to 10 pounds
within range for 1 hour.
Mental Barrier You cause your voice to boom up to three times as
2nd-level abjuration loud as normal for 1 hour.
Casting Time: 1 reaction, which you take when you are If you cast this spell multiple times, you can have up to
forced to make an Intelligence, Wisdom, or Charisma three non-instantaneous effects active at one time, and
saving throw you can dismiss such an effect as an action.
Range: Self
Duration: Instantaneous Minor Divination
You call up psychic wards to protect your mind from Divination cantrip
intrusion. Until the start of your next turn, you have Casting Time: 1 action
advantage on Intelligence, Wisdom, and Charisma Range: 5 feet
saving throws. Duration: Instantaneous
This spell is a minor magical trick used by diviners to
Mind Strike learn benign pieces of information about a subject by
2nd-level divination reading patterns in the lines of its hands or the dredges
Casting Time: 1 action of its teacup, by assensing its aura, or through some
Range: 60 feet other divinatory practice. When you cast this spell, you
Duration: 1 round can learn a minor fact of your choice about a creature
you can see, which must remain within 5 feet of you
You bore into the mind of a creature you can see within throughout the casting. Some possible facts you might
range, gleaning insights into its defences. The target learn include:
must make a Wisdom saving throw. On a failed save, the
creature takes 3d10 psychic damage and it has The target’s age in years.
disadvantage on the next saving throw you force it to One of the creature’s bonds, goals, or flaws, if it has
make before the end of your next turn. On a successful any.
save, the creature takes half as much damage, and does The target’s placement in an astrological system you
not have disadvantage from this spell. are both familiar with, such as an associated element,
At Higher Levels. When you cast this spell at 3rd animal, lunar phase, or celestial constellation.
level or higher, the damage increases by 1d10 for each Whether the target is left-handed, right-handed, or
spell level above 2nd. ambidextrous.
Whether the target has ever experienced reciprocal,
Minor Arcana romantic love, and whether such a relationship has
Transmutation cantrip ended or is ongoing.
The target’s favourite food or number, if it has one.
Casting Time: 1 action
Range: 10 feet At the GM’s option, other information can be gleaned
Duration: Instantaneous or up to 1 hour (see text) using this spell. The information should be no more
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
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meaningful than the examples provided above. This For the duration, you or a creature you choose can
spell might produce misleading results when targeting a ride the steeds, which obey their riders’ commands. The
shapechanger in a form other than its natural state. steeds use the statistics for a riding horse, except that
they have a speed of 100 feet and can travel 10 miles in
Nondetection an hour, or 13 miles at a fast pace. Additionally, the
2nd-level divination steeds ignore difficult terrain and have a long jump
distance of up to 30 feet. The steeds can’t attack, and
Casting Time: 1 action disappear if they take any damage or move more than 1
Range: Touch mile away from you. As an action while the spell lasts,
Components: M (a gemstone or talisman worth at least you can cause a steed that has disappeared to reappear
1g, which is a focus) within 30 feet of you.
Duration: 8 hours When the spell ends, the steeds gradually fade, giving
For the duration, you hide a target that you touch from the riders 1 minute to dismount. The spell ends if you
divination magic. The target can be a willing creature, or use an action to dismiss it or if all the steeds disappear.
an area or object up to 10 feet in any dimension. You At Higher Levels. When you cast this spell at 4th
must anchor the spell to a focus; if you target a creature, level or higher, you can create two additional steeds for
that creature must keep the focus on its body. each spell level above 3rd.
The target can’t be targeted by any divination magic or
perceived through magical scrying sensors, unless from Protection From Energy
a spell cast at a higher level. Additionally, if the target is a 3rd-level abjuration
creature, other creatures can’t communicate with the Casting Time: 1 action
target telepathically unless the target wishes to receive Range: Touch
their messages. Duration: 1 hour
If the focus is destroyed or a target creature removes
it, the spell ends. For the duration, or until you cast this spell again, one
willing creature you touch has resistance to one damage
Pass Without Trace type of your choice: acid, cold, fire, lightning, or thunder.
2nd-level transmutation At Higher Levels. When you cast this spell at 4th
level or higher, you grant resistance to one additional
Casting Time: 1 action willing creature for each spell level above 3rd. All
Range: Self creatures must be in direct contact, such as by linking
Duration: Concentration, up to 1 minute hands.
A veil of shadows and silence radiates from you,
masking you and your companions from detection. For Psychic Prison
the duration, each creature you choose within 30 feet of 4th-level enchantment
you (including you) has a +5 bonus to Dexterity (Stealth) Casting Time: 1 action
checks, and it doesn’t suffer penalties on Dexterity Range: 30 feet
(Stealth) checks from cumbersome armour or being Duration: Concentration, up to 1 minute
encumbered. A creature that receives this bonus leaves
behind no tracks or other traces of its passage and can’t You assail the mind of one creature you can see within
be tracked except by magical means. range, threatening to draw it into a prison of its own
At Higher Levels. When you cast this spell at 3rd mind. The target must succeed on an Intelligence saving
level or higher, the duration of the spell is concentration, throw or suffer disadvantage on attack rolls, ability
up to 10 minutes. When you cast this spell at 4th level or checks, and saving throws until the spell ends. If the
higher, the duration of the spell is concentration, up to 1 target’s save fails by 5 or more, the creature is also
hour. When you cast this spell at 5th level or higher, the incapacitated until the end of its next turn. At the end of
duration of the spell is 8 hours and it doesn’t require each of its turns, the target can make another
concentration. Intelligence saving throw. On a success, the spell ends
on the target.
Phantom Steeds
3rd-level illusion Psychic Surge
Casting Time: 1 minute 2nd-level divination
Range: 30 feet Casting Time: 1 action
Duration: 8 hours Range: 60 feet
You create up to eight Large, quasi-real horselike Duration: Concentration, up to 1 minute
creatures to appear on the ground in unoccupied spaces You reach into the mind of one creature you can see
within range. You decide their appearance, but they are within range. The target must make a Wisdom saving
equipped with a saddle, bit, and bridle. Any of the throw, taking 3d8 psychic damage on a failed save, or
equipment created by the spell vanishes in a puff of half as much on a successful one. On a failed save, the
smoke if it is carried more than 10 feet away from the target’s thoughts become mired with disruptive
steed. intrusions for the duration. At the start of its turn, it rolls
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
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a d6 and subtracts the number rolled from all its attack If you cast this spell multiple times, you can have up to
rolls and ability checks, as well as its Constitution saving three non-instantaneous effects active at one time, and
throws to maintain concentration. The target can make you can dismiss such an effect as an action.
a Wisdom saving throw at the end of each of its turns, At the GM’s option, you may choose an alternative
ending the effect on itself on a success. effect, but it should be no more powerful than those
At Higher Levels. When you cast this spell at 3rd described above. No effect of this spell should deal
level or higher, the damage increases by 1d8 for each damage or duplicate the effects of a spell of 1st level or
spell level above 2nd. higher. The GM has final say on whether the spell
succeeds.
Psychometry
2nd-level divination (ritual) Ray of Enfeeblement
Casting Time: 1 minute 2nd-level necromancy (curse)
Range: 5 feet Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 20/60 feet
Choose an object within range or your immediate Duration: Concentration, up to 1 minute
surroundings (a room, street, tunnel, clearing, or other You unleash a black beam of enervating energy toward a
space no larger than a 50-foot cube). For the duration, creature you can see within 60 feet of you. Make a
you can perceive dreamlike glimpses of people and ranged spell attack against the target. On a hit, the target
events associated with the place or object. is cursed until the spell ends. While cursed, the target
For each minute you concentrate on this spell, you can suffers a –2 penalty to attack rolls and saving throws
call up visions of one of the following: that use Strength, and deals only half damage with
weapon attacks that use Strength.
The most recent significant event involving an object At the end of each of a cursed target’s turns, it can
and its owner, or that took place within the make a Constitution saving throw against the spell. On a
immediate vicinity, within the past week. A significant success, the spell ends.
event might be a wedding, a battle, a murder, or a
similar occurrence of strong violence or emotion. By Ray of Sickness
concentrating on this option for multiple rounds, you 1st-level necromancy
call up visions about additional significant events
within the past week in reverse chronological order. Casting Time: 1 action
How the most recent owner acquired and lost the Range: 60 feet
object, provided the object was owned within the past Duration: Instantaneous
week. By concentrating for multiple rounds, you call A ray of sickening greenish energy lashes out toward a
up visions of the same information about any creature within range. The target must make a
previous owners of the object within the past week in Constitution saving throw. On a failed save, it takes 2d8
reverse chronological order. poison damage and is poisoned until the end of your
At Higher Levels. When you cast this spell at 4th next turn. On a successful save, it takes half as much
level or higher, the window for information increases to damage and is not poisoned.
1 month. When you cast this spell at 5th level or higher, At Higher Levels. When you cast this spell at 2nd
the window for information increases to 1 year. level or higher, the damage increases by 1d8 for each
spell level above 1st.
Pyromancy
Transmutation cantrip Resistance
Casting Time: 1 action Abjuration cantrip
Range: 30 feet Casting Time: 1 reaction, which you take when a
Duration: Instantaneous or up to 1 hour (see text) creature you can see within range makes a saving
You create a minor magical effect within range using throw
flames that fit within a 5-foot cube. Some common Range: 30 feet
effects include: Duration: Instantaneous
You bolster a creature’s defences with a spark of
You instantaneously create or extinguish flames protective magic. A creature you can see within range
within the cube. Once created, the flames require fuel can roll a d4 and add the number rolled to the triggering
to be sustained. saving throw. You can cast this spell after the creature
You double or halve the area of bright and dim light makes the saving throw, but before the GM determines
cast by the flame. The change lasts for 1 hour. the result.
You create a harmless flame effect, such as the A saving can only trigger this spell if it is associated
appearance of shapes or patterns within the flames with a single visible effect, such as a dragon’s fiery
that animate as you wish, or changing the colour of breath or a cloud of poison gas. Saving throws made
the fire. This effect can last for up to 1 hour. against effects that aren’t visible, such as the Wisdom
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
51
save made to resist the scrying spell, and saving throws On a failed save, the spell manifests an invisible
that represent resilience over extended periods, such as sensor within 10 feet of the target. You can see and hear
the Constitution saving throw made to resist exhaustion through the sensor as if you were there. The sensor
during a forced march, can’t trigger this spell. moves with the target, remaining within 10 feet of it for
the duration. A creature that can see invisible objects
Remove Curse perceives the sensor as a luminous, fist-sized orb.
2nd-level abjuration Instead of targeting a creature, you can choose a
location or object with which you are familiar. If the
Casting Time: 1 action object is carried by another creature, the creature makes
Range: Touch a Wisdom saving throw for the object, unless you have
Duration: Instantaneous an active mark on the item (see the arcane mark spell).
You touch one creature or object and end all curses
affecting it. If the object is a cursed magical item, it Sending
remains cursed, but the owner’s attunement to the object 2nd-level divination
is broken so it can be removed or discarded. Casting Time: 1 action
This spell can end curses caused by spells with the Range: Unlimited
curse tag. For each such effect on the target, make a Duration: Instantaneous
spellcasting ability check (DC 10 + the level of the curse
spell), ending the curse spell on a success. If you cast You transmit a brief message, up to about twenty or
this spell at a higher level than the curse spell, you have thirty words, to a creature with which you are familiar.
advantage on this check. The creature hears the message in its mind, recognizes
you as the sender if it knows you, and can answer in a
Scrying like manner within
5th-level divination (ritual)
Casting Time: 10 minutes Shadow Step
Range: Self 4th-level transmutation
Components: M (a focus worth at least 10 gp, such as a Casting Time: 1 action
black mirror, a crystal ball, or a silver bowl filled with Range: Self
holy water) Duration: 10 minutes
Duration: Concentration, up to 10 minutes When you cast this spell, and then as a bonus action on
You can see and hear a particular creature you choose each of your turns until the spell ends, you can briefly
that is on the same plane of existence as you. The target shunt yourself into the quasi-real paths that form the
must be a creature you have met or that has been border of the Shadowfell, teleporting to an unoccupied
described to you by someone who has firsthand space you can see within 60 feet. You must begin and
knowledge of it. end this teleportation in areas of dim light or darkness.
The target makes a Wisdom saving throw, which is This spell doesn’t function in areas where the
modified by how well you know the target and the sort of Shadowfell is unreachable, such as a godly domain in
physical connections you have to it. If a target knows the Astral Plane.
you’re casting this spell, it can choose to fail the saving
throw voluntarily as normal. Shape Earth
Knowledge Save Modifier
Transmutation cantrip
Casting Time: 1 action
Secondhand (you have heard +5 Range: 30 feet
of the target)
Duration: Instantaneous or up to 1 hour (see text)
Firsthand (you have met the +0
target) You create a minor magical effect within range using an
amount of dirt or stone that fits within a 5-foot cube.
Familiar (you know the
target well)
–5 Some common effects include:
An area of loose earth is instantaneously shifted and
Connection Save Modifier deposited up to 5 feet away. The earth must move
along the ground to reach its new destination, and it
Likeness or picture –2 doesn’t harm creatures or objects along the way.
Possession or garment –4 The dirt or stone in the area becomes difficult
Lock of hair, nail clippings, or –10
terrain. Alternatively, if it was already difficult terrain,
the like it becomes normal terrain. The change lasts for 1
hour.
On a successful save, the target isn’t affected, and you You create a harmless earth effect, such as shaping
can’t target it with this spell again for 24 hours. images or patterns (including letters) in soil or
changing the colour of the stone. This effect can last
for up to 1 hour.
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If you cast this spell multiple times, you can have up to
three non-instantaneous effects active at one time, and
you can dismiss such an effect as an action.
At the GM’s option, you may choose an alternative
effect, but it should be no more powerful than those
described above. No effect of this spell should deal
damage or duplicate the effects of a spell of 1st level or
higher. The GM has final say on whether the spell
succeeds.
Shield
1st-level abjuration
Casting Time: 1 reaction, which you take when you are
hit by an attack or targeted by the magic missile spell
Range: Self
Duration: 1 round
An invisible barrier of magical force appears and
protects you. Until the start of your next turn, you gain a
+2 shield bonus to AC, including against the triggering
attack, and you take no damage from magic missile.
At Higher Levels. When you cast this spell at 2nd
level or higher, the shield bonus increases by 2 for each
spell level above 1st.
AKS ORWAG ANGOB :TIDERC TRA
Silence
2nd-level transmutation (ritual)
Ń
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 hour
For the duration, you can manipulate sound within a
sphere centred on a point of your choice that you can
see within range with a radius of up to 20 feet.
Creatures outside the area have disadvantage on
Wisdom (Perception) checks to hear noise originating
from within the spell’s area.
Additionally, choose one of the following options when
you cast this spell:
Deafening. Within the spell’s area, sound can’t travel.
Loud noises become no louder than whispers, and soft
noises are all but impossible to hear. Any creature or
object entirely inside the sphere is deafened, but has
resistance to thunder damage.
Non-Deafening. Useful for foiling eavesdroppers, this
option allows sound to travel normally within the area
while still preventing it from being heard by those
outside. Additionally, when you cast this spell and as a
bonus action on each of your subsequent turns, you can
allow or prevent external noise from entering the area.
Starburst
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
You conjure an orb of sickly purple light from the cold
void and send it streaking at one creature or object
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d8 force damage.
Regardless of whether the attack hits, the orb then Behind the Veil: Suggestion
explodes. The target and each creature within 5 feet of it The suggestion spell has too many applications to
must make a Dexterity saving throw or take 2d8 force effectively summarize, but that doesn’t mean it is
damage. without limitations.
At Higher Levels. When you cast this spell at 3rd When using this spell, consider the potential
level or higher, the damage from the explosion increases uses as if they were equivalent to a DC 30
by 1d8 for each spell levels above 2nd. Charisma check. Regardless of how friendly you
and the target become, they aren’t about to believe
Stoneskin things that are obviously false or engage in activity
4th-level abjuration that is not based in logic.
Additionally, remember that spells are not subtle
Casting Time: 1 action effects. Though the target of the spell won’t notice,
Range: Touch their companions could hardly miss that your eyes
Components: M (magically treated dust from a hard flashed gold and your voice carried an echoing
substance, such as diamonds or orichalcum, worth at resonance as you spoke.
least 1g, which the spell consumes) Finally, remember that suggestion isn’t mind
Duration: 1 hour control; charm doesn’t even change the creature’s
attitude toward the charmer. All it does is grant
You touch a willing creature and turn its flesh as hard as advantage on ability checks to interact with the
stone. Until the spell ends, the target has resistance to creature while preventing the creature from
nonmagical bludgeoning, piercing, and slashing damage. attacking or targeting the charmer with harmful
It takes 1 hour to magically prepare enough dust for one abilities. If a spell changes a creature’s perception
casting of this spell. You can perform this preparation as or attitude toward the charmer, it says so.
part of a short or long rest.
Suggestion
2nd-level enchantment (charm) Idea. You impart a simple and straightforward idea
Casting Time: 1 action that the target accepts as inviolable truth. The idea must
Range: 30 feet be logical and easy to grasp, such as that they have
Components: V mistaken your identity or that your gold coins from a
Duration: Concentration, up to 8 hours neighbouring nation are acceptable. Attempting to make
You magically influence a creature you can see within the target believe something obviously untrue, such as
range that can hear and understand you. Creatures that that the sky is green or that a nearby building is engulfed
can’t be charmed are immune to this effect. The target in flames when it plainly is not, automatically ends the
must make a Wisdom saving throw. It has advantage on spell. The spell lasts for the duration, during which time
this save if it is hostile to you or your companions. On a the target rationalizes any contradictory information it
failed save, it is charmed by you until the spell ends. The receives.
spell ends early if you or your companions damage the Telekinesis
target or if it is freed from your charm. When the spell
ends, the creature knows that it was charmed. 1st-level transmutation
Choose one of the following options when you cast Casting Time: 1 action
this spell. Range: 60 feet
Action. You describe a simple and straightforward Duration: Concentration, up to 1 minute
course of action—limited to a few sentences—that the
target must follow. The suggestion must be worded in You remotely exert force on a target within range.
such a manner as to sound reasonable or else the spell One Medium creature or object you can see within
automatically fails. For instance, suggesting that a guard range that weighs no more than 500 pounds is affected
skip his next walkabout will likely fail, but suggesting by an option of your choice from below. As an action on
that he focus his attention in an area where outlaws are each of your turns, you can maintain the same effect or
said to be passing through that day would likely succeed. switch to another option of your choice.
Likewise, suggesting that the target turn on its allies, Grasp. The target is anchored in place. If the target is
harm itself, give up its precious belongings, or otherwise a creature, it must succeed on a Strength saving throw
act not in its own best interests simply fails. or be restrained until this effect ends. At the end of each
You can specify conditions that will trigger a special of its turns, the target can make another Strength saving
activity during the spell’s duration. For example, you throw, ending the effect on a success. If the target is an
might suggest that an injured goblin tell the next raiding object, a creature attempting to move the object must
party that comes along that you and your companions first make a Strength check against your spellcasting
went a different direction. If the condition isn’t met ability check. You can attempt to crush a grasped
before the spell ends, the activity isn’t performed. creature or object, dealing 1d8 bludgeoning damage to
The spell ends when the target completes the task. it.
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Move. You attempt to move the target in a direction of A spellcaster with proficiency in jeweller’s tools can
your choice. The destination must be within the range of spend one workweek using this spell to prime a gem
the spell. You can move a creature up to 5 feet, or an worth at least 1g, which can subsequently be cut into up
object up to 15 feet. An unwilling creature can make a to eight stones that can be set into matching rings,
Strength check contested by your spellcasting ability bracelets, earrings, or other jewellery. After the items
check to avoid this effect. If the result of your check have been created, they become magical items, and the
exceeds that of the target by 5 or more, or the creature is effect of the spell on them is permanent. When casting
not unwilling, you can also knock it prone. If you target this spell on a focus prepared this way, this spell can be
an object that is being worn or carried by a creature, the cast as a ritual.
creature can make a Strength saving throw to prevent At Higher Levels. When you cast this spell at 3rd
the object from being moved. level or higher, the spell’s duration increases to 1 hour
At Higher Levels. When you cast this spell at 2nd and the range of the telepathic link increases to 1 mile.
level or higher, you can expand its effects. For each spell When you cast this spell at 4th level or higher, the spell’s
level above 1st, choose one of the options below (you can duration increases to 8 hours and the range of the
choose the same options more than once). You telepathic link increases to 100 miles. When you cast
determine which option or options apply when you cast this spell at 5th level, the spell’s duration increases to 24
the spell, and they can’t be changed. hours and the range of the telepathic link is unlimited,
Additional Target. You can target one additional creature though it can’t extend to other planes of existence.
or object you can see within range. All targets must be Teleport
within 10 feet of each other.
Choking Grasp. A grasped creature is unable to breathe. 3rd-level transmutation
Crushing Grasp. The bludgeoning damage dealt to a Casting Time: 1 action
grasped target increases by 1d8. Range: 10 feet
Extra Movement. The distance the target can be moved Duration: Instantaneous
increases by 5 feet. This spell instantly transports you through the Ethereal
Forceful Move. You move the target with exceptional Plane to another location of your choice. When you
force. If the target encounters a solid object such as a teleport, you can take a number of Medium or smaller
wall or a door that interrupts the distance it would be creatures or objects equal to your spellcasting ability
moved, it takes 1d8 bludgeoning damage for each modifier. A Large creature or object counts as two
remaining 5 feet of movement, rounded down Medium or smaller creatures or objects. All targets must
(minimum of 1d8). be in completely within range and in physical contact,
Larger Target. You can affect a creature one size such as by linking hands. An unwilling creature can
category larger or an object 250 pounds heavier. This make a Wisdom saving throw to resist this effect.
option counts as two choices each time you select it, Your destination must be known to you, and it must be
to a maximum of twice when you cast this spell at 5th on the same plane of existence as you. Your distance
level or higher. from and familiarity with the destination determines
Telepathic Bond whether you arrive there successfully. The GM rolls
d100 and subtracts 10 for each distance increment you
2nd-level divination (ritual) try to teleport beyond the safe range as indicated on the
Casting Time: 1 action Teleport Range table (to a maximum of the maximum
Range: Touch distance for that spell level), then compares the total to
Components: M (a focus worth at least 1g, such as a the Teleport Result table to determine what happens.
mirror or a clear crystal, which is broken or cleaved For example, if you cast this spell at 3rd level and
into the required number of pieces and distributed to attempt to teleport 1,300 feet, the GM would apply a –20
each target of the spell) penalty to the roll.
Duration: 10 minutes Familiarity. There are five levels of familiarity,
described below. If you have an object associated with
You forge a telepathic link among up to eight willing the destination, such as a coin cast at a specific mint or a
creatures holding a piece of the spell’s focus, psychically hunk of starmetal retrieved from a certain crater, your
linking each creature to all the others for the duration or familiarity level improves one step for this casting.
until they stop wearing or carrying a piece of the focus. “Permanent circle” means a permanent teleportation
Creatures with Intelligence scores of 2 or less aren’t circle whose sigil sequence you know (see Teleportation
affected by this spell. Circles below).
Until the spell ends, the targets can communicate “Very familiar” is a place you have been to very often,
telepathically through the bond whether or not they have a place you have studied carefully, or a place you can see
a common language. The communication is possible to when you cast the spell. “Somewhat familiar” is a place
a range of 500 feet. you’ve been to or seen before, either in person or using
You can cast this spell again using the same pieces of magic such as the clairvoyance spell. “Description” is a
the original focus without having to break it again or place you’re familiar with through secondhand
repeat the process with another focus. knowledge such as someone else’s description, perhaps
from a map.
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Teleport Range
Safe Distance Maximum
Spell Level Distance Increment Distance
3rd 500 feet 500 feet 2,500 feet
4th 1 mile 1 mile 5 miles
5th 10 miles 10 miles 50 miles
Teleport Result
Severe Minor Safe
Familiarity Mishap Mishap Arrival
Permanent circle — — 01–100
Very familiar — 01–05 06–100
Somewhat familiar 01–05 06–10 11–100
Description 01–10 11–25 26–100
False destination 01–100 — —
“False destination” is a place that doesn’t exist.
Perhaps you tried to scry an enemy’s sanctum but
instead viewed an illusion, or you are attempting to
teleport to a familiar location that no longer exists.
Attempting to teleport to a false destination always fails.
Minor Mishap. The spell’s unpredictable magic
results in a difficult journey. You arrive at your intended
destination, but each teleporting creature and object
takes 3d10 force damage.
SATJOW ARDNASKELA :TIDERC TRA
Severe Mishap. Something has gone terribly wrong.
Each teleporting creature and object takes 5d10 force
damage, and the final destination is off target by 1d10 ×
1d10 percent of the distance that was to be travelled. For
example, if you tried to travel 3 miles and rolled a 5 and
a 3 on the two d10s, then you would be off target by 15
per cent, or just under half a mile. The GM determines
the direction off target randomly by rolling a d8: 1 is
north, 2 is northeast, 3 is east, and so on around the
points of the compass. If you were teleporting to a
coastal city and arrived 2 miles out to sea, you could be
in trouble.
Teleportation Circle. Learning this spell also confers
the knowledge on how to create teleportation circles.
Creating a teleportation circle takes 1 minute and
consumes magical reagents worth at least 1 gp. The
circle is a 10-foot-diameter portal that links your location
to a permanent teleportation circle of your choice whose
sigil sequence you know and that is on the same plane of
existence as you. The portal is a shimmering doorway
that remains open until the end of your next turn. Any
creature that enters the portal instantly appears within 5
feet of the destination circle or in the nearest
unoccupied space if that space is occupied.
Each teleportation circle has a unique series of sigils
—a string of magical symbols such as runes—that
describe the circle’s physical location and serve as a
magical key. You can commit the sigil sequence of a
permanent circle after studying it for 1 minute.
You can create a permanent teleportation circle by
casting this spell in the same location every day
consecutively for one year. You needn’t use the portal to
teleport when you cast the spell in this way.
True Strike
Teleportation: A Primer Divination cantrip
Teleportation is a highly advanced form of magic
with complex underlying mechanics. The following
Casting Time: 1 reaction, which you take when a
points offer some basic information to help you
creature you can see within range makes an attack
use teleportation in your game. Range: 30 feet
Touch. Even when a teleportation spell has a Duration: Instantaneous
range, all targets of the spell must be in physical You imbue a creature with a glimmer of precognizance,
contact to be teleported. This can be achieved allowing it to strike true. One creature you can see
either by all targets being in contact with the within range can roll a d4 and add the number rolled to
individual who casts the spell or in contact with the triggering attack roll. The attack also ignores
each other, such as by linking hands. disadvantage and cover (except total cover). You can cast
Ethereal Passage. Teleportation briefly shunts the this spell after the creature makes the attack roll, but
target into the Ethereal Plane—a transitive plane
that exists between the mortal world and the rest
before the GM determines the result.
of the cosmos. You can’t teleport if a spell or other
effect, such as the barrier spell, blocks ethereal Warp Space
travel. 4th-level transmutation
Localization. Teleporting causes your inertia and Casting Time: 1 action
equilibrium to normalize to local conditions. Range: 30 feet
(Otherwise, teleporting more than a short distance
on a round planet orbiting a star would cause fatal
Duration: Instantaneous
injury as you smash into the walls, floor, or ceiling, You twist the fabric of space and time, causing reality to
or are thrown upward, possibly achieving escape expand or contract, rearranging your surroundings to
velocity.) When you arrive at your destination, you your desire. Choose up to six creatures or objects within
can choose to appear in a standing position, unless range. An object can’t be targeted if it is being worn or
you are incapacitated. held. A chosen target is instantly teleported to another
space within range. An unwilling creature can make a
Charisma saving throw, resisting this effect on a
success.
Thunderous Strike Witch Bolt
1st-level evocation 1st-level necromancy
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 30 feet
Duration: 1 minute Components: S (see text)
The first time you hit with a melee weapon attack during Duration: Concentration, up to 1 minute
this spell’s duration, your weapon rings with thunder A beam of crackling, purple energy lances out from your
that is audible within 300 feet of you, and the attack outstretched hand or spellcasting focus toward a
deals an extra 2d6 thunder damage to the target. creature or object within range, forming a sustained arc
Additionally, if the target is a creature, it must succeed of lightning between you and the target. Make a ranged
on a Strength saving throw or be pushed 10 feet away spell attack against that target. On a hit, the target takes
from you and knocked prone. 1d12 lightning damage, and on each of your turns for
This spell ends if you cast it again. the duration, you can use your action to deal 1d12
At Higher Levels. When you cast this spell at 2nd lightning damage to the target automatically. The spell
level or higher, the thunder damage increases by 1d6 for ends if you use your action to do anything else, if you use
each spell level above 1st. your hand to do anything other than hold your
Tongues spellcasting focus, if the target is ever outside the spell’s
range, or if the target has total cover from you.
3rd-level divination At Higher Levels. When you cast this spell at 2nd
Casting Time: 1 action level or higher, the damage of the spell increases by
Range: Touch 1d12 for each spell level above 1st.
Duration: 1 hour
A creature you touch gains the ability to understand any Withering Tendrils
spoken language it hears. Moreover, when the target 5th-level necromancy
speaks, any creature that can understand at least one Casting Time: 1 action
language and can hear the target understands what it Range: 30 feet
says. Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell at 4th
level or higher, you can target one additional creature for
each spell level above 3rd.
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
57
Dark tendrils of cold shadow reach out from you to
grasp at creatures within range. Choose a creature you Just a Taste...
can see within range. The target must make a Dexterity The spells contained in this document are but a
saving throw. On a successful save, the target takes 2d8 sample of the options to come in additional spell
necrotic damage and the spell ends. On a failed save, compendiums where we will explore additional
thetarget takes 4d8 necrotic damage and is grappled by facets of magic beyond the traditional schools and
the tentacle, and on each of your turns for the duration, classes. There is much more work to be done in
you can use your action to deal 4d8 necrotic damage to overhauling and expanding the magic system in
the grappled target automatically. A creature can repeat fifth edition to improve flexibility and meaningful
this saving throw as an action on each of its turns, choice, and we’re intent on pushing the boundaries KULYREIK ROGI :TIDERC TRA
freeing itself on a success and ending this effect. The of the game’s design space. If you have ideas about
effect also ends on a creature if you move more than 30 spells that you would like to see, feel free to reach
feet away from the target or if the target has total cover out and let us know!
from you. Some inspiration credit for certain spells in this
You can affect the same target round after round, or chapter:
choose a new one at any time. If you switch targets, the Animate Objects. The revisions to this spell were
prior target is no longer affected by the spell. inspired by ThinkDM’s fix.
Final Remembrance. This spell is based on a spell
created by MellieDM on D&D Beyond.
Minor Divination. This spell was inspired by a
spell created by HalflingChaser on D&D Beyond.
APPENDIX B: SPELLS | DUNGEON MASTER’S WORKSHOP
58
Appendix C: Customization Options
T
HE COMBINATION OF ABILITY SCORES, RACE, Multiclassing Prerequisites
class, and background offers a broad way Class Ability Score Minimum
to define your character’s capabilities and
establish their unique motivations. Even Adept Dexterity 13 and Wisdom 13
within your class, you have considerable Barbarian Strength 13
latitude in many choices and how you Bard Charisma 13
interpret different features. This chapter
offers additional options and rules for those who want to Cleric Wisdom 13
take this a step further. Druid Wisdom 13
Fighter Strength 13 or Dexterity 13
Multiclassing Mage Intelligence 13
Multiclassing allows you to gain levels in one or more Paladin Strength 13 and Charisma 13
classes other than your starting class. Doing so allows
you to mix the abilities of those classes to realize a Ranger Strength 13 or Dexterity 13,
character concept that might not be reflected in one of Wisdom 13
the standard class options. Rogue Dexterity 13
Whenever you gain a new level, you can choose to gain
a level in a new class instead of gaining a level in your Warlock Charisma 13
current class. As you continue to advance in levels, you
might even start progressing in a third or fourth class. Hit Points and Hit Dice
Doing so has benefits and drawbacks, as you must When you gain a level in a new class, you count as a
sacrifice some focus in order to gain versatility. character above 1st level; you only gain the 1st-level hit
Not all character concepts require you to multiclass. points for a class when you are a 1st-level character.
For example, a mage who wishes to become a priest You add together your Hit Dice from all your classes to
needn’t take a level in cleric in order to be accepted into form your pool of Hit Dice. If the Hit Dice are the same
a religious fraternity or learn their spells through divine type, you can simply track them all together. If your
inspiration. If they truly wish to wield divine magic, they classes give you Hit Dice of different types, you must
can take the Acolyte feat when they reach a level that track them separately.
allows them to choose a feat and continue as a mage, For example, if you’re a fighter 2/paladin 1, you have
otherwise the concept of a religious mage can be done three d10 Hit Dice and can use them interchangeably.
through a character’s background. Consider working However, if you gain a level in cleric, you now have one
with your GM to determine if a character concept can be d8 Hit Die that you must track separately.
realized narratively before you choose to multiclass.
Prerequisites Proficiency Bonus
To qualify for a new class, you must meet the ability When a class feature refers to your proficiency bonus,
score prerequisites for both your current class and your you use the proficiency bonus indicated on that class’
new one, as shown in the Multiclassing Prerequisites table for your level in that class. For all other features
table. For example, a cleric who decides to multiclass and traits, including racial traits, your proficiency bonus
into the paladin class must have Strength, Wisdom, and is based on your total character level, as shown on the
Charisma scores of 13 or higher. Without the full Character Advancement table in chapter 1 of the
training that a beginning character receives, you must be Player’s Handbook.
a quick study in your new class, necessitating a strong For example, if you are a bard 4/mage 1, all of your
natural aptitude reflected by above-average ability class features would use a +2 proficiency bonus, but for
scores. all other features you would have a +3 proficiency bonus.
Training Proficiencies
Learning new skills and abilities isn’t easy, even with a When you gain your first level in a class other than your
natural aptitude. In order to gain a level in a new class, initial class, you gain only some of the new class’ starting
you must complete the Training downtime activity. Doing proficiencies, as shown in the Multiclassing
so requires that you find someone willing to teach you. Proficiencies table.
This might be an individual, a group, or even an
association. Some trainers may require you to complete
certain services in order to gain their help, which may be
the substance of a quest. Work with your GM to
determine the details of your training.
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Multiclassing Proficiencies Superiority Dice Pool. You determine your total
Class Proficiencies Gained number of superiority dice by adding together your
levels in barbarian, fighter, and rogue. If you have the
Adept Simple weapons, shortswords College of War feature, you also add your levels in bard
Barbarian Light armour, shields, simple weapons, to this total. Use this total to determine your total
martial weapons number of superiority dice by consulting the Superiority
Bard One skill of your choice, one musical Dice Pool table.
instrument of your choice Superiority Die Size. If you have superiority dice
from multiple sources, your superiority dice are all the
Cleric Light armour, shields, Religion same size. The size is the largest of the sizes you are
Druid Light armour, shields, Nature able to use.
For example, if you are a fighter 4/barbarian 1 who
Fighter Light armour, medium armour, shields,
simple weapons, martial weapons takes another level in fighter, your five superiority dice
become d8s.
Mage Arcana
Paladin Light armour, medium armour, shields, Superiority Dice Pool
simple weapons, martial weapons, Religion Total Level Superiority Dice
Ranger Light armour, shields, simple weapons, 3rd–4th 4
martial weapons
5th–8th 5
Rogue Light armour, one skill from the class’ list,
thieves’ tools 9th–12th 6
Warlock Arcana 13th–16th 7
Class Features Extra Attack
If you gain the Extra Attack class feature from more than
When you gain a level in a new class, you get its features one class, the features don’t add together. You can’t make
for that level, other than the class’ starting equipment. more than two attacks with this feature unless one
However, some features have special rules when you’re version you have of the feature says that you can (as the
multiclassing, as described in the sections below. fighter’s Extra Attack does if you have gained at least 11
levels in that class).
Channel Divinity Similarly, the warlock’s Thirsting Weapon doesn’t give
If you already have the Channel Divinity feature and gain you additional attacks if you also have Extra Attack.
a level in a class that also grants the feature, you gain the
effects granted by the class, but you don’t gain any Unarmoured Defence
additional uses. If you already have the Unarmoured Defence feature,
For example, if you’re a cleric 6/paladin 4, you can use you can’t gain it again from another class.
Channel Divinity three times because of your cleric
proficiency bonus. Whenever you use the feature, you Spellcasting
can choose any of the Channel Divinity effects available Your spellcasting abilities improve partly based on your
to you from your two classes. combined levels in all your spellcasting classes and
Martial Superiority partly by your progress within each individual class. If
you have the Spellcasting feature from more than one
Your combat superiority is determined by your combined class, use the rules below.
levels in all martial classes. Once you have superiority Cantrips. When you cast a cantrip, you count as
dice from more than one class, use the rules below. If though you had levels in no class other than the class
you multiclass but have superiority dice from only one with which the cantrip is associated. For example, if you
class, you follow the rules described in that class. are a wizard 5/cleric 1 and you learned the fire bolt
Combat Techniques Known. You determine what cantrip as one of your wizard cantrips and the sacred
combat techniques you know for each class individually, flame cantrip as one of your cleric cantrips, you would
as if you had no levels in other classes. Each technique deal 2d10 damage with your fire bolt but only 1d8
you know is associated with one of your classes, and damage with your sacred flame.
uses the save DC for that class. For example, if you are a Spells Known and Prepared. You determine what
fighter 5/barbarian 2, you would know three combat spells you know and can prepare for each class
techniques based on your levels in the fighter class and individually, as if you had no levels in other classes. Each
two combat techniques based on your barbarian class. If spell you know and prepare is associated with one of
you subsequently gain a level in fighter, you would learn your classes, and uses the spellcasting ability of that
an additional two combat techniques available to the class when you cast the spell. Similarly, a spellcasting
fighter class. focus, such as a mage staff, is only effective when used
to cast spells for the class associated with that focus.
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Multiclass Spellcaster:
Spell Points per Caster Level Feats
Caster Level Spell Points Caster Level Spell Points The following feats are added to improve multiclassing.
1st 4 11th 25
2nd 6 12th 27
Divine Champion
Prerequisite: At least one level in the cleric and paladin
3rd 8 13th 30 classes
4th 10 14th 32
You have learned to seamlessly blend two traditions of
5th 12 15th 35 faithful service. You gain the following benefits:
6th 14 16th 37
When determining the number of times you can use
7th 16 17th 40 the Channel Divinity feature between rests, you add
8th 18 18th 42 your cleric and paladin levels together for the
purpose of determining your proficiency bonus.
9th 20 19th 45 When a Channel Divinity option refers to your level
10th 22 20th 50 or your proficiency bonus, you add your cleric and
paladin levels together and use the combined level or
Spell Points. Your total number of spell points is the proficiency bonus for a character of the combined
based on your spellcaster level (also called your ‘caster level.
level’). To determine your caster level, add together all When determining the spell attack bonus and spell
your levels in the cleric, druid, and mage classes and half save DC for your cleric or paladin spells, you add
your levels (rounded down) in the bard, paladin, and your cleric and paladin levels together and use the
ranger classes. You also add a third of your levels proficiency bonus for a character of the combined
(rounded down) in the fighter class if you have the level.
Battlemage feature and the rogue class if you have the You add together your levels in the cleric and paladin
(Spellthief) feature. Once you calculate your caster level, classes to determine your level for the purposes of
use it to determine the number of spell points you have casting cleric cantrips.
by consulting the Multiclass Spellcaster table. Expert Combatant
Prerequisite: The Combat Superiority feature from at
least two classes
Multiclass Spellcaster Example
Ryan is playing a 6th-level fighter with the You have learned to more effectively achieve your martial
Battlemage feature. When his character is able to superiority through different traditions. You gain the
gain a level, Ryan decides to further develop his following benefits:
character’s arcane talent by multiclassing into the You learn one additional combat technique of your
wizard class, and thus his character becomes a
fighter 6/wizard 1.
choice.
Ryan’s character is now a 3rd-level spellcaster
When determining the save DC for your combat
with 8 spell points who knows five battlemage techniques, you together your levels in all classes that
spells and six wizard spells, none of which can be grant the Combat Superiority feature and use the
higher than 1st level or cast at a level above 1st, as proficiency bonus for a character of the combined
neither of the character’s spellcasting classes can level.
learn or cast spells above 1st level on their own. When you wield a weapon with which you have
His character’s Intelligence is 14, so the spell save proficiency from more than one class, you can
DC is 13 for his battlemage spells, and 12 for his combine your levels in those classes in order to
wizard spells. When he casts the battlemage determine your proficiency bonus for attack rolls
cantrip fire bolt, he deals 2d10 fire damage, but made with that weapon.
when he casts the wizard cantrip shocking grasp,
he deals only 1d8 lightning damage. Expert Spellblade
Prerequisite: The Battlemage class feature, at least one
level in the mage class
You have learned to realize more of your arcane
potential through different traditions. You gain the
following benefits:
When determining the spell attack bonus and spell
save DC for your mage or battlemage spells, you add
your mage and fighter levels together and use the
proficiency bonus for a character of the combined
level.
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When determining the highest level at which you can
cast a spell, you add your mage and fighter levels
together and compare the combined level to the
Highest Spell Level column of the Mage table. (This
benefit does not allow you to learn spells of a higher
level.)
You add together your levels in the mage and fighter
classes to determine your level for the purpose of
casting mage and battlemage cantrips.
Armour Class Bonuses Explained
Throughout this document are various spells and
features that refer to different types of AC bonuses.
AC bonuses are an alternative method of
calculating armour class that allow for simple
categorization of AC bonuses to eliminate
confusion.
As with other types of bonuses, AC bonuses
don’t stack with each other. For example, if you
have two effects that grant you a dodge bonus, you
would only benefit from the higher bonus.
The different AC bonuses are described below.
Armour. An armour bonus either comes from the
ZIDLIY RADRES REKLI :TIDERC TRA
physical armour you wear or your natural armour
(whichever bonus is higher). An updated Armour
table is included in Complete Warrior.
Cover. You gain a cover bonus to your AC, as well
as to Dexterity saving throws, when you are in half-
cover or three-quarters cover, as described in the
standard rules.
Dodge. A dodge bonus is also added to your
Dexterity saving throws. You can’t benefit from a
dodge bonus to your AC while you are
incapacitated, unable to move, or surprised.
Untyped. Too circumstancial or unique to classify
under another type, untyped AC bonuses stack
with each other, though as usual you can’t benefit
from more than one bonus from the same source.
A bonus is untyped if it has no associated category,
such as the bonus granted by a ring of protection.
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Appendix D: Errata
T
HIS SECTION COVERS UPDATES AND Wounded (Condition)
corrections to other titles in Dungeon A creature that drops to 0 hit points receives a wound.
Master’s Workshop’s “5.5E” series, which Wounds heal if the creature receives magical healing or
include Complete Warrior (July 2022) and spends ten days resting under the care of someone who
Revised Races (December 2022), along tends to the injury with a healer’s kit. While a creature is
with other playtest options, all of which wounded, the following penalties apply:
can be found over at Dungeon Master’s
Workshop. A wounded creature suffers from 1 level of exhaustion.
This exhaustion can’t be removed until the wound is
healed.
The Adept A wounded creature suffers an additional effect
The following are revisions for The Adept. depending on the nature of the wound.
Hit Dice. Replace the current text of this line with
“1d10 per adept level” There are five types of wounds a creature can suffer,
Hit Points. Replace the text of the Hit Points at 1st described below:
Broken Bone. The effects of a broken bone depend on
Level line with “15 + your Constitution modifier”, and
replace the text of the Hit Points at Higher Levels line the type of bone that is broken. A broken bone associated
with “1d10 (or 6) + your Constitution modifier per adept with upper limbs means that the creature can’t effectively
level after 1st”. use items held with that hand or wield items that require
Nerve Strike. In the text of this feature, replace two hands. A broken bone associated with lower limbs
“paralyzed” with “incapacitated”. halves the creature’s speed and grants disadvantage to
Spells. If the description of a spell in The Adept Dexterity checks made to balance, and the creature falls
differs from the description of the same spell in prone after taking the Dash action. A broken bone
Complete Arcane, the latter description prevails. associated with the torso causes the effects of an internal
injury, described below.
Burn. Burns can be inflicted by extreme temperature (hot
Complete Warrior or cold) as well as by caustic substances such as acid. While
suffering from a burn, a creature requires twice as much
The following are revisions for Complete Warrior. time to complete a short or long rest.
Barbarian. Replace the barbarian’s starting hit points Provided that the injury didn’t result in the loss of
at 1st level with “18 + your Constitution modifier”. anatomy to necrosis, incineration, or dissolution, the
Exhaustion. Replace the revised exhaustion rules damage can be healed with little to no trace using magical
with the text that appears on page 64 of this document. healing. Otherwise, some scarring may occur.
Fighter. Replace the fighter’s starting hit points at 1st Concussion. A creature with a concussion has
level with “15 + your Constitution modifier”. Additionally, disadvantage on ability checks and saving throws that rely
the Spell Points column of the Battlemage Spellcasting on Intelligence, Wisdom, or Charisma and can’t concentrate
table should read as follows: on spells or other abilities. A creature suffering a concussion
Level Spell Points Level Spell Points that attempts an action in combat must make a DC 10
Wisdom saving throw. On a failed save, the creature loses
3rd 2 8th 7 its action and is incapacitated until the start of its next turn.
4th 3 9th 8 Internal Injury. A creature with an internal injury that
attempts an action in combat must make a DC 10
5th 4 10th 8 Constitution saving throw. On a failed save, the creature
6th 6 11th 9 loses its action and can’t use reactions until the start of its
7th 6 12th 10 next turn.
Laceration. A creature with a laceration has its hit point
Rogue. Replace the rogue’s starting hit points at 1st maximum reduced by 1 every round. This hit point
level with “12 + your Constitution modifier”. reduction can be halted by properly tending the wound
Spells. If the description of a spell in Complete using magical healing or by making a DC 15 Wisdom
Martial differs from the description of the same spell in (Medicine) check using a healer’s kit. Unless the laceration
Complete Arcane, the latter description prevails. is healed magically, a creature that takes an action in combat
Wounded. Replace the text of the Wounded effect with while suffering from a laceration must make a DC 10
the following: Constitution saving throw. On a failed save, the laceration
reopens and must be tended to again.
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Exhaustion (Condition)
Exhaustion is measured in five levels. Exhaustion levels are
cumulative. You die if you exceed five levels of exhaustion.
For each level of exhaustion affecting you, you have the
following penalties:
You subtract 1 from all attack rolls, ability checks, and
saving throws.
Your save DCs for combat techniques and spells are
reduced by 1.
Your speed is reduced by 5 feet (to a minimum of 0).
The Ranger
The following are revisions for The Ranger.
Favoured Enemy Spells. In the Favoured Enemy
Spells table, replace “hold person” with “hold creature”
in the Humanoid Spells column, and replace “dispel
magic” with “bestow curse” in both the Humanoid
Spells column and the Monstrosity Spells column.
Hit Points. Replace the ranger’s starting hit points at
1st level with “15 + your Constitution modifier”.
Revised Races
The following are revisions for Revised Races.
Spells. If the description of a spell in Revised Races
differs from the description of the same spell in
Complete Arcane, the latter description prevails.
Vital Statistics. In the Random Starting Ages table in
appendix A, “Vital Statistics”, add ‘Warlock’ at to the list
of classes in the third column and replace ‘Wizard’ with
‘Mage’ in the final column.
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