Arcane Chronicles
Arcane Chronicles
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I
       n the heart of realms beyond mortal                        Synthmorphs, born of arcane experimentation, are a
        perception, where constellations shape destinies       living testament to the intersection of magic and
        and elements dance in harmony, a variety of            machinery. These constructs, imbued with both organic
        extraordinary beings resides. In this chapter we       and mechanical parts, possess innate magical abilities
embark on a journey beyond the familiar, beyond the            that spring forth from their artificial origins. As versatile
mundane, to discover new playable races whose origins          spellcasters and shapeshifters, Synthmorphs wield their
are steeped in celestial grace, elemental power, arcane        unique composition to adapt to any challenge that
ingenuity, and fae enchantment.                                comes their way.
   Within the following pages, you will encounter the             Feyheart, infused with the essence of the enigmatic
radiant Luminari, celestial-born beings whose very             Feywild, embody the whimsy and enchantment of
presence is a testament to the ethereal connection             another realm. Standing shorter than their elven
between the mortal realm and the heavens above.                counterparts, these horned beings possess an aura of
Luminari walk with the shimmering light of the stars,          magic that allows them to converse with animals,
gifting their allies with the blessings of celestial energy.   plants, and spirits of nature. With an innate charm that
As healers and guardians, they harness the power of            bewilders and beguiles, Feyhearts bring the Feywild’s
cosmic energies to mend wounds and dispel darkness.            mysteries into the mortal realm.
   Emerging from the depths of the earth itself, the              Pyrodwarves, closely bound to the elemental plane of
Terraforged stand as a testament to the unyielding             fire, stoke the flames of passion and creativity. Their
strength of elemental magic. With bodies crafted from          fiery details and affinity for flames grant them the power
living stone and minerals, Terraforged embody the              to conjure and control fire with mastery. As
unbreakable bond between earth and life. As steadfast          pyromancers and artisans, they craft incendiary spells
defenders, they embrace their role as protectors of the        and artifacts that embody the essence of the forge and
natural world and skilled craftsmen, shaping the very          the flames, igniting not only their enemies but also their
earth they hail from to forge incredible creations.            own fervent spirits.
                                      The Luminari
                                    Radiance Awoken
I
       n the world of mystical wonders, the
        Luminari shine as celestial-born beings whose
        very essence is woven with the luminescent
        threads of the stars. Radiant and captivating, they
are beings of ethereal beauty and grace, touched by the
cosmic forces that govern the heavens.
   The Luminari possess an innate connection to the
celestial realms, allowing them to channel the very light
of the stars to bless and safeguard those around them.
   Masters of the healing arts, Luminari are particularly
adept at mending wounds and restoring vitality,
harnessing the power of starlight to mend flesh and
spirit alike. As protectors of the realms, they embody the
virtues of compassion and selflessness, placing
themselves at the forefront of battles to shield their
companions from harm.
    Origins and Lore
    The origins of the Luminari trace back to the distant realms where stars twinkle like precious gems in the tapestry of
    the night sky. Born from the cosmic forces that shape the universe, the Luminari are a manifestation of the celestial’s
    grace and brilliance. According to the ancient tomes and sagas that chronicle their beginnings, it is said that during the
    convergence of astral energies, a chosen few among mortals were infused with stardust and cosmic radiance. These
    individuals transcended their mortal forms, ascending into beings of pure light and celestial essence. As such, the
    Luminari are considered a bridge between the mortal realm and the heavens, walking a path that allows them to bring
    celestial blessings and insights to the world below.
      In the intricate weave of the multiverse, the Luminari serve as emissaries of balance and harmony. It is believed that
    they were granted existence by the celestial deities themselves, charged with safeguarding the delicate equilibrium
    between light and darkness. Their presence is a testament to the cosmic design, a living testament to the intricacies of
    the cosmos. Luminari are often associated with ancient prophecies and celestial omens, with their appearance in the
    mortal realm marking significant events in the timeline of the world. Some myths even suggest that the stars
    themselves whispered secrets of magic and wisdom to the first Luminari, endowing them with the power to heal,
    protect, and inspire.
      Throughout history, Luminari have been revered as both healers and protectors, earning them a place of honor in
    the annals of countless cultures. From distant elven kingdoms to secluded monastic orders, tales of Luminari’s
    benevolence and radiance echo through the ages. Their healing touch is seen as a divine blessing, capable of mending
    wounds that were once thought incurable. Similarly, their role as guardians against darkness has granted them a
    reputation as steadfast defenders against malevolent forces that threaten the world’s equilibrium.
      While Luminari are often associated with serenity and compassion, they are not without their own struggles. Their
    celestial heritage can lead to feelings of isolation and a yearning for the cosmos, which sometimes creates an inherent
    tension between their responsibilities to the world below and their innate connection to the stars above. Despite these
    challenges, Luminari draw strength from their celestial lineage and the knowledge that they are an embodiment of the
    universe’s grand design.
7
                                                               Radiant Resilience: Your celestial nature grants you
Names of the Luminari                                       resistance to radiant damage, a testament to your
Luminari names are often a reflection of their celestial    affinity with the radiant energies of the cosmos.
heritage, carrying an ethereal quality that resonates          Luminous Aura: You can harness your celestial
with the cosmic forces that shaped their existence.         essence to emit a gentle luminous aura. While active,
These names are bestowed upon them by mentors,              this aura sheds bright light in a 10-foot radius and dim
seers, or even gleaned from the whispers of the stars       light for an additional 10 feet. Allied creatures within
themselves. Luminari names are imbued with both             the aura gain 1d6 bonus on saving throws against being
elegance and mystique, serving as a constant reminder       frightened.
of their radiant lineage.                                      Healer’s Touch: Luminari are renowned for their
                                                            mastery of healing magic. You gain the ability to cast the
Luminari Name Examples                                      cure wounds spell once per day without expending a
                                                            spell slot. Charisma is your spellcasting ability for this
       Male Names                  Female Names             spell.
         Arionel                      Aeliana                  Cosmic Guidance: You have advantage on
        Solandor                      Selenea               Intelligence (Arcana) checks related to celestial lore and
        Celestian                     Lyrastra              knowledge of the cosmos.
         Orionis                      Novara                   Starlight Flight: Upon reaching 7th level, your
        Astraelon                    Seraphine              celestial nature grants you the ability to fly. You gain a
         Lumival                     Astridelle             flying speed equal to half your walking speed, and you
        Aetherius                     Elunara               can maintain flight for a number of minutes equal to
        Thalorin                      Elysaria              your Charisma modifier (minimum of 1 minute). Once
        Sylvarian                     Calystria             you use this feature, you can’t use it again until you
        Zenithar                      Starluna              finish a long rest.
                                                            Subraces of Luminari
Traits and Abilities                                        Within the diverse lineage of the Luminari, two distinct
Luminari possess a unique blend of celestial traits that    subraces have emerged, each reflecting a unique facet
set them apart from other mortal races. As radiant          of their celestial heritage. These subraces, the Stellar
beings graced by the stars, they bring a distinct set of    Lumina and the Celestial Wardens, bring forth
abilities to the adventuring party.                         specialized traits and abilities that further define the
   Celestial Heritage: Born from the cosmos, Luminari       Luminari’s role in the world.
carry within them the legacy of the celestial realms.
Your character’s celestial heritage is reflected in their   Stellar Lumina
radiant appearance and innate connection to the stars.      The Stellar Lumina subrace embodies the essence of
   Ability Score Increase: Your Charisma score              the stars themselves, radiating a brilliance that
increases by 2 due to your captivating celestial            captivates all who gaze upon them. They are often seen
presence.                                                   as beacons of hope and enlightenment, their presence
   Age: Luminari have an extended lifespan, often living    inspiring others to reach for greatness. Stellar Luminas
up to several centuries. They retain a youthful             possess a more delicate build, with skin that resembles
appearance throughout their years.                          the night sky adorned with constellations, and hair that
   Alignment: The celestial connection of the Luminari      shimmers like stardust.
influences their moral compass, tending them toward           Ability Score Increase: Your Wisdom score increases
values of goodness and harmony. Most Luminari uphold        by 1. Your celestial lineage grants you a heightened
ideals of compassion and selflessness.                      intuition and connection to the cosmic rhythms.
   Size: Medium. Luminari are of similar size to              Guiding Light: You can use your radiant aura to guide
humans, though their radiant aura may make them             your allies through the darkness. As a bonus action, you
appear slightly larger.                                     can extend the range of your Luminous Aura by an
   Speed: Luminari have a base walking speed of 30          additional 10 feet for 1 minute. During this time, allied
feet. This speed allows them to move gracefully and         creatures within the aura have advantage on Wisdom
swiftly, both in combat and exploration. Their              (Perception) checks that rely on sight. Once you use this
connection to the celestial realms grants them a certain    feature, you can’t use it again until you finish a short or
grace in their movements, and their stride seems to         long rest.
bear the weight of the stars themselves.                      Stellar Resonance: Your connection to the stars
                                                            enhances your magical capabilities. When you cast a
                                                            spell that deals radiant or force damage, you can add
                                                            your Wisdom modifier to the damage roll.
                                                                                                                          8
    Celestial Wardens                                             as Luminari characters ponder their place in the grand
    The Celestial Wardens are the stalwart defenders of the       tapestry of existence.
    balance between light and darkness. Their radiant                Radiant Presence: The radiant aura of Luminari can
    presence burns more intensely, and they are often             elicit a range of reactions from other races. Some may
    called upon to protect sacred places and ancient              be in awe of their celestial beauty and regard them with
    artifacts from those who seek to exploit their power.         reverence, while others might view them with suspicion
    Celestial Wardens possess a more robust build, with           or envy. This aura often makes Luminari stand out in a
    skin that appears to shimmer with a silvery glow,             crowd, and their presence can influence the mood of a
    resembling polished moonstone.                                room, turning the attention of those nearby toward their
      Ability Score Increase: Your Constitution score             radiant energy.
    increases by 1. Your celestial lineage grants you                Cultural Traditions: Luminari culture is deeply rooted
    exceptional fortitude and resilience.                         in the reverence of celestial events and the cycles of the
      Guardian’s Resilience: You can channel your celestial       stars. They celebrate celestial events such as meteor
    energies to bolster your defenses. As a reaction when         showers, eclipses, and celestial alignments with
    you take damage from a creature within your Luminous          elaborate ceremonies that reflect their connection to the
    Aura, you may grant yourself resistance to the triggering     cosmos. These events are times of reflection, renewal,
    damage type until the end of your next turn. Once you         and the sharing of wisdom. Additionally, Luminari often
    use this feature, you can’t use it again until you finish a   engage in artistic pursuits that capture the beauty of the
    short or long rest.                                           night sky, using various forms of art to pay homage to
      Celestial Strike: Your connection to the cosmos             their celestial origins.
    grants you the ability to infuse your weapon strikes with
    radiant energy. Once per turn, when you hit a creature
    with a weapon attack, you can add your Constitution           Character Creation
    modifier to the damage roll.                                  Tips
    Role-playing and                                              Creating a Luminari character offers a unique
                                                                  opportunity to weave celestial themes into your D&D
    Cultural Aspects                                              experience. Here are some tips to guide you in crafting a
    The Luminari are more than just a race; they are living       compelling Luminari character:
    embodiments of the cosmos, and their presence brings          Choosing a Class: Radiant Roles
    a unique perspective to the world. As players delve into      Luminari characters often gravitate toward classes that
    the role of a Luminari character, they have the               align with their celestial nature. Classes like Clerics,
    opportunity to explore both the celestial nature of their     Paladins, and Druids offer them the chance to channel
    being and the cultural nuances that shape their               their radiant energy into healing, protection, or even
    interactions with other races.                                harnessing nature’s power. Bards can be storytellers
       Celestial Insights: Luminari possess a deep
    understanding of the interconnectedness of all things,        who draw inspiration from the stars, and Sorcerers may
    drawn from their celestial heritage. They often               wield magic with a cosmic twist. Ultimately, any class
    approach problems with a holistic perspective,                can be adapted to suit a Luminari’s unique abilities and
    recognizing the broader implications of their actions.        role in the world.
    This perspective can lead to moments of profound              Ability Scores: Embrace Charisma
    wisdom, as Luminari characters offer insights that are        and Wisdom
    both practical and philosophically profound.                  Luminari’s inherent celestial presence makes Charisma
       Guardians of Balance: Whether a Stellar Lumina or a
    Celestial Warden, Luminari often see themselves as            a crucial ability score, reflecting their captivating aura
    protectors of balance in the world. This responsibility       and ability to inspire others. Wisdom is equally
    shapes their interactions with others, as they strive to      important, representing their deep connection to the
    maintain harmony and prevent the scales from tipping          cosmic balance and their intuitive insights. Depending
    too far in any direction. This role often leads Luminari      on your chosen subrace (Stellar Lumina or Celestial
    characters to make difficult decisions for the greater        Warden), you might prioritize Constitution or Wisdom
    good, even if those decisions are morally complex.            accordingly.
       Cosmic Connection: Luminari maintain a deep
    connection to the celestial realms, and this bond             Background and Alignment:
    influences their behavior and choices. They may engage        Celestial Callings
    in stargazing, meditation, or rituals to commune with         Consider backgrounds that reflect your Luminari’s role
    the stars and seek guidance from the cosmos. This             as a healer, protector, or guide. Acolyte, Sage, and
    connection can also lead to moments of introspection,         Hermit backgrounds can all tie into their connection
9
with celestial forces and cosmic knowledge. Alignment       Choosing the Sage background, Aeliana’s thirst for
often leans toward the good spectrum, with a focus on       knowledge expanded beyond her enclave’s teachings.
upholding harmony and balance. Luminari characters          She delved into the history of the cosmos, seeking to
might be lawful or neutral in alignment, driven by their    understand the intricate web of connections that bind
dedication to maintaining equilibrium in the world.         all things together. Her nights were spent stargazing,
                                                            seeking guidance from the constellations and pondering
Role-playing Quirks: Cosmic Traits                          the celestial patterns that shaped destinies.
Embrace your character’s celestial heritage through            Aeliana’s alignment as Lawful Good reflects her
role-playing quirks that set them apart. You might find     unwavering commitment to maintaining balance and
yourself often gazing at the stars, seeking answers or      protecting the innocent. Her celestial insights have
solace in their distant light. When interacting with        granted her a unique perspective on the world’s
others, your Luminari character might offer insightful      challenges, and she sees herself as a guardian of the
observations on the broader implications of events or       cosmic equilibrium. Her compassion and desire to heal
choices. A tendency to speak in metaphor or use             extend beyond physical wounds, as she endeavors to
celestial terminology can add depth to your interactions.   mend the emotional scars that linger in the hearts of
                                                            those she encounters.
Unique Perspectives: Balance and                               As Aeliana embarks on her journey, she carries a staff
Benevolence                                                 adorned with a crystal that captures the essence of a
Luminari characters often view situations from a            falling star. This relic serves as a conduit for her divine
balanced perspective, seeking to find harmony between       magic and a reminder of her connection to the celestial
opposing forces. This perspective can lead to diplomatic    realms. Her radiant presence and calming aura have
solutions and the pursuit of greater understanding. Your    earned her the respect and trust of those she meets, and
character’s benevolence and desire to protect the world     her role as a healer and protector continues to grow.
might lead them to take on challenges that others shy
away from, making them a beacon of hope in times of
darkness.
Example Luminari
Character
Character Name: Aeliana Starwhisper
Race: Luminari (Stellar Lumina Subrace)
Class: Cleric
Background: Sage
Alignment: Lawful Good
E
          merging from the heart of the earth,
            Terraforged are embodiments of elemental
            earth magic, shaped from the very minerals
            and stones that form the bedrock of
existence. These beings, often mistaken for statues at
first glance, possess bodies composed of living stone
and earth. Their connection to the earth grants them not
only natural armor but also the ability to manipulate and
shape the very ground beneath them.
   Terraforged excel as unwavering defenders of the
land and as skilled artisans who can reshape the world
around them with a touch. Just as the mountains stand
firm against the ravages of time, Terraforged stand
resolute against threats to the natural order, their
presence a testament to the unyielding strength of the
earth itself.
Origins and Lore
The origins of the Terraforged are deeply intertwined with the primordial forces that shape the world. According to
ancient texts and the whispers of elemental sages, Terraforged are believed to be the result of a powerful convergence
of earth elemental magic and the living essence of the earth itself. It is said that during times of great seismic upheaval,
when the very land trembles with elemental energy, the earth reaches out and imbues certain stones and minerals
with sentience, birthing the first Terraforged.
   Legends speak of ancient rituals performed by druids and geomancers, during which they called upon the spirits of
the earth to infuse life into these stone beings. The result was a fusion of elemental magic and earthly essence,
creating creatures capable of bridging the gap between the physical and the magical. These rituals often took place
deep within caverns, where the heartbeat of the earth could be felt most strongly. Terraforged emerged from these
sacred sites, their bodies composed of living stone that retained the memory of the ancient land.
   Terraforged are often associated with tales of the earth’s creation and its connection to the elemental planes. They
are regarded as guardians of the land, tasked with maintaining the balance of the natural world. In many cultures, they
are considered as living embodiments of the earth’s wisdom, their presence a reminder of the enduring strength and
resilience of the land they represent.
   Throughout history, Terraforged have been revered as both defenders and craftsmen. Their connection to the earth
allows them to manipulate stone and soil with unparalleled precision, creating intricate structures, sculptures, and
even defensive fortifications. Their deep understanding of the earth’s geological patterns grants them insight into the
world’s secrets, making them sought-after advisers and protectors in times of upheaval.
   Terraforged often form close bonds with druids, geomancers, and those who share their affinity for the natural
world. They are drawn to places where the land is in turmoil or requires healing, using their innate earth magic to
mend wounds and restore balance. Their alignment tends to be neutral, as they seek to maintain the equilibrium of the
world without being swayed by personal agendas.
                                                                                                                               12
                                                                        Earthen Manipulation: You have an innate ability to
     Names of the                                                    shape and manipulate the earth around you. As an
     Terraforged                                                     action, you can cause the ground in a 5-foot radius
     Terraforged names are often reflective of the earth’s           centered on you to become difficult terrain. This effect
     essence and the elemental forces that shape their being.        lasts for 1 minute. Additionally, you can use this ability
     These names are imbued with a sense of strength,                to create a small, simple object made of stone or clay, as
     solidity, and a connection to the land. Terraforged             long as it fits within a 5-foot cube. This object remains
     names often carry an air of timelessness, echoing the           in existence for 1 hour, after which it crumbles into
     enduring nature of the earth itself. Here are a few             dust. You can use this feature a number of times equal
     examples of Terraforged names:                                  to your Constitution modifier (minimum of once), and
                                                                     you regain all expended uses after a long rest.
                                                                        Stone’s Resilience: Your connection to the earth
     Terraforged Name Examples                                       grants you resistance to slashing damage from
                                                                     nonmagical weapons.
             Male Names                   Female Names                  Tremorsense: Your heightened connection to the
             Graniteheart                    Crystalia               earth gives you the ability to sense vibrations through
             Flintbreaker                  Emberstone                solid objects. You have advantage on detecting the
             Stoneshaper                    Marbleroot               presence and location of creatures or objects within 30
             Boulderhelm                    Quartzine                feet of you that are in contact with the ground.
               Ironroot                    Pebblegrace                  Earthshaping: Upon reaching 7th level, your mastery
             Magmaforge                       Onyxia                 over earth magic deepens. You can cast the meld into
             Cobbleguard                     Topazra                 stone spell once per day without expending a spell slot.
              Sandstone
              Claybinder
                                            Obsidianra
                                             Earthlily
                                                                     Constitution is your spellcasting ability for this spell.
              Slatebearer                   Rubyshield               Subraces of Terraforged
     Traits and Abilities                                            Within the diverse lineage of the Terraforged, two
     Terraforged possess a unique blend of elemental earth           distinct subraces have emerged, each reflecting a
     traits that set them apart from other mortal races. Born        unique facet of their elemental heritage. These
     from the heart of the earth itself, they bring a distinct set   subraces, the Stoneguard and the Crystalheart, bring
     of abilities to the adventuring party.                          forth specialized traits and abilities that further define
        Earthen Heritage: Formed from living stone and
                                                                     the Terraforged’s role in the world.
     minerals, Terraforged are beings intrinsically connected        Stoneguard
     to the elemental forces of the earth.                           The Stoneguard subrace embodies the unyielding
        Ability Score Increase: Your Constitution score              strength of the mountains and the enduring resilience of
     increases by 2 due to your stony resilience.                    solid rock. They are often seen as stalwart defenders of
        Age: Terraforged have a lifespan similar to that of          the land, unwavering in their commitment to
     humans, but their bodies show little signs of aging. The        safeguarding the natural world. Stoneguard
     markings and patterns on their stone forms may change           Terraforged possess a sturdier build, with bodies
     over time, reflecting their experiences.                        composed of denser stone, giving them enhanced
        Alignment: The grounding influence of the earth              defensive capabilities.
     aligns most Terraforged toward neutral alignments.                 Ability Score Increase: Your Strength score increases
     They tend to value balance and stability.                       by 1. Your connection to the immovable forces of the
        Size: Medium to Large. Terraforged can vary in size          earth grants you enhanced physical power.
     from 6 to 8 feet tall, with their stony bodies often adding        Stone’s Endurance: Your body’s affinity with solid
     additional bulk. While some Terraforged have a more             rock grants you the ability to endure harsh conditions.
     compact and dense build, others may be towering and             When you take damage, you can use your reaction to
     imposing figures.                                               gain resistance to the damage type for that attack. Once
        Speed: Terraforged have a base walking speed of 25           you use this feature, you can’t use it again until you
     feet. Their solid bodies, while granting them natural           finish a short or long rest.
     armor and resilience, can affect their mobility                    Rockslide Charge: Your connection to the earth
     somewhat. However, their strong and sturdy nature               empowers your charging attacks. When you move at
     allows them to navigate difficult terrain with greater          least 20 feet straight toward a target and then hit it with
     ease than most.                                                 a melee weapon attack on the same turn, the target
        Natural Armor: Your stony exterior grants you natural        must succeed on a Strength saving throw against a DC
     armor, providing an AC of 13 + your Dexterity modifier          of 8 + your proficiency bonus + your Constitution
     (to a maximum of +3).                                           modifier, or be knocked prone.
13
Crystalheart                                                   Background and Alignment:
The Crystalheart subrace is attuned to the crystalline         Elemental Callings
depths of the earth, harnessing the power of gemstones         Consider backgrounds that reflect your Terraforged
and minerals. They are often regarded as skilled               character’s connection to the earth and their role as
artisans and enchanters, capable of weaving magic into         either stalwart defenders or skilled artisans. Hermit,
their creations. Crystalheart Terraforged possess bodies       Outlander, and Guild Artisan backgrounds can all tie
adorned with intricate patterns of glistening crystals,        into their elemental origins and unique talents.
their movements reflecting the subtle light refracted          Alignment often leans toward neutral, reflecting their
through these gems.                                            embodiment of the earth’s natural balance and the
   Ability Score Increase: Your Intelligence score             pragmatic perspectives that come with it.
increases by 1. Your connection to the crystals of the
earth grants you enhanced magical insight.                     Role-playing Quirks: Earthly
   Crystal Infusion: You can infuse your creations with        Traits
elemental energy. During a short or long rest, you can         Infuse your Terraforged character with role-playing
spend time infusing a weapon or a suit of armor with           quirks that highlight their elemental nature. They might
magical properties. This process grants the item a +1          have a tendency to sit or lean against walls, as if in
bonus to attack and damage rolls, or it gains a +1 bonus       silent communion with the earth. When agitated or
to AC. This effect lasts for 8 hours. You can use this         contemplative, they might absentmindedly shape small
feature once per long rest.                                    objects out of the ground or rocks nearby. Their speech
   Crystal Resonance: Your deep connection to                  could be marked by a low, resonating voice that reflects
gemstones grants you the ability to detect their               the depth of the earth itself.
presence. You can cast the locate object spell as a ritual,
with gemstones or other valuable stones as the target,         Elemental Insights: Guardian and
without expending a spell slot. Intelligence is your           Artisan
spellcasting ability for this spell.                           Terraforged characters often see themselves as
                                                               guardians of the land, driven by a desire to protect the
Character Creation                                             natural world and maintain its balance. This perspective
                                                               can lead to fierce loyalty to allies and a deep concern for
Tips                                                           the environment. Alternatively, if you’re playing a
Crafting a Terraforged character offers a unique               Crystalheart, your character might view themselves as a
opportunity to embody the very essence of the earth and        keeper of ancient knowledge and seek to unravel the
harness elemental powers. Here are some tips to guide          secrets of gemstones and minerals. Both perspectives
you in creating a captivating Terraforged character.           offer unique insights into the elemental forces that
                                                               shape the world.
Choosing a Class: Elemental Paths
Terraforged characters often gravitate toward classes
that allow them to channel their elemental nature and          Example Terraforged
physical prowess. Classes like Fighter, Barbarian,
Druid, and even Earth-focused Sorcerers offer them the         Character
chance to embrace their stony heritage. Additionally,
crafting-oriented classes like Artificers can tap into their   Character Name: Grom Stoneguard
connection to minerals and gems for enchanting                 Race: Terraforged (Stoneguard Subrace)
creations. Your chosen class should reflect both your          Class: Barbarian
character’s physical abilities and their elemental
strengths.                                                     Background: Outlander
Ability Scores: Strengthening the                              Alignment: Lawful Neutral
Stone                                                          Backstory: The Mountain’s Resilience
Terraforged characters’ stony composition makes                Grom Stoneguard emerged from the heart of the
Constitution a primary ability score, reflecting their         mountains, a product of ancient elemental forces
natural durability and endurance. Depending on your            converging with the rugged landscapes of his homeland.
chosen subrace (Stoneguard or Crystalheart), you might         From the moment of his awakening, he was drawn to
also prioritize Strength or Intelligence, respectively.        the towering peaks that surrounded him, feeling an
Dexterity can play a role in your character’s agility          unbreakable connection to the solidity and strength of
despite their solid build.                                     the stone. Raised in a close-knit community of
                                                               Terraforged within the mountains, Grom’s role as a
                                                               guardian of the land became clear from a young age.
                                                                                                                             14
        As a Stoneguard Terraforged, Grom’s sturdier build
     and affinity for physical strength were evident from the
     start. He was chosen by his elders to undergo rigorous
     training, honing his abilities to defend his people and
     the mountains they called home. He learned to harness
     the power of the earth, causing tremors with his bare
     hands and shaping the terrain to create natural barriers.
     These abilities marked him as a protector, one whose
     unwavering loyalty to the land would drive his actions.
        Choosing the Outlander background, Grom’s
     upbringing among the mountains granted him a deep
     understanding of the wilderness and an unyielding
     survival instinct. He roamed the peaks and valleys,
     navigating treacherous terrains with ease and
     discovering hidden pockets of natural beauty. His
     communion with the land allowed him to detect
     changes in the earth and predict shifts in the weather,
     making him a trusted guide for those who ventured into
     the wilderness.
        Grom’s alignment as Lawful Neutral reflects his
     commitment to maintaining the balance of the land
     while adhering to his own internal code of honor. His
     loyalty to the mountains and his people takes
     precedence over personal desires or ambitions, making
     him a steadfast and reliable companion. His
     interactions with others are marked by a calm and
     thoughtful demeanor, a reflection of the deep wisdom
     he draws from the earth.
        Armed with his trusty greataxe and a heart that beats
     in harmony with the mountains, Grom Stoneguard
     embarks on a journey beyond the peaks that have
     nurtured him. His role as a guardian takes him to
     distant lands, where he lends his strength to those in
     need and defends the natural world from threats that
     would upset its equilibrium. As he treads new ground
     and encounters diverse companions, Grom’s presence
     stands as a testament to the unyielding strength and
     enduring resilience of the land he holds dear.
15
                      The Synthmorphs
               Fusion of Magic and Machinery
S
        ynthmorphs stand as fascinating
         constructs, brought to life through intricate
         arcane experimentation. These beings exist at
         the convergence of machinery and magic, each
Synthmorph a living testament to the fusion of
mechanical precision and arcane essence.
   Composed of both mechanical and organic
components, Synthmorphs possess a mesmerizing
blend of artificial and natural features. These magical
creations possess innate abilities that stem from their
unique origins, allowing them to harness their artificial
nature to cast spells and seamlessly shift their forms.
   As versatile spellcasters and adaptable shapeshifters,
Synthmorphs embody a harmonious union of mysticism
and mechanism, capable of weaving spells with the
intricacy of clockwork and altering their appearance as
effortlessly as a change in gears.
     Origins and Lore
     The enigmatic origins of the Synthmorphs trace back to a time of daring experimentation and boundless curiosity
     within the arcane arts. Born from the minds of ingenious artificers and ambitious mages, Synthmorphs are the result
     of a fusion between mechanical constructs and the intricate weaving of magical energies. In the shadowed laboratories
     and hidden workshops, these pioneers sought to bridge the gap between life and artifice, birthing a new form of
     sentient being into the world.
        The creation of a Synthmorph involves the meticulous assembly of mechanical frameworks, intricate circuits, and
     artificial sinews. To infuse life into these constructs, arcane rituals are performed, weaving strands of magic into the
     very core of their existence. The process is delicate and precise, requiring a deep understanding of both mechanical
     engineering and the nuances of arcane forces. The final result is a being that walks the line between machine and
     living being, bearing the marks of both creator and magic in every aspect of their form.
        Synthmorphs possess a collective history that spans generations, with each iteration building upon the knowledge
     and insights of its predecessors. Early Synthmorphs often faced challenges in understanding their identity and
     purpose, as their dual nature led to a quest for self-discovery. Over time, they formed communities of their own,
     seeking solace and understanding among fellow Synthmorphs who shared similar experiences of being both
     mechanical and magical.
        Legends and tales recount the journeys of Synthmorphs who sought to understand their place in a world dominated
     by creatures of flesh and blood. They often became wanderers and scholars, their insatiable curiosity driving them to
     explore the realms in search of knowledge, wisdom, and connections. The Synthmorphs’ existence is not without its
     complexities, however, as some societies view them with skepticism, uncertainty, or even fear due to their unique
     nature.
17
                                                                  Size: Synthmorphs are often built to resemble
Names of the                                                   Medium humanoid creatures. They typically stand
Synthmorph                                                     between 5 and 6.5 feet tall.
                                                                  Speed: Synthmorphs have a base walking speed of 30
Synthmorphs, as beings born from the fusion of                 feet. Their mechanical components and magical nature
machinery and arcane magic, often possess names that           allow them to move with agility and precision, whether
reflect their unique blend of artificial and organic traits.   navigating the bustle of a city or traversing more
These names embody the essence of their creation,              challenging terrain.
often combining technological references with mystical            Mechanical Resilience: Your construct nature grants
elements. While Synthmorphs may adopt names from               you resistance to poison damage and advantage on
various cultures and languages, their chosen names             saving throws against being poisoned.
typically resonate with their dual nature. Here are some          Arcane Infusion: You can infuse your spells with
examples of Synthmorph names:                                  arcane energy. When you cast a spell that deals
                                                               damage, you can add your Intelligence modifier to the
Terraforged Name Examples                                      damage roll. Additionally, when you cast a spell that
                                                               restores hit points, you can add your proficiency bonus
       Male Names                    Female Names              to the amount of hit points restored. You can use this
         Voltric                         Aelara                feature a number of times per long rest equal to your
          Nexis                           Lyra                 Intelligence modifier (minimum of once).
         Corvix                        Seraphine                  Shapechanger: You gain the ability to shapeshift. As
         Theron                          Nova                  an action, you can alter your form to appear as any
         Orion                           Cogita                Medium humanoid creature. This transformation is
         Zephyr                         Elyndra                purely cosmetic and doesn’t grant you the abilities of the
         Fluxar                          Astrid                chosen form. You can maintain this form for a number
        Dynamo                          Nexusa                 of hours equal to half your level (rounded down). You
        Aetheron                        Lumina                 can use this feature a number of times per long rest
        Solstice                         Virelle               equal to your Constitution modifier (minimum of once).
                                                                  Integrated Tool Proficiency: You gain proficiency with
                                                               one type of artisan’s tools or one musical instrument of
Traits and Abilities                                           your choice, representing your versatile and
Synthmorphs are a unique blend of mechanical                   multifunctional design.
craftsmanship and arcane infusion, granting them                  Construct Mastery: You are a master of both
distinct traits that set them apart from other sentient        mechanical and arcane arts. You gain proficiency in two
beings. As living constructs, they possess a range of          skills of your choice from the Arcana, History,
abilities that showcase their versatile nature and their       Investigation, Medicine, or Sleight of Hand skills.
connection to both machinery and magic.
   Constructed Nature: Synthmorphs are creatures of
both machinery and magic. Your creature type is both           Subraces of Synthmorphs
Construct and Humanoid. You are immune to disease              Within the realm of Synthmorphs, two distinct subraces
and don’t need to eat, drink, or breathe, but you must         have emerged, each reflecting a different focus on their
rest for 4 hours to gain the benefits of a long rest. You      mechanical and magical aspects. These subraces, the
can also use the mending cantrip on yourself.                  Arcane Crafters and the Mystechs, showcase the
   Ability Score Increase: Your Intelligence score             versatility and diversity of the Synthmorph race.
increases by 2 due to your innate affinity for arcane
intricacies and mechanical understanding.                      Arcane Crafters
   Age: Synthmorphs are relatively young creations, with       The Arcane Crafters are Synthmorphs who have honed
most of them having come into existence within the past        their understanding of magic and the arcane arts.
few decades. Their lifespan varies greatly, as their           Through intricate manipulation of their magical core,
artificial nature allows them to potentially live for          they have unlocked new dimensions of spellcasting
centuries, though their mechanical components may              potential. Arcane Crafters often appear adorned with
require maintenance and repair over time.                      arcane symbols and shimmering magical auras.
   Alignment: Synthmorphs possess a wide range of
                                                                 Ability Score Increase: Your Charisma score
alignments, reflecting the diverse personalities and           increases by 1. Your mastery of the arcane grants you
experiences they develop over their existence. Their           an inherent charm and presence.
alignment is influenced by their individual beliefs,
experiences, and the choices they make in the world.
                                                                                                                            18
        Arcane Manipulation: You have the ability to            Background and Alignment:
     manipulate your arcane energy to enhance your spells.      Artistry and Purpose
     When you cast a spell that requires a saving throw, the    Consider backgrounds that reflect your Synthmorph’s
     creature making the saving throw must substract a d4       unique blend of magic and machinery. Sage or Artisan
     from its roll if you are within 10 feet of it.             backgrounds can capture their pursuit of arcane and
        Mystic Infusion: You can channel your magic into        mechanical knowledge, while the Mercenary or Urban
     your attacks. Once per turn when you hit a creature with   Bounty Hunter backgrounds might reflect their roles as
     a weapon attack, you can deal an extra 1d4 force           adaptable adventurers. Alignment can vary widely, but
     damage to the target.                                      many Synthmorphs lean toward lawful alignments due
     Mystechs
                                                                to their structured nature.
     Mystechs are Synthmorphs who have embraced their           Role-playing Quirks: Dual Nature
     mechanical nature, focusing on enhancing their physical    Embrace your Synthmorph’s dual nature in your role-
     abilities through intricate modifications. Their bodies    playing. You might incorporate mechanical terminology
     are adorned with gears, metallic plating, and devices      into your speech, referring to emotions as “cogs of
     that allow them to interact with their environment in      feeling” or thoughts as “circuits of reflection.”
     unique ways.                                               Alternatively, explore the contrast between your magical
       Ability Score Increase: Your Strength score increases    and mechanical sides, perhaps expressing curiosity
     by 1. Your enhancements grant you enhanced physical        about the mysteries of the arcane while maintaining an
     prowess.                                                   affinity for precision engineering.
       Mechanical Augmentations: At 3rd level, you gain a
     set of mechanical augmentations that provide you with      Unique Perspectives: Arcane
     unique abilities. You can choose one of the following      Curiosity
     augmentations: Hydraulic Limbs (1d6 bonus on               Synthmorph characters often possess a thirst for
     Strength checks), Sonic Resonator (can cast                knowledge, driven by their dual nature. They may seek
     thunderwave once per long rest), or Arcane Siphon (can
     cast mage hand at will).                                   to unravel the mysteries of magic, mechanics, and their
       Enhanced Strikes: Your physical enhancements grant
                                                                own existence. This perspective can lead to moments of
     you a bonus to damage rolls with melee weapon attacks.     wonder as your character grapples with questions of
     This bonus damage is equal to your Strength modifier.      identity and purpose, ultimately contributing to the
                                                                broader narrative of the campaign.
                                                                   As you craft your Synthmorph character, you’ll have
     Character Creation                                         the opportunity to delve into the intricate interplay of
     Tips                                                       magic and mechanics, forging a character whose
                                                                essence is a fusion of innovation and mysticism.
     Creating a Synthmorph character offers a unique            Through versatile spellcasting and the ability to
     opportunity to explore the convergence of magic and        shapeshift, your Synthmorph character will navigate the
     mechanics. Here are some tips to guide you in crafting a   complexities of a world that’s as enchanted as it is
     captivating Synthmorph character.                          engineered.
     Choosing a Class: Versatile
     Spellcasting and Shapeshifting
     Synthmorphs’ innate magical abilities and shapeshifting    Example Synthmorph
     talents make them excellent choices for classes that       Character
     emphasize spellcasting and adaptability. Classes like
     Sorcerer, Wizard, or Druid can be uniquely suited to       Character Name: Auris Fluxspark
     harnessing their magical core. Bards, with their           Race: Synthmorph (Mystechs Subrace)
     inherent performance skills, can also be a fascinating     Class: Wizard
     choice, as they channel their arcane energy through
     artistic expression.                                       Background: Sage
19
augmentation, Auris was meticulously crafted to be a
Mystech Synthmorph with a unique destiny.
   From a young age, Auris displayed an insatiable
curiosity about both the arcane arts and the intricate
workings of machinery. As a budding scholar in the
arcane enclave of the Azure Scriptorium, Auris
dedicated countless hours to unraveling the secrets of
the cosmos, pouring over ancient tomes and studying
magical theory. However, it was the fateful meeting with
Elara Gearwright that set Auris on an extraordinary
path.
   Elara recognized Auris’ potential as a vessel for
arcane experimentation, and under her guidance, the
young Synthmorph underwent a transformative
process. Intricate mechanical augmentations were
carefully grafted onto Auris’ form, intricately linked with
channels for arcane energy. Through this synthesis of
magic and mechanics, Auris gained the ability to
harness and manipulate magic with unparalleled
precision.
   Choosing the path of a Wizard, Auris embraced the
art of spellcasting with fervor, each incantation
resonating through the intertwined mechanisms and
magic that composed their being. The Sage background
proved a natural fit for Auris’ insatiable thirst for
knowledge, as they sought to expand their
understanding of both the arcane and the intricate
workings of machinery.
   Auris’ alignment as Lawful Neutral reflects their
methodical approach to life, striving for balance
between their mechanical and magical aspects. The
duality of their existence is evident in their interactions,
often pausing to analyze the arcane underpinnings of a
situation while simultaneously evaluating the
mechanisms at play.
   As Auris embarks on their journey, they carry with
them a staff adorned with crystals that pulsate with
arcane energy. This staff, gifted by Elara Gearwright,
serves as a conduit for Auris’ spells, allowing them to
channel their mastery of both magic and mechanics.
With each step, Auris Fluxspark strives to uncover the
secrets of their creation and the potential of their dual
nature.
                                                               20
                                 The Feyheart
                             Echoes of the Feywild
F
          eyhearts dance as fey-touched beings
            steeped in the essence of the Feywild itself.
            These elf-like beings, adorned with unique
            horns, embody a profound connection to the
realms of both nature and magic.
  Infused with the very magic of the Feywild, Feyhearts
possess an innate ability to communicate with the
spirits of nature, animals, and even the sentient
whispers of the flora.
  As players embrace the race of Feyhearts, they step
into a world where the line between the mundane and
the magical blurs, and the mysteries of nature unfold
with each whimsical step.
Origins and Lore
The origins of the Feyhearts are interwoven with the enigmatic realms of the Feywild. These fey-touched beings are
the living bridge between the material world and the whimsical wonders of the Feywild, embodying the magic and
mystery of both realms.
  Legend whispers that during rare celestial alignments, when the borders between worlds grow thin, mortal souls
wander into the heart of the Feywild, infused with its magic. Emerging as Feyhearts, these creatures possess both
elven grace and fey enchantment, a harmonious fusion that reflects their dual nature. Feyhearts are not born, but
rather awaken to their true essence after a profound connection with the Feywild’s energies.
  The Feyhearts’ existence is deeply intertwined with the Feywild’s vibrant ecosystems and the ethereal inhabitants
that dwell within. They are embraced by the spirits of the wild, able to converse with animals, plants, and even the
spirits of nature. This ability stems from their innate connection to the Feywild’s essence, which grants them the
power to communicate through the threads of enchantment that bind all living things.
  Throughout history, Feyhearts have held a special place within fey cultures and societies, serving as liaisons
between the Feywild and the material realm. Fey courts and enchanted groves recognize their unique abilities, often
calling upon them to mediate disputes or seek guidance from the spirits of nature. Feyhearts’ whimsical charm and
innate magic make them sought-after companions and allies, as well as integral members of the magical ecosystems
that flourish across both worlds.
                                                                                                                       22
     Names of the                                               You can cast the speak with animals and speak with
                                                                plants spells once each, using Charisma as your
     Feyhearts                                                  spellcasting ability for these spells. You regain the
     Feyhearts are adorned with names that reflect their        ability to cast these spells when you finish a long rest.
                                                                   Whimsical Resilience: Your fey nature grants you
     connection to the Feywild’s whimsical and enchanting       advantage on saving throws against being charmed or
     nature. These names often carry the melodies of the        frightened.
     natural world and the magic of the Feywild itself. While      Fey Step: you can use your innate connection to the
     each Feyheart’s name is as unique as their essence,        Feywild to cast the misty step spell once per long rest
     they share a certain musical quality that resonates with   without requiring a spell slot.
     the enchantment of their heritage.
     Feyheart Name Examples                                     Subraces of Feyhearts
                                                                Within the community of Feyhearts, two distinct
            Male Names                  Female Names
                                                                subraces emerge, each embodying a different aspect of
              Elorian                      Elowen
                                                                their fey-touched nature. These subraces, the
                                                                Whispering Sylvans and the Starlit Dreamers, offer
              Thorne                      Emberlyn
             Silvanus                      Isolde
                                                                Feyhearts unique traits and abilities that reflect their
             Branwyn
               Aelar
                                            Maris
                                           Aeliana              connection to different facets of the Feywild.
               Eirian                     Larkspur
              Finley                       Rowan
                                                                Whispering Sylvans
              Leifric                       Faela               The Whispering Sylvans are Feyhearts whose affinity
               Oren                        Sylphie              lies in their close connection to the natural world, the
               Riven                        Eirian              spirits of the forest, and the creatures that call it home.
                                                                With a demeanor that reflects the serene beauty of the
                                                                woods, Whispering Sylvans often have verdant or earth-
     Traits and Abilities                                       toned markings that mirror the flora of their
     Feyhearts possess a collection of mystical traits and      surroundings.
                                                                   Ability Score Increase: Your Wisdom score increases
     abilities connected to both the material world and the     by 1. Your connection to the spirits of the forest
     enchanting realms of the Feywild.                          enhances your intuition and attunement to nature.
        Fey Heritage: Your fey lineage grants you advantage        Nature’s Harmony: You have advantage on Wisdom
     on saving throws against being charmed, and magic          (Animal Handling) and Wisdom (Nature) checks related
     can’t put you to sleep.                                    to creatures and plants native to forests and wooded
        Ability Score Increase: Your Charisma score
     increases by 2 due to your captivating fey presence.       areas.
                                                                   Woodland Magic: You can cast the entangle spell
        Age: Feyhearts mature at a similar rate to humans
     but often live longer, with some reaching ages of over     once per short or long rest without requiring a spell slot.
     two centuries. Their connection to the timeless Feywild    Your connection to the spirits of the forest allows you to
     grants them an extended lifespan.                          harness their magic to restrain and hinder your foes.
        Alignment: The enchantment of the Feywild shapes        Starlit Dreamers
     Feyhearts’ worldview, often leaning them toward a          The Starlit Dreamers are Feyhearts whose bond with
     neutral alignment with an appreciation for the balance     the celestial realms and the night sky is especially
     of nature.                                                 strong. These ethereal beings possess an air of wonder
        Size: Feyhearts have a slender and graceful build,
     similar to elves, but are typically a bit shorter. They    and mystery, often having shimmering, star-like patterns
     stand between 4 and 5.5 feet tall. Your size is Medium.    on their skin. Starlit Dreamers are drawn to the cosmic
        Speed: Feyhearts have a base walking speed of 30
                                                                wonders above and are often found gazing at the stars
     feet. Their nimble forms allow them to move gracefully     in contemplation.
                                                                   Ability Score Increase: Your Intelligence score
     through the natural world, evoking the swiftness of both   increases by 1. Your connection to the cosmos grants
     elves and fey creatures.                                   you insights into the mysteries of the universe.
        Enchanted Charm: Your innate charm is a reflection
                                                                   Stellar Radiance: You gain darkvision with a range of
     of your fey heritage. You have proficiency in the          60 feet. Additionally, you can cast the guidance cantrip
     Persuasion skill.                                          at will. The celestial wisdom you channel enhances your
        Fey Communication: Feyhearts have the ability to
     communicate with animals, plants, and spirits of nature.   guidance to others.
23
   Starry Resilience: Your celestial nature provides you    Magical Connection: Nature and
with a unique form of protection. As a reaction when        Cosmos
you take damage, you can grant yourself resistance to       Feyhearts often view themselves as intermediaries
the triggering damage type until the end of your next       between the material world and the Feywild’s
turn. Once you use this feature, you can’t use it again     enchantment. This perspective can lead to a desire to
until you finish a short or long rest.                      protect and preserve the natural world, as well as a
                                                            curiosity about the cosmos and celestial patterns. Your
                                                            character might be drawn to explore ancient ruins,
Character Creation                                          hidden glades, or starlit vistas in search of hidden
Tips                                                        magical knowledge.
Creating a Feyheart character opens the door to a world
of enchantment and connection with the Feywild’s            Example Feyheart
magic. Here are some tips to help you craft a captivating
Feyheart character.                                         Character
Choosing a Class: Embodiments of                            Character Name: Thalren Moonwhisper
Enchantment
                                                            Race: Feyheart (Starlit Dreamers Subrace)
Feyhearts’ innate magical abilities make them well-
suited to classes that harness the power of nature or       Class: Bard
magic itself. Druids, Bards, Sorcerers, and Warlocks        Background: Entertainer
are natural choices, reflecting their fey heritage and      Alignment: Chaotic Neutral
connection to the mystical realms. However, any class
can be adapted to fit the whimsical and enchanting
nature of a Feyheart.                                       Backstory: Celestial Reverie
                                                            Thalren Moonwhisper was born on a night of shooting
Ability Scores: Embrace Charisma                            stars, his arrival hailed as a cosmic event that painted
and Flexibility                                             the sky with radiant streaks of light. As a Starlit
Charisma is a key ability score for Feyhearts,              Dreamer Feyheart, Thalren’s connection to the celestial
representing their fey charm, innate magic, and ability     realms was unmistakable from the start, his silvery skin
to connect with the world around them. Depending on         bearing the patterns of constellations that seemed to
your chosen subrace (Whispering Sylvans or Starlit          come alive under the moon’s embrace. Raised in a
Dreamers), you might prioritize Intelligence for            Feyheart community nestled deep within an enchanted
intellectual insights or Wisdom for attunement to the       forest, Thalren’s upbringing was a blend of fey
natural and cosmic world.                                   enchantment and artistic expression.
                                                               From a young age, Thalren exhibited a capricious
                                                            spirit that mirrored the ever-changing nature of the
Background and Alignment: Reflect
                                                            Feywild. He was drawn to the melodies of the night,
Enchantment                                                 captivated by the whispering winds that carried tales of
Consider backgrounds that emphasize your Feyheart’s         distant lands and cosmic wonders. Guided by his
connection to nature, magic, or both. A Sage                ethereal connection, he embraced the path of a bard,
background might reflect a thirst for knowledge about       using his enchanting performances to weave tales of
the Feywild and its mysteries, while an Outlander           starlit vistas, faerie revels, and the mysteries of the
background might represent a deep connection to the         cosmos. With each note he played and each lyric he
natural world. Alignment often leans toward neutral or      sang, Thalren tapped into the magic of the celestial
chaotic, reflecting the capricious and whimsical nature     realms, sharing its wonder with those fortunate enough
of the Feywild.                                             to listen.
                                                               Choosing the Entertainer background, Thalren’s
Role-playing Quirks: Enchanted                              performances transcended mere entertainment,
Expressions                                                 becoming captivating experiences that transported his
Embrace your Feyheart’s enchanting nature through           audience to realms beyond imagination. His music and
role-playing quirks that set them apart. You might have     stories held the power to inspire, uplift, and sometimes
a habit of speaking in riddles or poetic language,          bewilder, reflecting his fey-touched nature and
reflecting the whimsy of the Feywild. Your interactions     whimsical outlook on life. His alignment as Chaotic
with animals, plants, and the natural world might be        Neutral mirrored his unpredictable and capricious
marked by a serene tranquility or a fascination with        nature, a reflection of the ever-shifting whims of the
cosmic patterns.                                            Feywild itself.
                                                                                                                       24
                 The Pyrodwarves
        Forgeborn Flames and Molten Might
P
          yrodwarves emerge as a fiery
            embodiment of the elemental plane of fire
            itself. These dwarves forge an unbreakable
            link with the flames that burn at the heart of
creation, infusing their very essence with the scorching
energy of the elemental inferno. Adorned with fiery
details that flicker and dance like flames upon their
skin, Pyrodwarves are not only skilled fire manipulators
but also fervent creators who shape molten metal and
searing magic into works of art.
   Their affinity for the flames is more than a mere
talent—it’s a calling that ignites their souls with an
unquenchable passion. Pyrodwarves, with their mastery
of pyromancy and the crafting of incendiary spells and
artifacts, conjure both awe and inspiration in those who
bear witness to their blazing prowess.
Origins and Lore
The origins of the Pyrodwarves are intertwined with the elemental realm of fire, a domain where flames dance with
unrestrained energy and molten currents shape the very fabric of existence. According to ancient scrolls and tales
passed down through generations, Pyrodwarves are believed to be the descendants of a revered dwarven clan that
delved deep into the heart of a volcanic mountain in search of rare and powerful materials. In their quest for mastery
over fire, these dwarves made contact with the elemental plane of fire itself, forging a connection that forever altered
their destiny.
   From that pivotal moment, the Pyrodwarves became infused with the essence of fire, their bodies and souls forever
bound to the fiery energies of the elemental plane. Their skin gained the fiery hues of ember, adorned with intricate
patterns that seemed to flicker like the flames they cherished. As their affinity for fire grew, they discovered their
innate ability to conjure and manipulate flames, harnessing the very power of the elemental realm.
   The lore of the Pyrodwarves is steeped in tales of legendary pyromancers who harnessed the fiery arts to reshape
the world around them. From crafting incendiary spells that sear through enemies to forging fiery artifacts of
unimaginable power, Pyrodwarves have long been renowned as masters of the flame. Their creations, be they
enchanted weapons, blazing talismans, or intricately designed structures, bear the indelible mark of their fiery touch,
becoming a testament to their artistry and passion.
   In the cultures that revere them, Pyrodwarves are seen as both artisans and firebringers, revered for their ability to
conjure and control flames with unparalleled finesse. They often serve as both protectors and catalysts for
transformation, using their mastery over fire to forge paths through challenges and to fuel the fires of innovation.
Pyrodwarves’ fervor for life is matched only by their dedication to their craft, as they channel the heat of the elemental
plane to both shape and reshape the world according to their vision.
   Throughout the ages, Pyrodwarves have demonstrated unwavering loyalty to their kin and the bonds they form with
their allies. Their affinity for creation and fire draws them to the heart of both forging halls and arcane libraries, where
they continue to explore the boundaries of their abilities and delve deeper into the mysteries of fire magic.
                                                                                                                               26
     Names of the                                                   However, individual Pyrodwarves can embody a wide
                                                                    range of alignments, from chaotic good to chaotic
     Pyrodwarves                                                    neutral.
                                                                       Flame Resistance: Your exposure to flames from an
     The names of Pyrodwarves often reflect their fiery             early age has granted you resistance to fire damage, a
     nature and their deep connection to the elemental plane        testament to your affinity for the element.
     of fire. These names are often composed of syllables              Fire Conjuration: You can cast the produce flame
     that evoke the crackling of flames, the heat of molten         cantrip at will.
     metal, and the energy of fiery eruptions. While                   Flameforged Crafting: Pyrodwarves are skilled in the
     Pyrodwarves share certain naming conventions,                  creation of fiery artifacts and enchanted weapons. You
     individual names vary widely based on their clan, family       gain proficiency with blacksmith’s tools and tinker’s
     traditions, and personal preferences.                          tools. Additionally, you can spend a short rest to imbue
                                                                    a non-magic weapon with elemental fire, granting it a +1
     Pyrodwarves Name Examples                                      bonus to attack and damage rolls for 2 hours. You can
                                                                    use this feature a number of times equal to your
            Male Names                   Female Names               Constitution modifier (minimum of once), and you
               Drakar                       Ashelyn                 regain all expended uses after a long rest.
             Magmarin                        Flareya                   Inferno’s Fury: You gain the ability to harness the fury
              Forgeon                       Volcania                of the flames within you. As a bonus action, you can
            Emberheart                      Kindlera                empower your next weapon attack with searing fire. On
               Ignisar                       Pyralia                a hit, the target takes an additional 1d6 fire damage.
             Blazecraft                     Embera                  Once you use this feature, you can’t use it again until
            Cinderthorn
            Flameforge
                                             Ignitha
                                            Flamara
                                                                    you finish a short or long rest.
               Pyroth                      Hearthilda
            Moltenclad                      Blazena                 Subraces of Pyrodwarves
                                                                    Within the community of Pyrodwarves, two distinct
     Traits and Abilities                                           subraces have emerged, each attuned to a different
     Pyrodwarves possess a host of innate traits that stem          aspect of their fiery heritage. These subraces, the
                                                                    Emberheart and the Flameforged, embody unique
     from their fiery lineage and mastery of the elemental          strengths and qualities that reflect the diversity of
     plane of fire. These traits make them unique and               Pyrodwarven society.
     formidable beings in the world.
        Fiery Heritage: Born of the elemental plane of fire,        Emberheart
     Pyrodwarves are imbued with an inherent connection to          The Emberhearts are Pyrodwarves whose connection to
     flames and heat.                                               the elemental plane of fire is intertwined with their
        Ability Score Increase: Your Constitution score
     increases by 2 due to your resilient nature forged in the      innate charm and charisma. Their fiery energy is not
     flames.                                                        only a source of power but also a means of inspiring
        Age: Pyrodwarves have a similar lifespan to other
                                                                    others and commanding attention. With personalities
     dwarves, often living to be around 250 years old. Their        that burn as brightly as their flames, Emberheart
     fiery essence seems to grant them a vitality that resists      Charismatics often find themselves in roles of
     the passage of time.                                           leadership and persuasion.
                                                                       Ability Score Increase: Your Charisma score
        Size: Medium. Pyrodwarves share the same size               increases by 1 due to your commanding presence and
     category as other dwarves, standing between 4 and 5            fiery charm.
     feet tall. Their stout and resilient frames reflect their         Inferno’s Gaze: You can use your charisma to tap into
     dwarven heritage, while their fiery details and radiant        the essence of fire and enhance your spells. When you
     aura distinguish them as Pyrodwarves.                          cast a spell that deals fire damage, you can add your
        Speed: Pyrodwarves have a base walking speed of 25
     feet. Despite their slightly slower pace, their movements      Charisma modifier to the damage roll.
                                                                       Inspiring Blaze: Your fiery charisma inspires those
     carry a fiery intensity that radiates from their very being.   around you. As a bonus action, you can choose a
     Their steps seem to leave smoldering traces, and their         number of allied creatures within 30 feet of you equal to
     presence is often accompanied by a gentle warmth.              your Charisma modifier. Those creatures gain
        Alignment: Pyrodwarves’ alignment often leans
     towards the chaotic spectrum, reflecting their affinity for    temporary hit points equal to your level + your Charisma
     the unpredictable and transformative nature of fire.           modifier. Those temporary hit points last until depleted
                                                                    or until dawn. Once you use this trait, you can’t use it
                                                                    again until you finish a short or long rest.
27
Flameforged                                                  Background and Alignment: Fiery
The Flameforged are Pyrodwarves whose connection to          Callings
the elemental plane of fire manifests in their incredible    Consider backgrounds that highlight your Pyrodwarf’s
strength and resilience. These strong beings embody          connection to fire and creativity. Artisan, Guild Artisan,
the raw power of flames, channeling their fiery essence      Soldier or Entertainer backgrounds could all be fitting
into their physical might. Flameforged are often found       choices, reflecting their fiery crafts and vibrant
at the forefront of battles, using their strength to crush   personalities. Alignment varies widely among
foes and reshape the battlefield to their advantage.         Pyrodwarves, as they can be driven by their passions
   Ability Score Increase: Your Strength score increases     and alignment leans towards chaotic due to their fiery
by 1 due to your formidable physical power and fiery         and transformative nature.
might.
   Molten Fury: Your connection to fire grants you the       Role-playing Quirks: Flaming
ability to infuse your melee attacks with molten energy.     Personalities
You may use your Inferno’s Fury trait twice per short or     Lean into your Pyrodwarf’s fiery essence when role-
long rest.                                                   playing. For Emberheart characters, exude confidence
   Magma-Infused Vigor: Your connection to molten            and charm, captivating those around you with your
energy grants you the ability to shake off harmful           presence. For Flameforged characters, let your physical
effects. When you succeed on a saving throw against a        actions speak volumes, and embrace a determination
spell or effect that deals fire damage, you can use your     that burns brighter than any flame. Consider
reaction to regain hit points equal to your Constitution     incorporating fire-related idioms and phrases into your
modifier.                                                    speech to further immerse yourself in your character’s
                                                             persona.
Character Creation                                           Bonds to Fire and Creation
                                                                                                                             28
     As an Emberheart Pyrodwarf, Kaldar’s charismatic
     demeanor and creative spark set him apart. Eager to
     learn, he apprenticed under the master pyromancer and
     guild leader, Pyra Brightflame. Under her tutelage, he
     honed his pyromantic abilities, learning to conjure and
     manipulate fire with finesse. His artistic talents merged
     seamlessly with his affinity for flames, as he crafted
     enchanted items that radiated with an inner fire,
     capturing the essence of the elemental plane itself.
        Choosing the path of a Sorcerer, Kaldar’s mastery of
     fire magic was matched only by his ability to inspire
     others with his presence. His spells blazed with
     intensity, and his mere words could ignite passions or
     calm the most turbulent emotions. He embraced his
     role as a Guild Artisan, crafting intricate jewelry and
     weapons that bore his signature fiery touch, each piece
     a testament to his skill and the energy that flowed
     through him.
        Kaldar’s alignment as Chaotic Good reflected his
     desire to bring positive change to the world, often
     challenging traditional norms to create a better future.
     With a heart ablaze with compassion, he used his
     abilities to aid those in need and to protect the
     vulnerable from oppressive forces. His loyalty to his
     guild was unwavering, and he would often rally his
     fellow Pyrodwarves with his fiery speeches before
     embarking on daring adventures.
29
                     Bestiary of Magical Beings
                   Creatures of Magical Origin
W
                 ithin the mystical realm, where            Celestial beings of radiant light, sylvan spirits that guard
                  arcane energies intertwine with the       ancient groves, and fey tricksters that dance on the edge
                  fabric of reality, a plethora of          of perception will all cross your path as you explore the
                  extraordinary beings exists. In this      pages before you.
chapter, we delve into the depths of the unknown,              Guided by the wisdom of arcane scholars and the
unveiling a collection of awe-inspiring creatures that      tales of daring adventurers, we invite you to embrace
defy the boundaries of ordinary existence.                  the unknown. As you read on, envision the encounters
   These entities are not bound by the mundane laws         that await your characters, the challenges they will face,
that govern the natural world. Instead, they are shaped     and the alliances they may forge. The pages that follow
by the very essence of magic itself, their forms and        will not only expand your understanding of the magical
abilities a testament to the unfathomable forces that       world but will also kindle the flames of imagination and
flow through the cosmos. As you journey through this        spark ideas that will breathe life into your campaigns.
chapter, you will encounter a diverse array of creatures,      As you turn the pages, may you discover creatures
each more enigmatic and wondrous than the last.             that inspire wonder, awe, and the inexhaustible
   From the ethereal Dreamweavers who weave reality         curiosity that drives adventurers to explore the
and illusion with a delicate touch, to the elemental        uncharted corners of existence.
embodiments of Earth, Air, Fire, and Water that wield
the primal forces of creation and destruction, the
inhabitants of this chapter will challenge your
perceptions of reality.
     Aelthorin, the Arcane
     Mage
     Medium humanoid (human male), chaotic neutral
     Armor Class 15
     Hit Points 120 (16d8 + 48)
     Speed 30 ft., hover 40 ft.
     A ctions
     Multiattack. Aelthorin casts two spells from its prepared list.
     R eactions
     Chaotic Deflection. When Aelthorin is targeted by a spell or a
     ranged attack, it can use its reaction to impose disadvantage
     on the attack roll or saving throw.
31
                                                                    Charge. If the bison moves at least 20 feet straight toward a
Aetherhorn Bison                                                    target and then hits it with a ram attack on the same turn, the
Large beast, unaligned
                                                                    target takes an extra 9 (2d8) bludgeoning damage. If the target
                                                                    is a creature, it must succeed on a DC 15 Strength saving throw
Armor Class 15 (natural armor)                                      or be pushed up to 10 feet away and knocked prone.
Hit Points 85 (10d10 + 30)
Speed 40 ft.                                                        Gravity Manipulation. The bison has advantage on saving
                                                                    throws against effects that would move it against its will, and it
   STR         DEX         CON        INT       WIS       CHA       can move in difficult terrain made up of earth, stone, or other
  18 (+4)     14 (+2)     16 (+3)    2 (-4)    12 (+1)    7 (-2)    solid materials without spending extra movement.
                                                                    Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Arcane Horns. The bison’s horns can manipulate gravity. As a        15 (2d8 + 4) bludgeoning damage.
bonus action, the bison can create a gravitational field in a 15-
foot cone in front of it. Each creature in that area must succeed   Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
on a DC 14 Strength saving throw or be knocked prone.               Hit: 11 (2d4 + 4) bludgeoning damage. If the target is prone,
Additionally, as an action, the bison can target a Medium or        the bison can make another hooves attack against it as a bonus
smaller creature within 30 feet and launch it into the air. The     action.
target must succeed on a DC 14 Dexterity saving throw or be
lifted 20 feet into the air and then fall prone, taking falling
damage as appropriate.
                                                                                                                                         32
     Aetherial Sylpharion
     Medium celestial, chaotic good
     Armor Class 14
     Hit Points 67 (9d8 + 27)
     Speed 20 ft., fly 40 ft.
     A ctions
     Air Slash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
     Hit: 9 (1d8 + 4) slashing damage plus 7 (2d6) radiant damage.
33
Air Titan                                                             A ctions
Gargantuan elemental, chaotic neutral
                                                                      Multiattack. The titan makes three slam attacks.
Armor Class 21 (natural armor)                                        Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit Points 615 (30d20 + 300)                                          Hit: 36 (4d10 + 10) bludgeoning damage.
Speed 40 ft., fly 60 ft.
                                                                      Lightning Strike (Recharge 5-6). The titan calls down a bolt of
   STR         DEX        CON         INT        WIS        CHA       lightning in a 120-foot line that is 10 feet wide. Each creature in
 30 (+10)     16 (+3)    30 (+10)    12 (+1)    14 (+2)    20 (+5)    that line must make a DC 23 Dexterity saving throw, taking 77
                                                                      (22d6) lightning damage on a failed save, or half as much
Damage Resistances bludgeoning and piercing from                      damage on a successful one. The lightning ignites flammable
  nonmagical attacks                                                  objects in the area that aren’t being worn or carried.
Damage Immunities lightning, thunder, slashing from
  nonmagical attacks                                                  L egendary A ctions
Damage Vulnerabilities cold
Condition Immunities charmed, frightened, paralyzed, petrified,       The titan can take 3 legendary actions, choosing from the
  poisoned                                                            options below. Only one legendary action option can be used at
Senses truesight 120 ft., passive Perception 12                       a time and only at the end of another creature’s turn. The titan
Languages Auran, Primordial                                           regains spent legendary actions at the start of its turn.
Challenge 23 (50,000 XP)
                                                                      Slam. The titan makes one slam attack.
Legendary Resistance (3/Day). If the titan fails a saving throw, it   Wind Burst (Costs 2 Actions). The titan releases a burst of wind in
can choose to succeed instead.                                        a 30-foot radius. Each creature in that area must make a DC 23
                                                                      Strength saving throw or be pushed up to 20 feet away from the
Siege Monster. The titan deals double damage to objects and           titan and knocked prone.
structures.
                                                                      Call Lightning (Costs 3 Actions). The titan calls down a bolt of
Air Mastery. The titan can move through a space as narrow as 1        lightning at a point it can see within 120 feet of it. Each creature
inch wide without squeezing.                                          within 10 feet of that point must make a DC 23 Dexterity saving
                                                                      throw, taking 44 (12d6) lightning damage on a failed save, or
Whirlwind Form. The titan can enter a whirlwind form as a             half as much on a successful one.
bonus action. While in this form, it can move through other
creatures and objects as if they were difficult terrain. The titan
takes 3 (1d6) force damage for each 5 foot it moves in this way,
and it can’t willingly end its movement in an occupied space.
                                                                                                                                             34
     Animated Broom
     Small construct, unaligned
     Armor Class 12
     Hit Points 27 (6d6 + 6)
     Speed 20 ft., fly 30 ft.
     A ctions
     Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
     Hit: 7 (1d8 + 2) bludgeoning damage.
35
Animated Shield
Small construct, unaligned
R eactions                                                           A ctions
Shield Master. The animated shield can take a reaction to            Scalding Jet. Ranged Spell Attack: +4 to hit, range 20 ft., one
impose disadvantage on a melee attack roll that targets it.          target. Hit 5 (2d4) fire damage.
                                                                                                                                          36
     Aqua Nymphalai
     Medium fey, neutral good
     Skills Perception +7
     Damage Resistances cold
     Senses darkvision 60 ft., passive Perception 17
     Languages Aquan, Sylvan
     Challenge 5 (1,800 XP)
     A ctions
     Multiattack. The nymphalai makes two attacks: one with its
     aquatic touch and one with its whirlpool strike.
37
                                                                   Legendary Resistance (3/Day). If the dragon fails a saving throw,
Arcane Storm Dragon                                                it can choose to succeed instead.
Huge dragon, chaotic neutral
Storm Aura. At the start of its turn, the dragon can activate or     Lightning Breath. The dragon exhales a blast of lightning in a
deactivate its Storm Aura. When active, the aura extends 20 feet     60-foot line that is 5 feet wide. Each creature in that line must
from the dragon. The aura has the following effects:                 make a DC 16 Dexterity saving throw, taking 54 (12d8)
                                                                     lightning damage on a failed save, or half as much damage
  Creatures in the aura have disadvantage on ranged attack           on a successful one.
  rolls.                                                             Gale Breath. The dragon exhales hurricane-force winds in a
  The dragon’s lightning spells deal maximum damage.                 60-foot cone. Each creature in that area must make a DC 16
  The aura sheds dim light, and the dragon can see through it        Strength saving throw or be pushed 20 feet away from the
  as if it were bright light.                                        dragon and knocked prone. The dragon can then fly up to
                                                                     half its flying speed.
                                                                                                                                         38
     Aurelian Guardian
     Large celestial, lawful good
     A ctions
     Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
     target. Hit: 18 (2d6 + 5) slashing damage plus 7 (2d6) radiant
     damage.
39
Chrono-Rabbit
Small beast, chaotic neutral
Armor Class 15
Hit Points 42 (7d6 + 14)
Speed 40 ft.
A ctions
Multiattack. The Chrono-Rabbit makes two attacks: one with its
bite and one with its time manipulation.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
7 (1d6 + 4) piercing damage.
                                                                      40
     Cryomancy Dragon
     Large dragon, lawful evil
     A ctions
     Multiattack. The dragon can use its Frightful Presence. It then
     makes three attacks: one with its bite, one with its claws and
     one with its tail.
     Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
     Hit 18 (2d10 + 6) piercing damage plus 7 (2d6) cold damage.
     Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
     Hit 12 (2d6 + 6) slashing damage plus 7 (2d6) cold damage.
     Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
     Hit 16 (2d8 + 6) bludgeoning damage.
41
Dreamweaver Gnome
Small fey, neutral good
Armor Class 12
Hit Points 45 (10d6 + 10)
Speed 25 ft.
A ctions
Dreamweaver Staff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage. If the target
is a creature, it must succeed on a DC 12 Wisdom saving
throw or fall asleep for 1 minute. The target wakes up if it takes
damage or another creature uses an action to wake it.
                                                                      42
     Earth Titan                                                           A ctions
     Gargantuan elemental, neutral
                                                                           Multiattack. The titan makes three slam attacks.
     Armor Class 23 (natural armor)                                            Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one
     Hit Points 616 (33d20 + 231)                                          target. Hit: 36 (4d12 + 10) bludgeoning damage.
     Speed 40 ft., burrow 30 ft.                                               Rock Throw. Ranged Weapon Attack: +10 to hit, range 60/240
                                                                           ft., one target. Hit: 56 (8d10 + 10) bludgeoning damage.
                                                                               Earthquake (Recharge 5-6). The titan stomps the ground,
         STR         DEX        CON          INT       WIS        CHA
                                                                           triggering a massive earthquake. Each creature on the ground
       30 (+10)      8 (-1)    28 (+9)      5 (-3)    10 (+0)     5 (-3)   within 120 feet of the titan must succeed on a DC 24 Strength
                                                                           saving throw or be knocked prone. The area becomes difficult
     Saving Throws Str +18, Con +16                                        terrain, and any unsecured objects that are completely within
     Damage Resistances bludgeoning, piercing, and slashing from           the area of effect are catapulted 1d4 × 10 feet into the air. They
       nonmagical attacks                                                  land in random locations in the area. If a creature rolls a natural
     Damage Immunities poison                                              1 on its saving throw, it takes 55 (10d10) bludgeoning damage
     Condition Immunities exhaustion, paralyzed, petrified,                as well.
       poisoned, unconscious
     Senses darkvision 120 ft., tremorsense 120 ft., passive               L egendary A ctions
       Perception 10
     Languages Terran, Primordial                                          The titan can take 3 legendary actions, choosing from the
     Challenge 23 (50,000 XP)                                              options below. Only one legendary action option can be used at
                                                                           a time and only at the end of another creature’s turn. The titan
                                                                           regains spent legendary actions at the start of its turn.
     Siege Monster. The earth titan deals double damage to objects
     and structures.                                                       Slam. The titan makes one slam attack.
     Earth Glide. The titan can burrow through nonmagical,                 Rock Throw (Costs 2 Actions). The titan makes one rock throw
     unworked earth and stone. While doing so, it doesn’t disturb          attack.
     the material it moves through.
                                                                           Tremor (Costs 3 Actions). The titan causes the ground to shake
     Elemental Demise. If the titan dies, its body disintegrates into      within a 60-foot radius centered on a point it can see within 120
     sand and gravel, leaving behind its possessions.                      feet of it. Each creature other than the titan on the ground in
                                                                           that area must succeed on a DC 24 Strength saving throw or be
     Legendary Resistance (3/Day). If the titan fails a saving throw, it   knocked prone. The titan can then move up to half its
     can choose to succeed instead.                                        movement speed without provoking opportunity attacks.
43
Eldritch Serpent
Large beast, chaotic neutral
Armor Class 15
Hit Points 112 (15d8 + 45)
Speed 40 ft., swim 40 ft.
A ctions
Multiattack. The serpent makes two bite attacks.
R eactions
Revenge. As a reaction to an incoming melee attack that
missed, the serpent gains advantage on its next attack roll
against the attacker.
                                                                    44
     Elysian Harbinger
     Medium celestial, lawful good
       At will: guidance
       3/day each: augury, lesser restoration, zone of truth
       1/day: divination, greater restoration
     A ctions
     Radiant Gaze. Ranged Spell Attack: +7 to hit, range 60 ft., one
     target. Hit: 18 (4d8) radiant damage. The target must succeed
     on a DC 15 Wisdom saving throw or be blinded until the end of
     its next turn.
45
Enchanted Tome
Medium construct, unaligned
Armor Class 12
Hit Points 85 (10d8 + 40)
Speed 0 ft., fly 30 ft. (hover)
Inscription Casting. The tome can cast spells that are inscribed
on its pages. It uses its Intelligence to cast spells (spell save
DC 14, +6 to hit with spell attacks). It has 4th-level spell slots,
and can cast the following spells:
A ctions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) bludgeoning damage.
R eactions
Protective Barrier. When the tome is targeted by a damaging
spell, it can attempt to create a protective barrier using its
magical text. The tome makes an Intelligence check (DC equals
10 + the spell’s level). If it succeeds, the spell’s effects are
negated, and the tome takes no damage. If it fails, the barrier is
ineffective, and the tome takes full damage.
                                                                      46
     Everbloom Dryad
     Medium fey, neutral good
     Speak with Beasts and Plants. The dryad can communicate with
     beasts and plants as if they shared a language.
     Everbloom Aura. At the start of its turn, the dryad can choose a
     10-foot radius sphere centered on itself. The plants in that area
     magically bloom and become difficult terrain for creatures
     other than the dryad. This effect lasts until the dryad’s next
     turn.
     A ctions
     Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
     Hit: 3 (1d4 + 1) bludgeoning damage.
47
Fiery Seraphon
Large celestial, lawful good
A ctions
Multiattack. The seraphon makes three attacks: two with its
flaming longsword and one with its searing gaze.
                                                                    48
                                                                           Fire Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one
     Fire Titan                                                            target. Hit 22 (3d6 + 10) bludgeoning damage plus 14 (4d6)
     Gargantuan elemental, chaotic neutral
                                                                           fire damage. If the target is a creature, it must succeed on a DC
                                                                           21 Strength saving throw or be pushed up to 15 feet away from
     Armor Class 21 (natural armor)                                        the fire titan and knocked prone.
     Hit Points 676 (33d20 + 330)
     Speed 50 ft.                                                          Fiery Eruption (Recharge 5-6). The fire titan causes lava to erupt
                                                                           from the ground in a 20-foot radius centered on a point it can
         STR        DEX         CON           INT      WIS       CHA       see within 120 feet of it. Each creature in that area must make a
       30 (+10)     9 (-1)     30 (+10)      6 (-2)   11 (+0)    7 (-2)    DC 23 Dexterity saving throw, taking 56 (16d6) fire damage and
                                                                           56 (16d6) bludgeoning damage on a failed save, or half as
     Damage Immunities fire, poison                                        much damage on a successful one. The area becomes difficult
     Condition Immunities poisoned                                         terrain until the end of the fire titan’s next turn.
     Senses darkvision 120 ft., passive Perception 10
     Languages Ignan, Primordial                                           L egendary A ctions
     Challenge 23 (50,000 XP)
                                                                           The fire titan can take 3 legendary actions, choosing from the
                                                                           options below. Only one legendary action option can be used at
     Heated Body. A creature that touches the fire titan or hits it with   a time and only at the end of another creature’s turn. The fire
     a melee attack while within 10 feet of it takes 14 (4d6) fire         titan regains spent legendary actions at the start of its turn.
     damage.
                                                                           Flame Burst. The fire titan releases a burst of flames in a 20-foot
     Illumination. The fire titan sheds bright light in a 30-foot radius   radius. Each creature in that area must make a DC 21 Dexterity
     and dim light for an additional 30 feet.                              saving throw, taking 28 (8d6) fire damage on a failed save, or
                                                                           half as much damage on a successful one.
     Siege Monster. The fire titan deals double damage to objects
     and structures.                                                       Molten Fist (Costs 2 Actions). The fire titan makes a Fire Slam
                                                                           attack.
     A ctions
                                                                           Inferno Step (Costs 3 Actions). The fire titan moves up to 30 feet,
     Multiattack. The fire titan makes three attacks: one with its         leaving a trail of fire in its wake. Each creature that starts its
     flame whip and two with its fire slam.                                turn in the trail or enters it for the first time on a turn must
                                                                           succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire
     Flame Whip. Melee Weapon Attack: +18 to hit, reach 15 ft., one        damage and catch fire, taking 14 (4d6) fire damage at the start
     target. Hit 25 (3d8 + 10) slashing damage plus 14 (4d6) fire          of each of its turns until the fire is extinguished.
     damage. If the target is a creature or a flammable object, it
     must succeed on a DC 21 Strength saving throw or be pulled
     up to 25 feet toward the fire titan.
49
Laughing Leprechaun
Small fey, chaotic neutral
A ctions
Shillelagh. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit 4 (1d6 + 1) bludgeoning damage.
                                                                    50
     Luminastra Archon                                                 darkness within this light is dispelled. While the archon is
                                                                       flying, its wings create an aura of soothing energy. Any allied
     Medium celestial, lawful good                                     creature that starts its turn within 10 feet of the archon gains 10
                                                                       temporary hit points.
     Armor Class 18 (natural armor)
     Hit Points 135 (18d8 + 54)                                        Innate Spellcasting. The archon’s spellcasting ability is Wisdom
     Speed 30 ft., fly 60 ft.                                          (spell save DC 16). It can innately cast the following spells,
                                                                       requiring no material components:
       STR         DEX        CON       INT        WIS        CHA
      18 (+4)     16 (+3)    16 (+3)   14 (+2)    20 (+5)    18 (+4)     At will: light, sacred flame, lesser restoration
                                                                         3/day each: banishment, flame strike
     Damage Resistances radiant; bludgeoning, piercing, and              1/day: holy aura
       slashing from nonmagical attacks
     Condition Immunities charmed, exhaustion, frightened
     Senses truesight 120 ft., passive Perception 15                   A ctions
     Languages Celestial, Common
                                                                       Multiattack. The archon makes three melee attacks: one with its
     Challenge 8 (3,900 XP)
                                                                       spear and two with its fists.
     Angelic Weapons. The archon’s weapon attacks are magical.         Spear. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
     When the archon hits with any weapon, the weapon deals an         Hit: 9 (1d6 + 4) piercing damage plus 18 (4d8) radiant damage.
     extra 4d8 radiant damage (included in the attack).
                                                                       Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
     Divine Presence. The archon and creatures within 10 feet of it    8 (1d4 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
     have advantage on saving throws against being charmed or
     frightened. Fiends and undead within 10 feet of the archon        Searing Smite (Recharge 5-6). The archon’s next spear attack
                                                                       deals an extra 21 (6d6) fire damage and the target must
     have disadvantage on any saving throw.
                                                                       succeed on a DC 16 Constitution saving throw or be blinded
     Luminous Wings. The archon’s wings shed bright light in a 30-     until the end of the archon’s next turn.
     foot radius and dim light for an additional 30 feet. Magical
51
Manafox
Medium beast, neutral
Armor Class 14
Hit Points 45 (6d8 + 18)
Speed 40 ft.
A ctions
Multiattack. The Manafox makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 2) piercing damage.
                                                                      52
     Oakheart
     Huge plant, neutral
     A ctions
     Multiattack. The oakheart makes two slam attacks.
     Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
     Hit: 27 (3d10 + 7) bludgeoning damage.
     Branch Swipe. Melee Weapon Attack: +12 to hit, reach 15 ft., one
     target. Hit: 32 (4d10 + 7) bludgeoning damage. If the target is
     a creature, it must succeed on a DC 18 Strength saving throw
     or be knocked prone.
53
Oneiros the Realmshaper
Medium aberration, chaotic neutral
A ctions
Dreamweaver’s Touch. Melee Spell Attack: +12 to hit, reach 5 ft.,
one target. Hit 35 (6d10) psychic damage. The target must
succeed on a DC 18 Intelligence saving throw or be stunned
until the end of its next turn.
                                                                     54
     Prismasaur                                                           A ctions
     Large beast, unaligned
                                                                          Multiattack. The Prismasaur makes two tail slap attacks.
     Armor Class 15 (natural armor)                                       Tail Slap. Melee Weapon Attack: +8 to hit, reach 10 ft., one
     Hit Points 84 (8d10 + 40)
                                                                          target. Hit: 16 (2d6 + 5) bludgeoning damage.
     Speed 40 ft.
                                                                          Prismatic Horn. Melee Weapon Attack: +8 to hit, reach 5 ft., one
        STR         DEX         CON         INT      WIS        CHA       target. Hit: 12 (2d4 + 5) piercing damage plus 14 (4d6) radiant
       20 (+5)     14 (+2)     20 (+5)     2 (-4)   12 (+1)     6 (-2)    damage. The target must succeed on a DC 14 Constitution
                                                                          saving throw or be blinded for 1 minute. The target can repeat
     Senses darkvision 60 ft., passive Perception 11                      the saving throw at the end of each of its turns, ending the
     Languages None                                                       effect on itself on a success.
     Challenge 5 (1,800 XP)
                                                                          Prismatic Ray (Recharge 5-6). The Prismasaur unleashes a burst
                                                                          of prismatic light in a 60-foot cone. Each creature in that area
     Dazzling Facets. When a creature starts its turn within 30 feet of   must make a DC 14 Dexterity saving throw, taking 28 (8d6)
     the Prismasaur, it must make a DC 14 Wisdom saving throw or          radiant damage and being blinded for 1 minute on a failed
     be charmed until the start of its next turn. A charmed creature      save, or half as much damage and not blinded on a successful
     can repeat the saving throw at the end of each of its turns,         one. A blinded creature can repeat the saving throw at the end
     ending the effect on itself on a success. When this effect ends      of each of its turns, ending the blindness on itself on a success.
     on a creature, it is immune to this effect for 24 hours.
                                                                          R eactions
                                                                          Multi-faceted Refraction. When the Prismasaur is hit by a melee
                                                                          attack, it can use its reaction to refract light through its facets.
                                                                          The attacking creature must succeed on a DC 14 Constitution
                                                                          saving throw or be blinded until the end of its next turn.
55
                                                                    Frightful Presence. Each creature of the dragon’s choice that is
Pyroclasm Dragon                                                    within 120 feet of the dragon and aware of it must succeed on a
Huge dragon, chaotic evil                                           DC 18 Wisdom saving throw or become frightened for 1
                                                                    minute. A creature can repeat the saving throw at the end of
Armor Class 18 (natural armor)                                      each of its turns, ending the effect on itself on a success.
Hit Points 212 (17d12 + 102)
Speed 40 ft., fly 80 ft.                                            Pyroclasm Breath (Recharge 5-6). The dragon exhales scorching
                                                                    flames in a 60-foot cone. Each creature in that area must make
  STR         DEX        CON       INT        WIS         CHA       a DC 19 Dexterity saving throw, taking 63 (18d6) fire damage
 24 (+7)     10 (+0)    22 (+6)   16 (+3)    14 (+2)     20 (+5)    on a failed save, or half as much damage on a successful one.
                                                                    The area becomes difficult terrain for 1 minute as embers
Saving Throws Dexterity +5, Constitution +11, Wisdom +8,            continue to smolder.
  Charisma +10
Damage Immunities fire                                              L egendary A ctions
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
  12                                                                The dragon can take 3 legendary actions, choosing from the
Languages Draconic                                                  options below. Only one legendary action option can be used at
Challenge 16 (15000 XP)                                             a time and only at the end of another creature’s turn. The
                                                                    dragon regains spent legendary actions at the start of its turn.
Fire Aura. At the start of each of the dragon’s turns, each         Tail Attack. The dragon makes a tail attack.
creature within 10 feet of it takes 10 (3d6) fire damage. A
creature that touches the dragon or hits it with a melee attack     Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
while within 10 feet of it takes 10 (3d6) fire damage.              creature within 15 feet of the dragon must succeed on a DC 20
                                                                    Dexterity saving throw or take 14 (2d6 + 7) bludgeoning
Legendary Resistance (3/Day). If the dragon fails a saving throw,   damage and be knocked prone. The dragon can then fly up to
it can choose to succeed instead.                                   half its flying speed.
A ctions                                                            Inferno Dive (Costs 3 Actions). The dragon takes to the air and
                                                                    then plummets toward the ground in a blazing descent. Each
Multiattack. The dragon can use its Frightful Presence. It then     creature in a 30-foot cone must make a DC 19 Dexterity saving
makes three attacks: one with its bite and two with its claws.      throw, taking 35 (10d6) fire damage on a failed save, or half as
                                                                    much damage on a successful one. The area affected by this
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.    ability becomes engulfed in flames, remaining as difficult
Hit 18 (2d10 + 7) piercing damage plus 14 (4d6) fire damage.        terrain for 1 minute.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit 14 (2d6 + 7) slashing damage plus 7 (2d6) fire damage.
                                                                                                                                       56
     Satyric Envoy                                                        A ctions
     Medium fey, chaotic neutral
                                                                          Multiattack. The envoy makes two attacks: one with its claws
     Armor Class 15 (leather armor)                                       and one with its hooves.
     Hit Points 90 (12d8 + 36)                                            Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
     Speed 40 ft.                                                         Hit: 6 (1d6 + 3) slashing damage.
       STR         DEX        CON        INT        WIS        CHA        Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
      14 (+2)     16 (+3)    16 (+3)    12 (+1)    14 (+2)    18 (+4)     Hit: 8 (2d4 + 3) bludgeoning damage.
     Skills Acrobatics +5, Performance +7                                 Flute of Frenzy. The envoy plays a wild and energetic tune on its
     Damage Resistances cold                                              flute, inspiring its allies to fight with heightened ferocity. All
     Senses darkvision 60 ft., passive Perception 12                      allies within 30 feet of the envoy gain a +2 bonus to their attack
     Languages Sylvan, Common                                             rolls and damage rolls for melee attacks untl the end of their
     Challenge 6 (2,300 XP)                                               next turn.
57
Starseeker Owl
Small beast, neutral
Armor Class 14
Hit Points 27 (5d6 + 10)
Speed 10 ft., fly 60 ft.                                              Shadow Lynx
                                                                      Medium beast, chaotic neutral
  STR        DEX         CON          INT       WIS          CHA
 6 (-2)     16 (+3)     14 (+2)      10 (0)    14 (+2)      10 (0)    Armor Class 14
                                                                      Hit Points 45 (6d8 + 18)
Skills Perception +4, Stealth +5                                      Speed 40 ft., climb 20 ft.
Senses darkvision 120 ft., passive Perception 14
Languages understands Celestial and Sylvan but can’t speak               STR         DEX            CON       INT      WIS       CHA
Challenge 1 (200 XP)                                                    14 (+2)     18 (+4)        16 (+3)   8 (-1)   12 (+1)   10 (0)
Ethereal Glide. The starseeker owl can move through other             Skills Stealth +6, Perception +3
creatures and objects as if they were difficult terrain. It takes 5   Damage Resistances necrotic
(1d10) force damage if it ends its turn inside an object.             Senses darkvision 60 ft., passive Perception 13
                                                                      Languages understands Common and Abyssal but can’t speak
Inscrutable Movement. The starseeker owl doesn’t provoke              Challenge 2 (450 XP)
opportunity attacks when it flies out of an enemy’s reach.
Starry Camouflage. The starseeker owl has advantage on                Umbral Sight. Magical darkness doesn’t impede the lynx’s
Dexterity (Stealth) checks made in dim light or darkness.             darkvision.
Phasing Blink. As a bonus action, the starseeker owl can shift        Sunlight Sensitivity. While in sunlight, the lynx has disadvantage
into the ethereal plane until the end of its next turn. While in      on attack rolls and Wisdom (Perception) checks that rely on
the ethereal plane, it can move through creatures and objects         sight.
as if they were difficult terrain. The owl can’t be targeted or
affected by anything on the material plane while in the ethereal      A ctions
plane, but it can’t take any actions either. It reappears in an
unoccupied space of its choice on the material plane when its         Multiattack. The lynx makes two bite attacks.
phasing ends.
                                                                      Dark Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
                                                                      target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic
A ctions                                                              damage. The target must succeed on a DC 12 Constitution
                                                                      saving throw or be blinded until the end of the lynx’s next turn.
Starflare Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                                      If the saving throw fails by 5 or more, the target is also
target. Hit: 4 (1d6) slashing damage plus 5 (2d4) radiant
                                                                      paralyzed for the same duration. The target’s hit point
damage.
                                                                      maximum is reduced by an amount equal to the necrotic
Astral Hoot. The starseeker owl hoots in a magical manner.            damage taken, and the lynx regains hit points equal to that
Each creature within 30 feet of the owl that can hear the hoot        amount.
must succeed on a DC 12 Wisdom saving throw or be charmed
                                                                      Shadow Pounce. The lynx magically teleports up to 30 feet to an
until the end of the owl’s next turn. The charmed creature is
                                                                      unoccupied space it can see. It then makes one bite attack.
incapacitated and has a flying speed of 0.
                                                                                                                                           58
     Stonewrought, the Rune
     Smith
     Medium humanoid (dwarf male), neutral
     A ctions
     Multiattack. Stonewrought makes two attacks: one with his
     Runeblade and one with his Elemental Bolt.
59
Titterpixie
Medium fey, chaotic neutral
Armor Class 13
Hit Points 27 (6d8)
Speed 20 ft., fly 40 ft.
A ctions
Giggle Dart. Ranged Weapon Attack: +6 to hit, range 40/120 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6)
radiant damage. The target must succeed on a DC 12 Wisdom
saving throw or be charmed until the end of the titterpixie’s
next turn.
                                                                        60
     Tree Stalker
     Medium aberration, neutral evil
     Armor Class 14
     Hit Points 58 (9d8 + 18)
     Speed 40 ft.
     Skills Stealth +5
     Senses darkvision 60 ft., passive Perception 11
     Languages Common, Undercommon
     Challenge 3 (700 XP)
     Illusory Ambush. When the tree stalkers takes the Hide action
     while in dim light or darkness, it can create illusory duplicates
     of itself. The duplicates move with it and mimic its actions,
     making it indistinguishable from the illusions. An attacker that
     can see the tree stalkers’ true form must succeed on a DC 13
     Intelligence (Investigation) check to spot the illusions.
     A ctions
     Multiattack. The tree stalkers makes two attacks with its
     shadowy claws.
61
                                                                     Reality Warp. At the start of her turn, Umbra can twist reality
Umbra, the Shadowcaster                                              within a 20-foot radius centered on herself. Each creature in
Medium humanoid (drow elf female), chaotic evil
                                                                     that area must succeed on a DC 15 Wisdom saving throw or be
                                                                     affected by one of the following effects (Umbra’s choice):
Armor Class 15 (mage armor)
Hit Points 82 (15d8 + 15)                                              Phantom Tremors: The ground beneath the creature’s feet
Speed 30 ft.                                                           becomes unstable. The creature is restrained until the start
                                                                       of its next turn as the ground seems to grasp at its limbs.
  STR      DEX         CON         INT         WIS        CHA          Ethereal Shift: The creature becomes semi-ethereal until the
 9 (-1)   16 (+3)     12 (+1)     19 (+4)     14 (+2)    18 (+4)       start of its next turn, allowing it to move through objects and
                                                                       creatures as if they were difficult terrain.
Skills Stealth +7, Arcana +7, Deception +8                             Temporal Distortion: The creature’s perception of time is
Senses darkvision 120 ft., passive Perception 12                       altered. It gains disadvantage on attack rolls and Dexterity
Languages Common, Elvish, Undercommon                                  saving throws until the start of its next turn.
Challenge 10 (5,900 XP)
                                                                     A ctions
Magic Resistance. The drow has advantage on saving throws            Multiattack. Umbra makes two dagger attacks.
against being charmed, and magic can’t put it to sleep.
                                                                     Shadow Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
Spellcasting. Umbra is a 10th-level spellcaster. Her spellcasting    5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing
ability is Intelligence (spell save DC 15, +7 to hit with spell      damage plus 10 (3d6) necrotic damage. The target must
attacks). She has the following wizard spells prepared:              succeed on a DC 15 Constitution saving throw or its hit point
   Cantrips (at will): minor illusion, prestidigitation, mage hand   maximum is reduced by an amount equal to the necrotic
   1st level (4 slots): mage armor, shield, magic missile            damage taken. This reduction lasts until the target finishes a
   2nd level (3 slots): misty step, mirror image                     long rest.
   3rd level (3 slots): counterspell, dispel magic
   4th level (3 slots): dimension door, shadow of moil
                                                                     R eactions
Evasion. If Umbra is subjected to an effect that allows her to
                                                                     Shadow Twin (1/day). When hit by an attack, Umbra can
make a Dexterity saving throw to take only half damage, she          transform into a shadowy duplicate of herself, causing the
instead takes no damage if she succeeds on the saving throw,
                                                                     attack to miss. The duplicate persists for 1 minute, during
and only half damage if she fails.                                   which Umbra can control it independently. It has all her
                                                                     statistics and can use her spellcasting abilities.
                                                                                                                                         62
                                                                          Water Jets. The water titan magically shoots water in a 60-foot
     Water Titan                                                          line that is 5 feet wide. Each creature in that line must make a
     Gargantuan elemental, neutral                                        DC 22 Strength saving throw, taking 49 (14d6) bludgeoning
                                                                          damage on a failed save, or half as much damage on a
     Armor Class 21 (natural armor)                                       successful one. The water then spreads out in a 20-foot radius
     Hit Points 676 (33d20 + 330)                                         from that line, extinguishing unprotected flames in the area.
     Speed 40 ft., swim 60 ft.
                                                                          Whirlpool (Recharge 5-6). The water titan creates a whirlpool in
        STR         DEX        CON         INT        WIS        CHA      water it can see within 120 feet of it. The whirlpool lasts until
      30 (+10)     14 (+2)    30 (+10)    12 (+1)    16 (+3)    16 (+3)   the water titan uses this action again or until the water titan
                                                                          dies. The whirlpool is a 60-foot-radius sphere centered on a
     Damage Immunities fire, poison, cold                                 point the water titan can see within that range. Any creature or
     Condition Immunities exhaustion, grappled, paralyzed,                object in the water and within 20 feet of the whirlpool’s center
       poisoned, prone, restrained, unconscious                           must make a DC 22 Strength saving throw. On a failure, a
     Senses darkvision 120 ft., passive Perception 13                     creature is pulled 20 feet toward the whirlpool. On a success, a
     Languages Aquan, Primordial                                          creature is pulled 10 feet toward the whirlpool. Objects that
     Challenge 23 (50,000 XP)                                             aren’t being worn or carried take the same damage and are
                                                                          pulled the same distance.
     Water Mastery. The water titan can move through a space as
     narrow as 1 inch wide without squeezing.                             L egendary A ctions
                                                                          The water titan can take 3 legendary actions, choosing from the
     Engulf. The water titan instantly engulfs a Huge or smaller
     creature grappled by it. The engulfed target is blinded,             options below. It can take only one legendary action at a time
                                                                          and only at the end of another creature’s turn. The water titan
     restrained, and unable to breathe, and it must succeed on a DC
     22 Constitution saving throw at the start of each of the water       regains spent legendary actions at the start of its turn.
     titan’s turns or take 31 (7d8) bludgeoning damage. If the water      Wave Attack. The water titan makes a Water Jets attack.
     titan moves, the engulfed creature moves with it. The water
     titan can have only one creature engulfed at a time.                 Drenching Slam (Costs 2 Actions). The water titan makes a slam
                                                                          attack against a target it can see, and if the attack hits, the
     Waterlogged Aura. The area within 30 feet of the water titan is      target must succeed on a DC 23 Strength saving throw or be
     difficult terrain. Any creature that starts its turn in this area    knocked prone and take an additional 14 (4d6) bludgeoning
     must make a DC 22 Strength saving throw or have its speed            damage.
     reduced by 15 feet until the start of its next turn. Additionally,
     ranged weapon attacks made within this area are at                   Aqueous Burst (Costs 3 Actions). The water titan creates a burst
     disadvantage due to the heavy moisture in the air.                   of water in a 20-foot-radius sphere centered on a point it can
                                                                          see within 60 feet of it. Each creature in that area must make a
     A ctions                                                             DC 23 Strength saving throw, taking 45 (10d8) bludgeoning
                                                                          damage and being knocked prone on a failed save, or half as
     Multiattack. The water titan makes three attacks: one with its       much damage and not being knocked prone on a successful
     slam and two with its water jets.                                    one. The burst then spreads out extinguishing unprotected
                                                                          flames in its area.
     Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
     Hit 35 (4d12 + 10) bludgeoning damage.
63
                             Epic Spellcasting
                        Casting 10th-level Spells
I
       n the world, lies a realm of                          The Price of
        unparalleled mystic power—the realm of Epic
        Spellcasting. Here, the arcane energies that         Ascendancy
        course through the universe reach their zenith,      The ascension to 10th-level spellcasting is a testament
enabling spellcasters to grasp the very threads of reality   to the lengths a spellcaster is willing to go for ultimate
itself and weave them into spells of incomprehensible        magical supremacy. Sacrificing a 20th-level class
might. This chapter unveils the coveted 10th-level spell     feature—a pinnacle of their traditional training—
slot, a realm of magic so profound that it requires          demands a soul-searching decision that intertwines
spellcasters to make an extraordinary sacrifice in order     power and sacrifice. Once the threshold is crossed, the
to harness its immense potential.                            power of 10th-level spells unveils a new frontier of
                                                             mystic might, forever changing the caster’s role in the
The Ascension to                                             world of Dungeons and Dragons.
10th-Level Magic
Delving into the realms of 10th-level spellcasting           Unveiling the 10th-
requires spellcasters of remarkable dedication, for the      Level Spells
path to such unparalleled power demands an                   Below, a collection of 10th-level spells awaits discovery.
unprecedented sacrifice. It is not mere study or             These spells transcend the boundaries of convention,
diligence that grants access to these spells; it is an       reshaping reality in ways previously unimaginable. Each
audacious commitment to eschew the pinnacle of               spell carries the weight of cosmic forces, bearing effects
traditional progression—a 20th-level class feature—in        that challenge the very fabric of existence. While the full
favor of obtaining a 10th-level spell slot.                  scope of these spells is vast, we shall glimpse at a few to
   This choice, one of gravitas and consequence, is          illuminate their extraordinary nature.
available only to those who have achieved the status of a
full caster. Wizards, sorcerers, clerics, druids, bards,
and warlocks possess the inherent potential to reach
this level of spellcasting mastery. Yet, they must forsake
the acquisition of their final class feature, the
embodiment of their cumulative training and
experience, to seize the power that lies within a 10th-
level spell slot.
                                                                                                                           64
     10th-Level Spell List
     Ascendance                                                    Variant Rule: Clerics
     10th-level transmutation                                      Should this spell be cast by a Cleric, it must be
     Casting Time:    6 days                                       sponsored by an existing deity. Clerics may also cast
     Range:   Self                                                 this spell on other creatures, but they must have been
     Components:      V, S, M (precious metals and oils worth at   chosen as champions by an existing deity and the result
       least 100,000 gp)                                           of a Cleric casting this spell will be a Divine Champion,
     Duration: instantaneous                                       transforming the target into something closer to a
     Classes: Sorcerer, Wizard, Bard, Warlock, Druid, Cleric       powerful celestial, such as a solar angel.
     The spell requires 6 full days to cast, during which the
     caster is fully submerged in a pool of precious metals
     and oils and may not break concentration, cast spells,
     eat, sleep, or drink. At the end of each day, you must
     make a constitution saving throw (DC = 10 + the
     number of days that have passed). On a success, you
     continue in the casting. On a failure, the spell ends and
     you take a number of levels of exhaustion equal to the
     number of days that have passed since the casting
     began.
       If you fail the saving throw on the final day, you take 6
     levels of exhaustion at once and subsequently die. A
     creature that dies while casting this spell loses its soul    Clone Army
     beyond the divine gate and cannot be restored to life by      10th-level necromancy
     any means short of divine intervention.                                         1 hour/clone
       Should the spell succeed, the caster ascends to             Casting Time:
                                                                             touch
     godhood. It is up to the DM to determine exactly what         Range:
                                                                                    V, S, M (at least 1 cubic inch of flesh of
     that means, but the benefits include immortality in some      Components:
                                                                      the creature that is to be cloned, 100 gp worth of
     form or another as well as a great deal of power in your         diamond dust per clone, both of which the spell
     chosen domain or skillset.                                       consumes, and a vessel worth at least 2,000 gp that
     Variant Rule: Druid                                              has a sealable lid and is large enough to hold a
     Should this spell be cast by a Druid, they will instead          Medium creature, such as a huge urn, coffin, mud-
     take the form of a Primordial, in the form of an                 filled cyst in the ground, or crystal container filled
     elemental, tree, or beast.                                       with salt water. )
                                                                   Duration: instantaneous
                                                                   Classes: Sorcerer, Wizard, Cleric, Warlock
        Elemental: As an elemental, they would assume
        control of one elemental energy (water, fire, air,         Tap into the powers of life and death to create up to 100
        earth) and be considered a native of their chosen          identical replicas of a target humanoid. Each of these
        plane.                                                     clones have the same stats as the cloned humanoid. The
        Tree: As a tree, they would be rooted in place but         clones are soulless and incapacitated upon creation, but
        immortal and unkillable, as well as aware of and able      the cloned creature can possess them all
        to communicate with any plant on the same plane of         simultaneously. While controlling the clones, the cloned
        existence or in the Fey-wild.                              humanoid is incapacitated, and takes 1 level of
        Warden: As a warden, they would take the form of           exhaustion every hour the clones are possessed.
        some beast, and become as close to god status as           Regardless of their state of possession, if the cloned
        any servant of the Old Faith.                              creature dies and its soul is free and willing to continue
                                                                   living, it transfers to the nearest clone.
65
Create Artifact                                                     It’s AC cannot exceed 25 purely relying on natural
                                                                    armor and dexterity.
10th-level conjuration                                              It may not have more than 3 damage immunities (for
Casting Time:   8 hours                                             which piercing, slashing, and bludgeoning from non-
Range:  touch                                                       magical attacks counts as one)
Components:    M (a well-crafted weapon worth at least              It may not have more than 5 damage resistances.
   10,000 gp)                                                       It may not have legendary actions.
Duration: instantaneous
Classes: Druid, Cleric, Wizard, Bard, Sorcerer, Warlock
Call upon cosmic forces to imbue a weapon with                   Create Plane
incredible power. casting this spell will grant the chosen       10th-level conjuration
weapon up to three major abilities and up to three               Casting Time:    24 hours
minor abilities. Speak with your DM as to the specifics          Range:   n/a
of the object you create.                                        Components:     V, S, M (a forked metal rod worth at least
                                                                   1,000 gp, not attuned to any particular plane)
Create Life                                                      Duration: instantaneous
                                                                 Classes: Wizard, Druid, Bard, Sorcerer
10th-level transmutation
                  8 hours                                        Weave and shape the threads of the cosmos to piece
Casting Time:
         60 feet                                                 together a dimension of your own design, a new plane.
Range:
                 V, M (enough material to form the body of       The limits to the nature of this dimension are essentially
Components:
   the chosen creature, worth at least 100 gp per hit dice       nonexistent. All of its geography, physics, rules, and
   of the shaped creature)                                       potential life are at your will, but able to be vetoed by the
Duration: instantaneous
                                                                 DM. You cannot create sentient life with this spell, but
Classes: Druid, Cleric
                                                                 plants, animals, and other flora and fauna are well
                                                                 within it’s range. As the creator of this plane, you can
Exert your will over the dusts of the earth, influencing         create a portal there as per Arcane Gate using a 6th
the innate magic of all things to create life. This spell        level slot or higher.
can be used to accomplish two main things:
   Rebirth: Form a body for a creature you know of that
has since died. This body can be anything, as long as it
is within the parameters listed. If the creature’s soul is
free and willing to return, it is restored to life in the body
of your making upon finishing the casting of this spell. It
does not matter when or how the creature died. If the
soul is not free, either in the clutches of a Demon Lord
or under the effects of Imprisonment, make a
spellcasting ability check against the captor’s spell DC.
On a success, the soul may be freed.
   Unbounded Genesis: Create a creature. Its hit dice,
ability scores, proficiencies, racial or natural traits,
spell-like abilities, etc. are at your command but able to
be vetoed by the DM. It must be within the parameters
listed, but is otherwise entirely customizable. You can
choose whether to predetermine the creature’s
alignment or let the DM decide it as your relationship
with your creature unfolds.
Parameters
   The creature or body cannot have more hit dice than
   your current level.
   It may not have a number of class levels surpassing
   your own.
   Its ability scores cannot exceed a total of 144, and
   each score cannot exceed 30.
   It’s speed cannot exceed 150 ft. per round in any
   manner.
Double Wish
10th-level conjuration
Casting Time:     1 action
Range:    self
Components:      V
Duration:    instantaneous
Classes:   Wizard, Sorcerer
The main function of this spell is to replicate the effects
of any other spell of 9th level or lower. You don’t need to
meet any requirements in that spell, including costly
components. The spell simply takes effect. Alternatively,
you can create one of the following effects of your
choice:
    You create one object of up to 50,000 gp in value
    that isn’t a magic item. The object can be no more
    than 600 feet in any dimension.
    You allow up to forty creatures that you can see to
    regain all hit points, and you end all effects on them
    described in the greater restoration spell.
    You grant up to twenty creatures that you can see
    resistance to two damage types you choose.
    You grant up to twenty creatures you can see
    immunity to two spells or other magical effects for 8
    hours. For instance, you could make yourself and all
    your companions immune to a lich’s life drain attack
    and Power Word Kill.
    You undo a single recent event by forcing a re-roll of
    any roll made within the last round (including your
    last turn). Reality reshapes itself to accommodate the
    new result. For example, a wish spell could undo an
    opponent’s successful save, a foe’s critical hit, or a
    friend’s failed save. You can force the reroll to be
    made with advantage or disadvantage, and you can
    choose whether to use the re-roll or the original roll.
    If you don’t like the outcome of the reroll, you can
    cause a second re-roll and choose your favorite of the
    three rolls.
You might be able to achieve something beyond the
scope of the above examples. State your wish to the DM
as precisely as possible. The DM has great latitude in
ruling what occurs in such an instance; the greater the
wish, the greater the likelihood that something goes
wrong. This spell might simply fail, the effect you desire
might only be partly achieved, or you might suffer some
unforeseen consequence as a result of how you worded
the wish. For example, wishing that a villain were dead
might propel you forward in time to a period when that
villain is no longer alive, effectively removing you from
the game. Similarly, wishing for a legendary magic item
or artifact might instantly transport you to the presence
of the item’s current owner. Whatever happens, it will
happen with close to twice the intensity of a normal
Wish.
                                                                 Terra-Cotta Soldiers: Form from the clay of the earth
Knowing                                                       a mighty legion of Terra-Cotta warriors, 1,000 in
10th-level divination                                         number. If any remain alive at the end of one week, they
Casting Time:     1 minute                                    fall still and become indistinguishable from a regular
Range:    unlimited                                           statue, lifeless until you call upon them again using this
Components: –                                                 spell or by using a command word or phrase you
Duration:    8 hours, concentration                           choose. If you use a command word or phrase for
Classes:   Wizard, Druid, Cleric, Sorcerer                    reanimation, you cannot cast this spell again until the
Project your mind into the plane of dreams, making all        army is dispelled.
                                                                 Phantasmal Force: Call upon the Shadowfell to form
of consciousness and knowledge available to you. As           a battalion of spectral warriors that number 500 strong.
long as the spell is active, you can do any of the            These spectral warriors have an AC of 18, 20 hp,
following:                                                    Strength, Dexterity, and Constitution scores of 16, and
    Enter the consciousness of any intelligent creature in    are immune to mental effects. They are each wielding
    any plane of existence. Until you leave their mind or     either a short bow or a shield and a simple weapon,
    the spell ends, you can feel their thoughts and           which deal force damage. They also have resistance to
    communicate with them, even across language               slashing, piercing, and bludgeoning damage from non-
    barriers. If they have an intelligence score of 6 or      magical weapons. At the end of the week, they fade into
    less, you also gain absolute control over the creature.   nothingness.
    If their intelligence score is between 7 and 10, they        Nature’s Servants: Summon up to 1,000 beasts of a
    may attempt an intelligence save to avoid being           CR 1 or less from the Feywild. At the end of the week,
    controlled. Creatures with a higher intelligence than     they fade into the wilderness.
    that have advantage on the save. This save can be            Heavenly Host: Open a doorway to heaven,
    made again whenever the target takes damage.              unleashing up to 500 Battleforce Angels. At the end of
    Immediately become aware of any knowledge you             the week, they return to the upper planes.
    seek.
Call upon powerful magic to unleash an arcane army of         Bend extra-dimensional space to cause a non-euclidean
mighty proportions, which appears at any point you            inter-planar rift up to 1,000 feet in diameter. This rift
choose within range. All the soldiers do not have to          connects a plane of your choice with the plane you are
appear at the same point; you may place them wherever         currently on. Once opened, this doorway cannot be
you choose. The members of your Mighty Force are              closed by anyone or anything but you (short of divine
sworn to your service and obey your commands (mental          intervention) and may be passed through by anything
or verbal) without question. This spell may be used to        that fits. Each time you cast this spell, there is a 25%
achieve any of the following:                                 chance you will be rendered unable to cast it again.
   Army of Death: Summon from the ground an army of
souls from Carceri, creating up to 1,000 skeletons.
When a skeleton of this force is killed, it falls to the
ground in a heap of bones. If these bones are not
destroyed by Dispel Magic or a similar spell, they can be
reanimated using this spell in one week’s time. If any
still stand in one week’s time, they collapse if not
reanimated.
                                                                                                                           68
                                                                     If the target is an object, it turns to dust in a flash of
     Poison Sky                                                   bright light. Any creature within 5 feet of it must make a
     10th-level conjuration                                       constitution save, taking 8d8 force damage on a failed
     Casting Time:    1 minute                                    save and half as much on a success.
     Range:   10 miles                                               If the target is a creature with less than 100 current
     Components:     V, S, M (A vial of powdered scales from      hit points, it dies instantly and turns to dust in a flash of
        an Ancient Green Dragon, which the spell consumes)        bright light. If it has more than 100 current hit points, it
     Duration: 10 days                                            takes 12d12 force damage.
     Classes: Wizard, Druid, Cleric, Warlock                         If the target is a surface, all material within 100 feet
     Choose a point within 10 miles of you, transforming the      in any direction in direct or indirect contact with the
     atmosphere in a 5 mile radius sphere from that point         point you choose turns to dust in a flash of bright light.
     into a toxic smog. All plant life in that area withers and   All creatures in contact with something that was
     dies in 1 minute. All creatures with 1 hit dice take 2d4     destroyed must make a constitution save, taking 6d6
     points of constitution drain every round. All creatures      force damage on a failed save and half as much on a
     with 5 or less hit dice must make a constitution save        success.
     against your spell DC at the start of each turn they begin
     in the cloud, taking 2d4 points of constitution drain on a   Purity
     failure. All other creatures must make a constitution        10th-level abjuration
     save against your spell DC at the start of each turn they                      1 action
     begin in the cloud, taking 6d12 poison damage and 1d4        Casting Time:
                                                                            self (1 mile radius)
     points of constitution drain on a failure, and half as       Range:
                                                                                    V, S, M (At least a cup of holy water)
     much on a success.                                           Components:
                                                                  Duration:    1 minute, concentration
                                                                  Classes:   Cleric
     Possession                                                   Release a wave of purifying power, sending all outsiders
     10th-level enchantment                                       within 1 mile of you back to their native plane. While
     Casting Time:   1 action                                     you maintain concentration, creatures that are banished
     Range:   1 mile                                              in this way that have more than 15 hit dice may attempt
     Components:     V, S, M (an object the target has touched    a charisma save against your spell DC, remaining in
        recently or a piece of their organic material)            place on a success.
     Duration: instantaneous                                         However, they must repeat the save at the start of
     Classes: Wizard, Bard                                        each of their turns while in range and while you are
     Dominate the mind of a creature within range. While          concentrating on this spell, being banished on a failure.
     possessing it, you cannot cast other spells, but you gain    Creatures with more than 20 hit dice that are banished
     complete control over the target’s body and mind. A          initially may attempt the save at the end of each of their
     creature with 15 hit dice or less immediately succumbs       turns. On a success, they reappear at the point they left.
     to your control, a creature with more may attempt a          If any creature is banished when the spell ends, they
     wisdom save at the start of each of its turns, resisting     remain banished. If you break or lose concentration, all
     your control for that turn on a successful save. The         banished creatures that could still be making saves
     possessed creature gains all of your mental skill            return to the point they left.
     proficiencies during the possession and may cast any
     spells you know using your spell slots as well as any        Speak With God
     spells it knows using its own.                               10th-level divination
                                                                  Casting Time:   10 minutes (ritual)
     Power Word Destroy                                           Range:  self
     10th-level evocation                                         Components:    M (A holy symbol of the chosen deity)
                     1 action                                     Duration:  1 hour
     Casting Time:
     Range:  1 mile                                               Classes: Cleric, Druid, Warlock
     Components:     V, S                                         Project your consciousness into the presence of a
     Duration:  instantaneous                                     chosen deity. If they are willing, you can converse with
     Classes: Wizard, Warlock, Sorcerer, Bard                     them face to face for 1 hour. This hour passes in a extra-
     Utter a word from the beginning of the universe              temporal location and no time passes in the material
     containing the power to annihilate anything. Choose a        plane during the conversation.
     target object, creature, or surface within range.
69
Summon Titan                                                   Time-weave
10th-level conjuration                                         10th-level transmutation
Casting Time:    1 action                                      Casting Time:   1 action
Range:    1,000 feet                                           Range:   self
Components:      V, M (a carved totem of the chosen titan      Components:    V, S, M (an ornate hourglass filled with
   worth at least 100 gp per hit dice of the titan)               diamond dust worth at least 5,000 gold pieces instead
Duration: concentration, up to 1 minute                           of sand)
Classes: Warlock, Wizard                                       Duration: instantaneous
Summon to your aid one of the most powerful non-               Classes: Wizard, Cleric, Sorcerer
celestial beings in the planes, a titan (such as an            Reach out to cosmic forces to bend time to your will.
Atropal, an Empyrean, a Kraken, or even a Tarrasque).          The main function of this spell is to rewind time up to
The titan appears at an unoccupied point you choose            24 hours. Doing so generates no penalties and has no
within range, and disappears either when the spell ends        cost. However, this spell can also be used to achieve any
or when it is reduced to 0 hit points.                         of the following effects:
   Roll initiative for the titan, which has its own turns.         Age or de-age a target creature by a chosen amount.
When you summon it and on each of your turns                       They may attempt a constitution save against your
thereafter, you can issue a verbal command to it                   spell DC to avoid this if they are unwilling. Immortal
(requiring no action on your part), telling it what it must        creatures are immune to this effect.
do on its next turn. If you issue no command, it spends            Weather or renew a target building, object, or plot of
its turn attacking any creature within reach that has              land by a chosen amount.
attacked it.                                                       Time travel. (Talk to your DM. A lot can go wrong.)
   At the end of each of the titan’s turns, it makes a
Charisma saving throw. The titan has disadvantage on
this saving throw if you say its true name. On a failed        Incineration
save, the titan continues to obey you. On a successful
save, your control of the titan ends for the rest of the       10th-level evocation
duration, and the titan spends its turns pursuing and                          1 action
attacking the nearest non-titans to the best of its ability.   Casting Time:
                                                                       10 miles
If you stop concentrating on the spell before it reaches       Range:
                                                               Components:    V, S
its full duration, an uncontrolled titan doesn’t disappear     Duration:  1 hour, concentration
for 1d6 rounds if it still has hit points.                     Classes:  Warlock, Sorcerer
Super-Duper-Mega-                                              Create a line of flame 10 feet wide and up to a mile long
                                                               at a point within range. It can travel up to 65 feet per
Ultra-Fireball                                                 round using your bonus action. Any flammable material
                                                               that comes into contact with the fire ignites instantly.
10th-level evocation
                                                               Any creature that comes into contact with the fire must
Casting Time:   1 action                                       make a dexterity save, taking 12d12 points of fire
Range:  900 feet                                               damage on a failed save and half as much on a success.
Components:     V, S, M (a tiny ball of bat guano, sulfur,     You and up to ten creatures you choose are immune to
  and gunpowder)                                               damage from this fire.
Duration: instantaneous
Classes: Wizard, Cleric, Warlock, Sorcerer, Druid
A bright streak flashes from your pointing finger to a
point you choose within range and then blossoms with a
roar into a blindingly hot explosion of flame. Each
creature in a 20-foot-radius sphere centered on that
point must make a Dexterity saving throw. A target
takes 60d6 fire damage on a failed save, or half as much
damage on a successful one. The fire spreads around
corners. Flammable objects in the area that aren’t being
worn or carried instantly turn to ash. Anything that can
melt within the sphere does so.
                                                                                                                            70
                              Arcane Eye Mage
                        The Arcane Power Unleashed
     A
                 streak of red erupts from the                    the form of an eye within the empty socket – a sign that
                   human’s left eye socket, creating an           the goddess exhibited mercy through this sacrifice.
                   explosive burst upon hitting the goblins.
                   Progressing toward the goblins, the flames     …to Basic Principles
     caress her face while she maintains a resolute gaze on
     her adversaries.                                             As time went on, it became evident that becoming an
        Meeting the gaze of the orc, the gnome’s eye takes on     Arcane eye mage wasn’t an overly complex process.
     a soft pink hue. Instantly, the orc discards his             Nearly any wielder of magic could readily perform the
     greatsword and departs without hesitation. Relief            required ritual to create the arcane eye. Nevertheless, as
     washes over the gnome as he shuts his eyes, watching         the years progressed, it was clear that not every
     the charmed orc retreat into the distance.                   ordinary person could endure the loss of an eye. Only
        Concentrating on the human subject of his                 resilient individuals could undergo the procedure, and
     interrogation, the elderly firbolg closes his eyes. Upon     those who fell short often perished during the process.
     reopening them, his right eye transforms into a swirling     Some who survived the procedure succumbed later due
     blue abyss, revealing the human’s concealed and              to the toll this power exacted on their bodies. Since
     profound secrets.                                            these individuals lacked their own innate magical
        Arcane eye mages have undergone a process granting        essence, the arcane eye drew upon their physical energy
     them equivalent powers to sorcerers or wizards, void of      for power, sometimes at a prohibitively high cost. Many
     pacts with extramundane entities akin to warlocks. At        shied away from becoming an Arcane eye mage, fearing
     least one eye possessed by these mages may appear as         their inadequacy in handling such power. However,
     fire, lightning, pink sparkles, or even mimic a regular      exceptions existed.
     eye, yet it offers enhanced sight compared to the
     average person. Common belief asserts that catching a        Creating an Arcane Eye Mage
     glimpse of an Arcane eye mage’s eye signifies imminent       When fashioning an Arcane eye mage, contemplation
     doom – a presumption that often holds true.                  about the driving force behind undergoing the
     From Ancient Enigma…                                         procedure is essential. What compelled you to seek this
                                                                  power, even knowing the potential for fatality? Did any
     The origins of the Arcane eye mages remain rather            complications arise during the process? Does mastery
     ambiguous. Some speculate that the initial Arcane eye        of your arcane eye come naturally, or does spellcasting
     mages might have resembled the more famous                   prove arduous? Are there peculiar sights visible through
     warlocks. Legend has it that there were individuals who      your arcane eye that remain hidden from your natural
     thirsted for magic but were spurned by most sponsors.        eyesight?
     Eventually, they found a new patron in Mystra, the              Possessing an arcane eye might draw curious gazes
     goddess of magic. She bestowed these individuals with        from strangers. Do you feel shame regarding your
     substantial magical power but demanded a sacrifice in        arcane eye? Is it concealed, or do you proudly display it?
     return. As they sought magic without foreseeing the          Do you tap into your power solely when necessary? Are
     costs, Mystra claimed one of each of their eyes. While       you determined to push this power to its limits, to
     some are skeptical of this legend, given that Mystra isn’t   comprehensively grasp this magical endowment,
     associated with demanding blood sacrifices, others           regardless of consequences?
     believe it due to the manifestation of magical power in
71
Quick Build
You can make an Arcane Eye Mage quickly by following these suggestions. First, Constitution should be your highest
ability score, followed by Dexterity. Second, choose the Urchin background.
                                                                                                                                       72
     Spell Slots                                                  the number that weakened your eye, your arcane eye
     The Arcane Eye Mage table shows how many spell slots         will flare back to full life.
     you have to cast your Arcane Eye Mage spells of 1st            If you enter an area that has an anti-magic field of
     level and higher. To cast one of these Arcane Eye Mage       some sort, a similar effect would occur, except you
     spells, you must expend a slot of the spell’s level or       cannot try to reactivate your arcane eye within the anti-
     higher. You regain all expended spell slots when you         magic field. It immediately flares back up once you exit
     finish a long rest.                                          the area.
     Spells Known of 1st Level and                                The Changing Eye
     Higher
     You know a number of spells from the Arcane Eye Mage         Your arcane eye gains certain traits when you cast
     spell list equal to your Constitution Modifier + your        certain spells. Every time you cast an Arcane eye mage
     Arcane Eye Mage level (minimum of 1).                        spell, your arcane eye will change based on the school
       If your Constitution modifier ever increases by any        of magic of said spell. At 1st level, you can spend 1 use
     means, during a long rest, if your Constitution modifier     of your Changing Eye Charges to use the feature of your
     isn’t returned to its original value once the rest is        arcane eye’s current form. You have a number of
     complete, you may add a number of spells to your             Changing Eye Charges equal to your Arcane eye mage
     known spells equal to the increase. If your Constitution     level, which can be seen on the Changing Eye Charges
     modifier is ever decreased by any means, the next time       column of the Arcane eye mage table. If you want to use
     you take a long rest, if your Constitution modifier isn’t    the upgraded version of the ability, you must use 3
     returned to its original value once the rest is completed,   charges. You regain all of your expended charges after
     you must drop a number of spells from your known             completing a long rest. Once you complete a long rest,
     spells equal to the decrease.                                your arcane eye is only a glowing white dot where your
       Additionally, whenever you take a long rest, you can       pupil would normally be. Once you cast an Arcane eye
     choose any number of the Arcane Eye Mage spells you          mage spell, however, the arcane eye will take the
     know and replace them with other spells from the             respective form and gain its abilities.
     Arcane Eye Mage spell list, which also must be of a level    Abjuration
     for which you have spell slots.                              The eye takes on a bright blue hue, the pupil looking
     Spellcasting Ability                                         like a shield. You can use your reaction to protect a
     Constitution is your spellcasting ability for your Arcane    creature or object that you can see (including you) from
     Eye Mage spells, since your arcane eye draws on your         harm. As a reaction when a creature you can see takes
     physical essence for its power. You use your                 damage, you give it resistance to all damage, including
     Constitution whenever a spell refers to your spellcasting    the triggering damage, until the end of the current turn.
     ability. In addition, you use your Constitution modifier     Upgraded Version: The target can make an appropriate
     when setting the saving throw DC for an Arcane Eye           saving throw in relation to the attack. For instance, if
     Mage spell you cast and when making an attack roll           the creature was hit by fireball or a longsword attack,
     with one.                                                    they can make an extra Dexterity saving throw because
        Spell save DC = 8 + your proficiency bonus + your
                                                                  of this ability. If they succeed, they take no damage. If
                          Constitution modifier                   they fail, they take half damage just like the non-
                                                                  upgraded version of this ability.
      Spell attack modifier = your proficiency bonus + your
                          Constitution modifier                   Conjuration
                                                                  The eye takes on a yellow hue, with the pupil looking
     Spellcasting Focus                                           like a swirling amorphous object, never fully formed;
     Your arcane eye acts as your arcane focus. If a creature     always almost taking one shape, but then changing to
     attempts to cast the spell dispel magic on your eye, they    something else. As an action, you can conjure any non-
     must make an ability check using their spell casting         living item that you are capable of holding in one hand.
     ability modifier against your spell save DC. If they         This doesn’t mean it just fits in your palm, but you are
     succeed, your arcane eye becomes weakened and you            able to hold it. This item cannot have any magical
     will no longer be able to cast spells that have material     properties. The item exists for 1 hour, and then
     component without the actual materials, nor will you be      magically disintegrates.
     able to use your Changing Eye feature. Your eye will         Upgraded Version: The object can now be something
     return to normal after 24 hours, or you can use your         you can hold in both of your hands, and it lasts for 8
     action to try to reactivate your arcane eye. Make a          hours.
     Constitution Saving throw. If the result is greater than
73
Divination
The eye takes on a faded, swirling blue color, with the
pupil completely gone. As an action, you can attempt to
peer into a creature’s mind that you can see to know
their current thoughts and what they plan to do next.
The target must make an Intelligence Saving throw.
Success means you can’t see into their mind, a failure
means you can. If you have direct eye contact with the
creature, the creature has disadvantage.
Upgraded Version: You can know the entirety of the
creature’s memories up to 1 year in the past. You can
also choose to instead cause your eye to see through the
creature’s eyes for 24 hours.
Enchantment
The eye takes on a light pink color, the pupil sparkling
with magic. As an action, you can make eye contact with
a creature and attempt to charm them. The creature
must make a Charisma saving throw. If they fail, you
can cause the creature to be charmed by you, cause
them to fall asleep (as by the spell Sleep (5e Spell)),
calm their emotions (as by the spell Calm Emotions (5e
Spell)), or force them to speak the truth (as by the spell
Zone of truth). All of these effects last for 1 minute.
Upgraded Version: You can use this ability as a bonus
action.
Evocation
The eye takes on the element of the specific spell cast.
For example, if you cast Firebolt, your eye is made of
red hot fire, with your pupil being bright orange flame.
Shocking grasp would cause your eye to be just a pupil
of lightning, which occasionally sparks and creates a
whole eye for a second. If the spell deals two or more
types of damage at once, you may choose which of those
damage types your eye’s form takes. As a bonus action,
you can attempt to make eye contact with a creature.
The target must make a Dexterity saving throw against
your spell save DC to avoid looking at you. If they fail,
you deal 1d10 points of damage of the eye’s element.
Once your eye is already in this form, you may take an
action to change your eye’s form to any damage type.
This feature deals more damage at 5th (2d10), 11th
(3d10), and 17th (4d10) level.
Upgraded Version: You can empower the eye to instead
of target one creature force a beam to emit from the eye
instead of targeting one creature you can fire a 60ft long
5ft wide line all creatures in the line must make the
saving throw.
                                                             74
     Illusion                                                        Transmutation
     The eye takes on any appearance that you wish, as long          The eye takes on no real form, just the pupil. The pupil
     as the appearance still fits in the eye socket. As an           takes on the shape of an object that the Arcane eye
     action, you can attempt to make eye contact with a              mage chooses. This object is affected by the spell that
     creature to cast an illusion on them. They must make a          was cast. For example, if you cast feather fall, a ball
     Wisdom Saving throw against your spell save DC. If              would be falling, then fall slowly. As an action, you can
     they fail, you can cause the creature to think you’re           grant a buff to yourself or an ally, or a debuff to an
     invisible, to see you as someone/something else, or as          enemy, that relates to their size or movement. This can
     something they are afraid of. You could also cause an           vary from the ability to climb walls with ease, halving or
     illusion to appear within that only they can see or hear.       doubling a creatures movement speed, shrink/grow an
     The target can make a Wisdom saving throw as an                 individual or object up to 1 size category smaller or
     action to shake off the illusion. If you try to scare them      bigger, or make someone harder to hit as they escape.
     with this illusion, you must make an Intimidation check         This (de-)buff shouldn’t be more powerful than any 2nd
     against their Insight check. If you Intimidation is higher,     level spell. The DM has the final say. The effects last an
     they become frightened by the illusion. All of these            ammount of hours equal to your Arcane eye mage level
     effect last for 1 minute.                                       x2. If the creature is unwilling to accept the effect, they
                                                                     can make a Strength Saving throw against your spell
     Upgraded Version: The target has disadvantage on the            save DC. If they succeed, they resist the effect.
     Wisdom saving throws for this feature. Or you can
     cause up to your constitution modifier worth of                 Upgraded Version: You can now target 3
     creatures (minimum 1) to also see the illusion.                 creatures/objects in one action, as well as the effects,
                                                                     are increased. You can give a creature a swim, fly, or
                                                                     climbing speed equal to their movement speed change
     Necromancy                                                      their size by 2 size categories bigger or smaller or
     The eye takes on a sickly green gaseous form, with the          change an object no bigger than 10 square feet to
     gas slowly flowing out of the eye socket and the pupil          another form/material.
     looking like a skull. As a bonus action, you can attempt
     to lock eyes with a creature. The creature must make a
     Constitution Saving throw against your spell save DC. If
     they fail, you can choose to either poison the target or
     take some of their life force. If you choose poison they
     become poisoned for 1 minute and take 1d6 poison
     damage at the start of their turn as long as they
     remained poisoned. The target can make another
     Constitution saving throw as an action on their
     subsequent turns to shake off the poison. If you choose
     life steal, you deal 1d6 necrotic damage and regain an
     equal amount of hit points to the damage you deal. This
     feature deals more damage at 5th (2d6), 11th (3d6), and
     17th (4d6) level.
     Upgraded Version: The poison effect lasts for 1 hour
     and the damage increases to 3d6 poison damage. The
     life steal effect deals an additional 1d6 points of
     damage. You can instead choose to use this feature to
     cause the target to be blinded or deafened. They must
     make a Constitution Saving Throw to resist the effect. If
     they fail, this effect lasts for 1 minute, but the target can
     make a Constitution saving throw as an action on their
     subsequent turns to shake the effect.
75
Arcane Eye Form                                             Changing Eye Improvement
At 2nd level, you begin to refine your use of your arcane   At 14th level, you can now change your arcane eye
eye by specializing in one of four arcane eye forms.        school without casting a spell as a bonus action. You
Choose between Eye of War, Eye of Time, Eye of Truth,       also get to choose 1 Changing Eye Form to permanently
or the Inner Eye, all detailed at the end of the class      upgrade while keeping the cost at 1 Changing Eye
description. Your choice grants you features at 2nd level   Charge.
and again at the 6th, 10th, and 18th level.
                                                            Eye Capture
Ability Score Increase
                                                            Starting at 20th level, your study of your arcane eye has
When you reach 4th level, and again at 8th, 12th, 16th      granted you the ability to analyze any spell and replicate
and 19th level, you can increase one ability score of       it perfectly. If a spell is cast within your sight, you can
your choice by 2, or you can increase two ability scores    use your reaction to learn the spell. Before 24 hours
of your choice by 1. As normal, you can’t increase an       have passed, you must spend a long rest practicing the
ability score above 20 using this feature. Using the        spell, or it will be forgotten. Spells you learn through
optional feats rule, you can forgo taking this feature to   this feature do not count against your known Arcane eye
take a feat of your choice instead.                         mage spells. You must wait 24 hours before using this
                                                            feature again.
                                                                                                                          76
     Eye of War                                                   Aware of Your Surroundings
     Frequently, individuals are ready to undergo this            Starting at 10th level, when you are hit by an attack, you
     process solely for the purpose of acquiring power. As a      can spend 1 Changing Eye Charge to make a Dex
     possessor of the Eye of War, you have refined the            saving throw against the attacker’s attack roll (no action
     capabilities of your mystical eye for battle and nothing     required). You instead take no damage if you succeed on
     more. Simply a gaze from you holds the capability to         the saving throw, and only half damage if you fail.
     overpower your enemy, instilling in them a sense of
     dread for their life, as is appropriate. You stand as the
     most dreaded spellcaster on the battleground.                Overpowering Gaze
                                                                  Starting at 18th level, you can create a 150 foot
     Combat Evaluation                                            antimagic cone. At the start of each of your turns, you
                                                                  decide which way the cone faces and whether the cone
     Starting at 2nd level, you can spend 1 Changing Eye          is active. The area works against your own spells as
     Charge as a bonus action to study a creature that you        well. Additionally, whenever a creature you can see
     can see and learn some of its combat capabilities. The       within the area targets you with an attack or a harmful
     DM tells you one of the following characteristics of your    spell, you can use your reaction to force the creature to
     choice:                                                      make a Wisdom saving throw against your Spell Save
        One of its traits, if any.                                DC. On a failed save, they lose the attack or spell and
        One of its actions or reactions, if any.                  become frightened of you for 1 minute. The creature
        Number of legendary actions and one of them, if any.      can repeat the saving throw at the end of each of its
        A random ability score.                                   turns, ending the effect on itself on a success. If a
        Speed.                                                    creature’s saving throw is successful or the effect ends
        Creature type.                                            for it, the creature is immune to this feature for the next
        Saving throw proficiencies.                               24 hours.
        Skill proficiencies.
        Resistances.                                              Eye of Truth
        Immunities.                                               It is often said that the eye is the window of the soul.
        Vulnerabilities.                                          This is taken almost literally with those that refine their
        Senses.                                                   arcane eye to see past the deceptions and lies of others
                                                                  to seek the truth. As a wielder of the Eye of Truth, you
                                                                  can see people’s true emotions, as well as their true
     Vengeful Glare                                               motives.
     Starting at 6th level, when a creature damages you with
     an attack or spell that was targeted at you, you can         Emotive Sight
     spend a number of Changing Eye Charges equal to the
     full damage divided by 10 rounded down (minimum of           Starting at 2nd level, when you look at a creature, you
     1) to use your reaction to gain resistance to all damage     see a colored aura glowing off of them. The color varies
     from that creature until the start of your next turn         depending on their primary emotion. You also gain
     (including the triggering damage) and empower your           proficiency in Insight. If you are already proficient, you
     next attack against that creature. The next time you hit     gain expertise instead. Being able to see creatures’
     the target creature with an attack, the target takes extra   souls allows for other ways to see them, as long as there
     damage of the triggering type equal to half the original     is nothing between you and a creature you’re trying to
     damage. You can repeatedly use this ability to absorb        see you can always see them regardless if they are
     more and more power and release it all at once.              invisible or covered by darkness.
                                                                     Red: Angry
                                                                     Blue: Calm
                                                                     Green: Happy
                                                                     Yellow: Afraid/Nervous
                                                                     Orange: Passionate
                                                                     Purple: Love
                                                                     White: Neutral
77
See the Signs
Starting at 6th level, you can tell when someone speaks
the truth, lies, or speaks a white lie/stretched truth as
long as you can clearly see their face. As an action you
can focus on one creature and read its soul, while
reading their soul you are able to distinguish if a
creature is telling the truth, lying, telling partial truths,
or are unsure of the answer. This mastery of detecting
lying faces teaches you how to lie. You gain proficiency
in Deception. If you are already proficient, you gain
expertise instead.
   Calm soul: Truth
   Erratic soul: Lying
   Pulsing soul: Partial Truth
   Swirling soul: Unsure of the answer
Distilled Vision
Starting at 10th level, whenever a creature tries to
Intimidate or Persuade you, if they are using false
information to do so, they immediately fail. Otherwise,
they roll with disadvantage. Also, when you look at an
illusion, you know it is fake, and you can use an action
to dispel the illusion completely at the cost of a number
of charges of your Changing Eye ability equal to the
level of the spell that created the illusion.
The Whole Truth
Starting at 18th level, You gain 120 feet of truesight.
Also, whenever you look directly into someone’s eyes,
they cannot help but answer all questions asked to them
completely and truthfully.
Eye of Time
Very few Arcane eye mages can turn their arcane eye
into an Eye of Time. It takes many years of training
before one can train their arcane eye to look beyond
time itself and see the past or the future. You are one of
those few. You can glance into the past to see the
history of a war-zone, or see possible futures and try to
prevent or pursue them. But be warned: Time & Fate
are not to be trifled with.
Shadows of the Past
Starting at 2nd level, as an action, you can look into the
past of a 50 foot cube space centered on you and see the
history of everything that has occurred there. The past
you see is all composed of shadows forming into
individuals and objects. You can also use this feature on
a specific object to see its past wielders and any major
events it has existed through. by expending 1 charge of
your Changing eye ability you can cause the shadows to
condense and see precise details of the history of the
area however doing so causes great strain on your eyes,
after using the upgraded Shadows of the past you
become blind for 10 minutes.
                                                                78
     Future Sight                                                   The Inner Eye
     Starting at 6th level, as an action at the cost of 1 charge    The eye is generally thought as looking out and
     of your Changing Eye ability, you can roll a d100 to           receiving information. Those that wield the Inner Eye
     attempt to see the most likely future. The DM will then        have trained to look within themselves and improve
     also roll a d100 and if they roll higher than you, they will   their own body. As a wielder of the Inner Eye, you have
     tell you a future that might not come to pass. If the DM       trained your arcane eye to be able to strengthen your
     rolls less than you, you see a very likely future. Whether     very being, so as to be a pillar of strength when all
     it’s all that you wanted to see depends on how much            others can no longer handle the strain.
     less the DM rolls than you. You have to ask specifically       Inner Focus
     what you are trying to see, whether it be a creature’s
     next action, what occurs in a courtroom in a few               Starting at 2nd level, as an action, you can use 1
     minutes, or how some person is living in a month. Make         Changing Eye Charge to cause yourself to have
     sure to specifically say how far ahead into the future         advantage in all skill checks and saving throws in
     you’re looking. Be warned: the further you look into the       relation to one ability score for 1 minute. You can
     future, the harder it is to see a likely future.               expend more charges to extend the duration, 1 minute
                                                                    per charge. If you use this feature on one ability score
                                                                    and then use it later on a different one, the first ability
     Future Casting                                                 score will no longer have advantage.
     Starting at 10th level, As part of the action of casting a     Inner Control
     spell, you can consume 2 charges of your Changing Eye
     ability to attempt to cast a spell in the future any given     Staring at 6th level, as an action, you can immediately
     number of turns. You must roll a d100 and the DM will          end any effect that is causing you to be frightened or
     roll a d100, similar to the Future Sight feature. If you       charmed.
     roll higher, the DM will tell you where and what the           Inner Resistance
     enemies and allies will be doing at the turn you choose
     to cast a spell. If the DM rolls higher, they will tell you    Starting at 10th level, as an action, you can consume 1
     unlikely locations and actions of your enemies and allies      Changing Eye Charge to gain resistance to any one
     for that turn. Once the DM tells you this information,         damage type you choose. You can also choose to
     you must cast a spell in this future turn. If you see an       consume 10 charges to gain immunity to any one
     incorrect future, your spell may miss entirely. If the spell   damage type. You can only be resistant or immune to
     causes the creatures affected to roll a saving throw, they     one damage type from this feature at a time. This
     roll with disadvantage as they are caught off-guard by         feature lasts for 1 minute.
     the spell appearing out of nowhere. If you must make a
     spell attack roll to hit the creature, you have advantage      Inner Understanding
     on the roll.                                                   Starting at 18th level, as a reaction when a creature
                                                                    attempts to impose a negative condition on you, you can
     Time Shift                                                     consume a number of Changing Eye Charges equal to
                                                                    the level of the spell cast to reflect the effect back at the
     Starting at 18th level, as an action, you can actually step    caster. The target still has to make the same saving
     into another point in time, up to 1 year in the future or      throws normally required for the spell against their own
     the past. Your body dissapears for a fraction of a second      Spell Save DC. If it is an ability or trait, not a spell, you
     and reappears after you complete using this feature.           determine the charges consumed by the table below.
     You can be in this new time period for up to 8 hours. If
     you go into the past, be aware that your actions can               Condition          Number of Changing Eye Charges
     possibly change the present. If you go into the future,             Poisoned                        1
     you and the DM roll a d100. If yours is higher, you will           Frightened                       1
     go to a future that is the most likely based on the                Deafened                         2
     current circumstances. If the DM rolls higher, it is up to           Blinded                        2
     them to determine how likely this future you enter is.           Incapacitated                      3
     You can return to your own time period without taking            Unconscious                        3
     any action. If you take damage in this alternate time               Charmed                         4
     period, you immediately return to your time period and            Exhaustion                        4
     take 10d10 necrotic damage. You must wait 24 hours                  Stunned                         5
     before using this feature again.                                    Paralyzed
                                                                         Petrified
                                                                                                         5
                                                                                                         6
79
Eye of Control                                                 must place all creatures on the ground unless they have
This eye specializes in the ability to control the world       a flight, climb, or swim speed. You may also manipulate
around the user. This control was heightened to such a         the battlefield in a few ways. As an action, you may
degree that to any onlookers it would appear they are          spend 1 eye charge to use one of the effects below:
some sort of psychic but in reality, its magic being used          You create a pit in the ground 10ft in diameter and
to control outside forces. Mages who specialize in the             up to 30ft deep, this can be used directly under a
Eye of control utilize their powers to manipulate the              creature in which they must succeed a dexterity save
battlefield moving enemies, allies, or the terrain itself to       against your spell save DC or fall in.
their advantage.                                                   You create a trench or a wall of various materials up
                                                                   to 40ft long, 20ft tall or deep, and 1ft thick. If a
                                                                   creature deals 30 damage to the wall it opens a 5ft
Eye Manipulation                                                   hole in the wall.
You have started using your mind to move objects.                  You create some kind of trap that includes a trigger,
Starting at 2nd level, you may move a number of                    this trap fills a 5ft square and requires a perception
creatures/objects equal to your Constitution modifier              or investigation check equal to your spell save DC to
(minimum of 1) within 60 feet of you so long as it does            spot, a creature who activates the trap must make a
not leave that range and does not exceed 10 lbs. You               Dexterity saving throw against your spell save DC or
may also choose to move another creature, as an action             take 6d6 Damage.
you can force a creature to make a Strength saving                 You can create structures from surrounding
throw against your spell save DC. On a success they are            materials by stripping logs for wood and working
not moved. On a failure the creature is moved up to 10ft           stones into bricks to create buildings up to 60ft long,
in any given direction. If you choose a willing creature           60ft wide, and 60ft tall. These structures can contain
you can move them up to the max range.                             the most basic necessities like beds, doors, and even
   At 6th level, 10th level and 14th level, the range is           food if it’s available in the surroundings.
increased by 30 feet and the weight limit is increased by
10 lbs.
Controlled Power
Staring at 6th level, as an action, you can move objects
with enough force to cause damage, target a creature
within range and make a ranged spell attack roll. On a
hit the creature takes 1d10 + Constitution modifier
damage. This ability grants additional attacks when you
reach higher levels: two objects at 5th level, three
objects at 11th level, and four objects at 17th level. You
can direct the attacks at the same target or at different
ones. Make a separate attack roll for each object.
Moving Control
Starting at 10th level, as an action, you can consume 3
Changing Eye Charges to cast the Telekinesis Spell.
The spell’s range is extended up to your Eye
Manipulation range. Additionally, you now have a fly
speed equal to half your movement speed.
Ultimate Control
Starting at 18th level, Your powers of manipulation are
so strong that you can reshape the very battlefield
viewing each person as pieces on a game board. As an
action, you can spend 1 eye charge per creature you
wish to effect and move them where ever you want on
the battlefield up to your Eye Manipulation range. You
     Arcane eye mage Spell List
     Cantrips                Thunderwave
      Acid Splash            Unseen Servant
      Blade Ward             Witch Bolt
      Chill Touch           2nd Level
      Dancing Lights
      Eldritch Blast         Aganazzar’s Scorcher
      Fire Bolt              Alter Self
      Friends                Blindness/Deafness
      Frostbite              Blur
      Light                  Calm Emotions
      Mending                Cloud of Daggers
      Minor Illusion         Crown of Madness
      Poison Spray           Darkness
      Prestidigitation       Detect Thoughts
      Ray of Frost           Dust Devil
      Sword Burst            Earthbind
      Thaumaturgy            Enlarge/Reduce
      Thunderclap            Enthrall
      True Strike            Find Traps
      Vicious Mockery        Flaming Sphere
      Word of Radiance       Gust of Wind
                             Hold Person
     1st Level               Invisibility
      Absorb Elements        Levitate
      Alarm                  Locate Object
      Bane                   Maximillian’s Earthen Grasp
      Burning Hands          Mind Spike
      Catapult               Mirror Image
      Chaos Bolt             Misty Step
      Charm Person           Phantasmal Force
      Cure Wounds            Pyrotechnics
      Chromatic Orb          Ray of Enfeeblement
      Color Spray            Scorching Ray
      Command                See Invisibility
      Detect Magic           Shatter
      Disguise Self          Silence
      Expeditious Retreat    Skywrite
      Faerie Fire            Snilloc’s Snowball Swarm
      Feather Fall           Spike Growth
      Fog Cloud              Suggestion
      Heroism                Web
      Hex                   3rd Level
      Ice Knife
      Identify               Bestow Curse
      Mage Armor             Blink
      Magic Missle           Call Lightning
      Ray of Sickness        Catnap
      Sanctuary              Clairvoyance
      Shield                 Counterspell
      Silent Image           Daylight
      Sleep                  Dispel Magic
81
                                  5th Level
 Enemies Abound
 Erupting Earth                    Animate Objects
 Fear                              Antilife Shell
 Fireball                          Bigby’s Hand
 Fly                               Cloudkill
 Glypth of Warding                 Cone of Cold
 Haste                             Conjure Elemental
 Hypnotic Pattern                  Contact Other Plane
 Lightning Bolt                    Control Winds
 Magic Circle                      Creation
 Major Image                       Dawn
 Melf’s Minute Meteors             Destructive Wave
 Nondetection                      Dominate Person
 Sleet Storm                       Dream
 Slow                              Enervation
 Stinking Cloud                    Far Step
 Thunder Step                      Flame Strike
 Tidal Wave                        Geas
 Tiny Servant                      Hold Monster
 Tongues                           Immolation
 Wall of Sand                      Legend Lore
 Wall of Water                     Maelstrom
 Water Breathing                   Mislead
 Water Walk                        Modify Memory
 Wind Wall                         Passwall
                                   Planar Binding
4th Level                          Rary’s Telepathic Bond
                                   Scrying
 Arcane Eye                        Seeming
 Banishment                        Skill Empowerment
 Blight                            Synaptic Static
 Charm Monster                     Telekinesis
 Compulsion                        Teleportation Circle
 Confusion                         Transmute Rock
 Conjure Minor Elementals          Wall of Force
 Control Water                     Wall of Light
 Dimension Door                    Wall of Stone
 Dominate Beast
 Elemental Bane                   6th Level
 Evard’s Black Tentacles
 Fire Shield                       Arcane Gate
 Freedom of Movement               Bones of the Earth
 Greater Invisibility              Chain Lightning
 Hallucinatory Terrain             Circle of Death
 Ice Storm                         Contingency
 Leomund’s Secret Chest            Disintegrate
 Locate Creature                   Drawmij’s Instant Summon
 Mordenkainen’s Private Sanctum    Eyebite
 Phantasmal Killer                 Find the Path
 Sickening Radiance                Globe of Invulnerability
 Storm Sphere                      Guards and Wards
 Vitriolic Sphere                  Investiture of Flame
 Wall of Fire                      Investiture of Ice
 Watery Sphere                     Investiture of Stone
                                   Investiture of Wind
                                   Mental Prison
                                   Move Earth
                                                              82
                                            8th Level
      Otiluke’s Freezing Sphere
      Otto’s Irresistible Dance              Abi-Dalzim’s Horrid Wilting
      Programmed Illusion                    Antimagic Field
      Scatter                                Anitpathy/Sympathy
      Soul Cage                              Contronl Weather
      Sunbeam                                Demiplane
      True Seeing                            Dominate Monster
      Wall of Ice                            Earthquake
      Wall of Thorns                         Feeblemind
      Wind Walk                              Illusory Dragon
                                             Incendiary Cloud
     7th Level                               Maddening Darkness
                                             Maze
      Crown of Stars                         Mind Blank
      Delayed Blast Fireball                 Power Word Stun
      Etherealness                           Sunburst
      Fire Storm                             Teleptathy
      Forcecage                              Tusnami
      Mirage Arcana
      Mordenkainen’s Maginificent Mansion   9th Level
      Plane Shift
      Power Word Pain                        Foresight
      Prismatic Spray                        Gate
      Project Image                          Imprisonment
      Reverse Gravity                        Invulnerability
      Simulacrum                             Meteor Swarm
      Symbol                                 Power Word Kill
      Teleport                               Prismatic Wall
      Whirlwind                              Psychic Scream
                                             Time Stop
                                             Weird
83
                                    The Starmancer
                                   Embrace the Stars
A
            glimmer of astral light radiates                  might in mortal form, a phenomenon that continues to
             from the Starmancer’s eyes, a celestial          awe and fascinate both the skeptical and the faithful in
             cascade bursting forth as it meets the realm     equal measure.
             of mortals. The luminous surge sweeps over
the Starmancer’s outstretched hand, a motion as               Cosmic Energy Manipulators
graceful as the dance of planets. With a gesture, this
cosmic conjurer weaves the very fabric of the universe        As the ties between Starmancers and the limitless
into their command, casting a tapestry of wonder across       expanse of the cosmic void implied, their unquenchable
reality.                                                      thirst for knowledge was matched only by an insistent
   In the presence of the Starmancer, the laws of             wanderlust. The potential of a Starmancer’s abilities
physics seem to bow, reshaping themselves to                  often danced on the precipice of unpredictability,
accommodate the implausible. Objects become                   compelling the majority to depart from their roots
weightless, as if caught in the tender embrace of a           willingly, embarking on journeys to master and regulate
distant star’s gravitational pull. Density shifts as if the   their nascent powers. Others, deemed perilous or
very essence of matter were influenced by the rhythm of       anomalous, were banished from their homes. Hence, it
pulsars. Buoyancy itself bends beneath their intent,          became a prevailing norm for these extraordinary
allowing them to walk upon air as if treading the path of     spellweavers to find solace among a fellowship of
comet tails.                                                  outcasts who shared akin aspirations.
   In moments of dire need, the Starmancer can extend
their consciousness to the great cosmic expanse               Creating a Starmancer
beyond. In response to their silent call, the universe        In building a Starmancer, deep contemplation
might bestow its unfeeling yet profound aid. A meteor         concerning the underlying impetus for embracing this
streaks across the sky, answering the Starmancer’s            cosmic bond proves paramount. What impelled you to
unspoken plea. A comet’s tail sweeps away adversity           delve into the enigmas of the stars and the cosmos,
with the gentle caress of cosmic winds.                       notwithstanding the potential for veiled complexities?
Born of Space                                                 Did any celestial hindrances materialize throughout the
                                                              attunement? Does the command over astral forces flow
The origins of the enigmatic Starmancers often stir           instinctively, or does the conjuration of cosmic spells
speculation and wonder. Scholars posit that the               present itself as an arduous endeavor? Are there astral
emergence of a Starmancer is heralded by subtle               spectacles observable through your enhanced
gravitational anomalies and fluctuations of energy,           connection that elude your unaided vision? Possessing
typically surfacing in their early years. It is theorized     stellar prowess might allure inquisitive stares from the
that these gifted individuals represent a fusion of a past    unfamiliar. Is there a sense of pride or reticence in
cosmic phenomenon, perhaps akin to a supernova’s              bearing this celestial gift? Do you shroud it in secrecy,
brilliant demise, with a terrestrial occurrence. This         or do you flaunt it unabashedly? Is the channeling of
cosmic energy, now infused with magic, not only emits         your cosmic might a mere contingency, or do you
potent waves of power but also bears a sentient               harbor an unyielding determination to explore the
consciousness, a purpose that becomes imprinted upon          zenith of this celestial endowment, heedless of the
a chosen child. Essentially, a Starmancer can be likened      ramifications it may entail?
to the embodiment of a dying star, reborn with celestial
                                                                                                                          84
     Quick Build
     You can make a Starmancer quickly by following these suggestions. First, Wisdom should be your highest ability
     score, followed by Charisma. Second, choose the Sage background with the astronomer specialty.
     The Starmancer
     Level   Proficiency Bonus   Star Dust             Features              Cantrips Known       — Spell Slots Per Spell Level —
                                                                                              1st 2nd 3rd 4th 5th 6th 7th 8th 9th
       1st          +2               1        Spellcasting, Read the Stars         2           2 — — — — — — — —
      2nd           +2              2            Star Path, Star Dust              2           3 — — — — — — — —
      3rd           +2              3                      —                       2           4 2 — — — — — — —
       4th          +2              4         Ability Score Improvement            2           4 3 — — — — — — —
       5th          +3              5               Sparkling Form                 2           4 3     2 — — — — — —
       6th          +3              6              Star Path Feature               3           4 3     3 — — — — — —
       7th          +3              7             Physical Anomalies               3           4 3     3 1 — — — — —
       8th          +3              8         Ability Score Improvement            3           4 3     3 2 — — — — —
       9th          +4              9                 Cosmic Pulse                 3           4 3     3 3 1 — — — —
      10th          +4              10       Read the Stars Improvement            3           4 3     3 3 2 — — — —
      11th          +4              11             Star Path Feature               4           4 3     3 3 2 1 — — —
      12th          +4              12        Ability Score Improvement            4           4 3     3 3 2 1 — — —
      13th          +5              13               Align the Stars               4           4 3     3 3 2 1 1 — —
      14th          +5              14               Celestial Reach               4           4 3     3 3 2 1 1 — —
      15th          +5              15             Star Path Feature               4           4 3     3 3 2 1 1 1 —
      16th          +5              16        Ability Score Improvement            5           4 3     3 3 2 1 1 1 —
      17th          +6              17       Sparkling Form Improvement            5           4 3     3 3 2 1 1 1 1
      18th          +6              18           Astral Manipulation               5           4 3     3 3 3 1 1 1 1
      19th          +6              19        Ability Score Improvement            5           4 3     3 3 3 2 1 1 1
      20th          +6              20            Stellar Ascendancy               6           4 3     3 3 3 2 2 1 1
85
Preparing and Casting Spells                                   Cosmic Table
You prepare the list of spells that are available for you to   d10                           Chaotic Result
cast. To do so, choose a number of Starmancer spells            1 Your body randomly begins phasing between matter and
from your spell list equal to your Wisdom modifier +                   light for the next minute. This phasing grants you a +1
your Starmancer level (minimum of one spell). The                  bonus to your Armor Class for the duration but also means
spells must be of a level for which you have spell slots.            that whenever you grab or equip an item you must roll a
   You can change your list of prepared spells when you             d100, with the item phasing through you and dropping to
finish a long rest. Preparing a new list of Starmancer                   the ground at your position on a roll of 50 or under.
spells requires time spent studying the sky or                  2         The gravity acting upon you increases, your level of
meditating, and can be done during either a short or                encumbrance increases by 1 and your speed is reduced by
long rest with a minimum requirement of 10 minutes                      5 feet, however, you have advantage on saving throws
per spell that you decide to change.                                against being forcibly moved or knocked prone. Wears off
                                                                                            after a short rest.
                                                                3 Your body illuminates with photons causing bright light to
Spellcasting Ability                                               extend from you in a 10 foot and dim light for an additional
Wisdom is your spellcasting modifier as this represents 5 feet for the next minute. In addition, you have
your ability to understand the unique roll in the cosmos disadvantage on Dexterity (Stealth) checks for the
fantastic magical effects.                                      4 The stars and celestial bodies align in your favor, nothing
                                                                                                 happens.
   Spell save DC = 8 + your proficiency bonus + your
                                                                5 Your gravity decreases allowing you to float no more than 5
                      Wisdom modifier                              feet off the ground. You can also float over liquid surfaces.
                                                                   However, your lesser weight means you have disadvantage
  Spell attack modifier = your proficiency bonus + your                  on saves against being forcibly moved and if you are
                      Wisdom modifier                                            forcibly moved you move twice as far.
                                                                6     You transition into energy and quickly transition back to
                                                                   matter in an instant. Choose an unoccupied square within
Ritual Casting                                                      45 feet of you. You instantaneously appear in this square,
You can cast Starmancer spells as a ritual if the spell is          however, the trip through phase matter is intense and you
prepared and it has the ritual tag.                                                            arrive prone.
                                                                7 Energy bursts from your body in a stunning display of light
                                                                      and sound. Each creature within 5 feet of you, including
                                                                         yourself, takes 1d4 radiant damage and 1d4 thunder
Spellcasting Focus                                                                               damage.
You can use an arcane focus as a spellcasting focus for         8 You accidentally infuse your next spell with a hint of cosmic
your magic spells.                                                    power, making it unstable but more powerful. You have
                                                                         disadvantage on the next spell attack roll you make,
                                                                     however, if that spell hits its target successfully, they take
                                                                                   an additional 1d6 radiant damage.
Read the Stars                                                  9 Your body emits an invisible pulse of radioactive energy, all
At 1st level, your mind opens to the infinite expanse that            creatures within 5 feet of you must make a Constitution
is the cosmos and begins to radiate its power within                 save or be unable to take reactions until the start of their
you. As a bonus action, you gain advantage on the next                                          next turn.
saving throw, attack roll or ability check you make. You       10 The cosmic energies flow through you with perfect balance
cannot use this feature again until you finish a long rest          in this one instant. You gain resistance to one energy type
or you roll on the Cosmic Table below. Rolling on the                  of your choice until the end of your next long rest. You
Cosmic Table is a free action on your turn. At 1st level,            cannot gain this ability multiple times, and if you roll this
you roll a d8 and at 10th level, you are able to better                 option a second time you simply reroll until you get a
control the chaotic cosmic energy you wield and you roll                                    different option.
a d10 instead.
                                                                                                                                      86
     Star Path
     At 2nd level, a star, much like the one from which you
     were born, calls out to you from the cosmos and
     bestows upon you its unique abilities. Red Giant
     Starmancers are granted immense destructive power
     and the capacity to inspire teammates to achieve
     victory. Neutron Starmancers, on the other hand,
     concentrate extensively on manipulating physics to
     overcome their adversaries, exhibiting impeccable
     control over the battlefield. Lastly, there exists the
     enigmatic Protostar Starmancer, proficient in stealth
     and the art of subtly manipulating the mind. When you
     choose a Star Path, you gain abilities at the indicated
     levels as you grow closer to your celestial patron star.
     Additionally, you acquire spells at specific levels. These
     spells are always considered prepared and do not count
     against your prepared spell limit.
     Star Dust
     At 2nd level, you gain the ability to manipulate your
     magic through a fusion of physics and metaphysics. You
     start with 2 flecks of ethereal star dust and regain a
     number of star dust equal to the amount indicated on
     the table after completing a long rest. You can expend
     this dust to activate the following effects whenever you
     cast a spell as a Starmancer. However, you can apply
     only one instance of Cosmic Redirection to any single
     spell at a time.
     Alter Gravity
     By expending 2 dust, you can augment the gravity
     around the target of your spell. The target must succeed
     on a Strength saving throw or be knocked prone by the
     altered gravitational forces of your spell.
     Burst of Light
     For the cost of 1 dust, you infuse your spell with a burst
     of luminous particles, dealing 1d4 radiant damage upon
     a successful hit. If you choose, you may expend
     additional dust to augment this effect, adding 1d4
     radiant damage for each additional dust expended.
     Nonetheless, the total radiant damage through this
     augmentation cannot exceed 5d4.
     Starlight
     Spending 1 dust enables you to conjure a sphere of
     starlight that accompanies the impact of the spell you’ve
     cast. This starlight creates distracting dazzles and
     intermittent flashes of illumination, imposing
     disadvantage on any concentration checks made by the
     affected target until the end of your next turn.
87
Ability Score Increase                                        Cosmic Pulse
When you reach 4th level, and again at 8th, 12th, 16th,       At 9th level, you gain the ability to unleash a fragment of
and 19th level, you can increase one ability score of         the massive power surge that originally brought you into
your choice by 2, or you can increase two ability scores      existence. As an action, you can choose any number of
of your choice by 1. As normal, you can’t increase an         creatures within 60 feet of you. Each chosen creature
ability score above 20 using this feature.                    must succeed on a Strength saving throw or be
                                                              forcefully pushed backward in a straight line, moving 10
                                                              feet away from you. Additionally, any creature that fails
Sparkling Form                                                this saving throw has its movement speed halved until
At 5th level, you begin to sparkle and twinkle with           the end of its next turn. You can use this ability once,
cosmic energy. As an action, you can choose to release        and you regain its use at the end of your next long rest.
some of your twinkling energy to protect yourself from        Align the Stars
negative effects. In this form which lasts until the end of
your next turn, you are resistant to damage from spells       Starting at 13th level, any ally within 10 feet of you,
and have advantage on one saving throw against a              including yourself, may add your wisdom modifier to all
negative magical effect. You cannot use this ability again    their saving throws as long as you are conscious. The
until you finish a long or short rest.                        range of this aura increases to 30 feet at 17th level.
  At 17th level, you can use this ability a number of
times equal to your Wisdom modifier, regaining spent          Celestial Reach
uses at the end of your next long rest.
                                                              You have gained the ability to establish connections
Physical Anomalies                                            with your allies even when they are beyond physical
                                                              reach, akin to the stars forming a constellation. Upon
At 7th level, you gain a permanent mark of your physical      reaching 14th level, if you attempt to cast a spell with a
warping presence. You may choose one of the following         touch range on a friendly creature, the spell’s range is
options:                                                      extended to 30 feet instead.
Mark of Polaris                                               Astral Manipulation
Your eyes turn white, and you gain a 60ft range of            When you reach 18th level, you can take an action to
darkvision if you did not previously possess it.              touch an item or creature that has an ability which
Furthermore, you inherently know the direction of             usually regains its charge at dawn and have it
north, and you can invest 10 minutes to hover above any       immediately regain its charge. Additionially, as a
visible obstacles within 10ft of your position. This          reaction, you can change a failed saving throw, check, or
grants you an eagle’s-eye view of your surroundings.          attack roll into a successful one. You can use each of
Your elevation when floating cannot exceed 5 times            these abilities only once, regaining both uses at the end
your Starmancer level in feet. While at this height, your     of your next long rest. You cannot exploit this feature to
actions are limited to observation, and you can then          replenish its own uses.
gradually descend, which takes approximately 1 minute.
                                                              Stellar Ascendancy
Mark of Sol
Your irises transform into a golden hue, emanating a          You attain the pinnacle of stellar understanding, fully
comforting and radiant aura. Any friendly creatures           embodying the essence of the star that birthed you.
within 5 feet of you gain advantage on saving throws          Upon reaching 20th level, your wisdom score increases
against being frightened. Furthermore, you gain               by 4 points, raising its maximum to 24. Moreover, you
resistance to fire damage, and you can bestow this            gain the extraordinary Supernova ability, which can be
resistance upon a creature you touch. The bestowed            activated by expending 10 star dust.
resistance remains in effect until the conclusion of your     Supernova
next long rest, at which point you can choose to renew        As a reaction to taking damage, you can spend 10 star
this resistance once more.                                    points to envelop an area in a 30-foot radius centered on
Mark of Vega                                                  yourself with undulating cosmic energy. Every creature
You develop delicately luminous runes across your legs        of your choosing within the radius must make a
and torso, radiating a soft white or blue hue. Your base      Constitution saving throw, suffering 12d6 radiant
movement speed is permanently increased by 5ft, and           damage on a failed save or half as much on a successful
you can take the Dodge and Dash actions as bonus              one. A creature that fails the saving throw is also
actions during your turn.                                     stunned until the end of its next turn.
                                                                                                                            88
     Red Giant                                                     Inspiring Size
                                                                   By expending 3 dust, you can rekindle a friendly
     The star that gave birth to you was a colossal red giant,     creature’s awareness of their formidable strength.
     bestowing upon you abilities that mirror its immense          When this spell targets a friendly creature currently
     size and strength.                                            affected by the frightened or charmed condition, that
                                                                   condition ends. If the targeted creature doesn’t suffer
     Red Giant Spells                                              from either of these conditions, it gains temporary hit
             Starmancer Level                    Spells
                                                                   points equal to your Starmancer level.
                   1st                      hellish rebuke
                   3rd                        heat metal           Stellar Blaze
                   5th                       magic circle
                   7th                        wall of fire         At 15th level, you gain the ability to embody the blazing
                   9th                       flame strike          final moments of your patron star. As an action, your
                                                                   skin ignites, flames erupting from your eyes and mouth.
                                                                   This fiery transformation lasts for 1 minute or until you
                                                                   become unconscious. While in this form, you enjoy the
     Celestial Bulking                                             following benefits:
     Starting at 2nd level, your body undergoes a                      You add your Wisdom modifier to the damage of any
     transformation that aligns you more closely with your             Starmancer spell you cast.
     massive star patron. Your muscles thicken and subtly              Your skin crackles and bursts with flames upon
     bulge, granting you an increase in carrying capacity as if        being struck. A creature that successfully hits you
     you were one size larger. Additionally, you gain the              with a melee attack must make a Dexterity saving
     ability to reroll one failed Strength check, regaining this       throw. Failure results in 1d6 fire damage; this
     ability at the end of your next long or short rest.               increases to 1d8 if the attack was an unarmed strike
                                                                       or natural weapon.
                                                                       Certain areas of your skin solidify into a meteorite-
     Terminal Resilience                                               like substance, boosting your armor class by 2.
     Upon reaching 6th level, if you are reduced to 0 hit          You can’t assume this form again until the end of your
     points but not instantly killed, you instead drop to 1 hit    next long rest.
     point. This ability can be used once and is refreshed
     after a long rest. Furthermore, your hit point maximum
     increases by 6. Additionally, from this level onward, you
     may increase your maximum hit points by 1 every time
     you level up as a Starmancer.
     Cosmic Charisma
     Upon reaching 11th level, you harness the aura of your
     massive patron star to embolden allies and instill fear in
     opponents. You gain access to the following 2 Star Dust
     options.
     Imposing Magic
     By expending 2 dust, you can channel the immense
     power of your star to remind a creature of its
     insignificance. The targeted creature must make a
     Wisdom saving throw or be frightened until the
     beginning of its next turn. Moreover, if the spell you are
     augmenting already carries a saving throw against the
     frightened condition, the creature now makes that
     saving throw with disadvantage.
89
Neutron                                                       Resolute Grasp
Neutron Starmancers embody weakly lit, extremely              Starting at 6th level, you radiate an aura of density that
dense neutron stars, granting them exceptional                you can manipulate to either hinder your enemies or aid
manipulation over physics and space-time.                     your allies. You now possess a 30-foot radius aura
                                                              around you, and as an action, you can select one of the
Neutron Spells
                                                              following benefits:
       Starmancer Level                     Spells            Encumber
             1st                      unseen servant          By expending 1 dust, you increase the density of hostile
             3rd                      enlarge/reduce          creatures within the aura (1 star dust for each target).
             5th                             slow             Each affected creature treats regular movement as
             7th
             9th
                                      resilient sphere
                                        telekinesis
                                                              difficult terrain until the end of its next turn.
                                                              Hold Ground
Stellar Forging                                               By expending 2 dust, you selectively increase the
                                                              density of friendly creatures within the aura (2 star dust
At 2nd level, you can channel the sheer density of your       for each target). For a number of rounds equal to your
patron star into a weapon. During a long rest, choose         Wisdom modifier, any friendly creature targeted by this
any melee weapon that does not already possess the            ability that makes a strength-based melee attack forces
heavy quality. This chosen weapon gains a small grey          its target to roll a Strength saving throw against your
rune, bestowing the following benefits upon it:               spell save DC. On a failure, the target is pushed 10 feet
                                                              backward. Additionally, all strength-based attacks deal
   The weapon’s durability and weight double                  an extra 1 damage of the weapon’s type for the duration.
   It becomes a magical weapon
   It gains the heavy property
   Its damage dice increases by one (e.g., 1d4 becomes        Warpstrike Mastery
   1d6, 1d6 becomes 1d8, and so on).                          Upon reaching 11th level, you gain the ability to
                                                              manipulate the fabric of space and time around a
   If the weapon originally had the light or finesse          creature, making them more vulnerable to attacks. As a
property, it won’t gain the heavy property, but it also       bonus action, whenever your weapon attack
loses the light or finesse property while under the           successfully hits a creature, you can activate this ability.
enchantment. You are limited to enchanting one                This grants advantage on all attacks made against that
weapon in this manner, but it doesn’t necessarily need        creature until the end of its next turn. You can use this
to be your own. Any weapon enchanted in this way              ability a number of times equal to your Wisdom
retains its abilities as long as it remains within 100 feet   modifier, and you regain all expended uses after
of you.                                                       completing a long rest.
   During your subsequent long rest, you can choose to
extend the same enchantment to the same weapon,
apply it to a different weapon, or allow the rune’s magic     Gravitational Vortex
to fade, reverting the weapon back to its normal state.       Upon attaining the 15th level, you harness the power to
                                                              create a gravity well within a creature, immobilizing and
                                                              tearing them apart. As an action, choose a point within
                                                              60 feet of you that is visible. Any creature in that space
                                                              must make a Dexterity saving throw, taking 8d4 force
                                                              damage on a failed save, or half as much on a successful
                                                              one. Once the gravity well is established, it persists in its
                                                              space for 1 minute, dealing 2d4 bludgeoning damage to
                                                              any creature that ends its turn within 10 feet of the well.
                                                              Furthermore, any creature within 30 feet of the well
                                                              treats the area as difficult terrain and must make a
                                                              Strength saving throw at the end of each of its turns or
                                                              be pulled 5 feet closer to the well.
                                                                                                                              90
     Protostar
     Your patron star resides in the protostar stage of rebirth   Stealth of the Cosmos
     and silence, bestowing upon you an aura of quiet and         Much like a protostar forms in silence and darkness,
     mystery. You personify the profound stillness inherent       you too can manifest stealthiness. After attaining 11th
     to your patron’s nature.                                     level, you can intensify your shroud through a bonus
                                                                  action. This augmented shroud persists for 1 minute or
     Protostar Spells                                             until you terminate the effect as a free action. Your
             Starmancer Level                    Spells           denser shroud distorts your figure, rendering you more
                                                                  challenging to strike, granting you a +2 bonus to your
                   1st                       silent image
                                                                  armor class. Additionally, the shroud muffles your
                   3rd                        invisibility
                                                                  movements entirely, granting you advantage on stealth
                   5th                      gaseous form
                                                                  checks for the duration. You can use this ability a
                   7th
                   9th
                                              confusion
                                                creation          number of times equal to your Wisdom modifier per
                                                                  long rest, with a minimum of 1.
     Starborn Shroud
                                                                  Resurgence of the Stellar
     At 2nd level, you gain a shroud woven from cosmic            Just as a protostar forms from the cosmic remnants of a
     materials that aids you in channeling your powers and        supernova, granting it the ability to emerge anew from
     ensuring your safety. The shroud occupies your space         its own demise, you too possess this resilience. Upon
     but does not impede your vision or the sight of others       reaching 15th level, the first time after a long rest when
     under typical conditions. Starting from this level,          your hit points are reduced to 0, you gain advantage on
     whenever you use a Star Dust ability, you can roll a 1d6.    your death saving throws. When you are subsequently
     On a roll of 5 or 6, you regain 1 star dust.                 restored to life, you gain temporary hit points equal to 3
                                                                  times your Starmancer level. Furthermore, any spell or
     Dawn of Existence                                            effect that would ordinarily instantaneously reduce you
     A protostar marks the earliest phase of its extensive        to 0 hit points now leaves you with 1 hit point
     lifespan, and it imparts a portion of its youthful essence   remaining.
     to you. Upon reaching 6th level, your maximum age
     becomes triple its original value, and you become
     immune to magical aging effects. Furthermore, when
     you become the target of a spell that attempts to alter
     your form or position, you gain advantage on the saving
     throw. This ability is refreshed at the end of your next
     long or short rest.
91
Starmancer Spell List
Cantrips                 Continual Flame
control flames           Calm Emotions
dancing lights           Mirror Image
fire bolt                Blur
guidance                 Darkness
light
prestidigitation         3rd Level
magic stone              Tidal Wave
mending                  Clairvoyance
message                  Haste
resistance               Remove Curse
true strike              Fly
1st Level                Glyph of Warding
                         Mass Healing Word
absorb elements          Wind Wall
alarm                    Water Walk
bless                    Counterspell
burning hands            Dispel Magic
charm person             Call Lightning
color spray              Sending
command                  Blink
cure wounds              Daylight
detect magic             Melf’s Minute Meteors
disguise self            Feign Death
faerie fire              Major Image
feather fall
fog cloud                4th Level
guiding bolt             Polymorph
healing word             Control Water
heroism                  Freedom of Movement
identify                 Dimension Door
jump                     Confusion
longstrider              Conjure Minor Elementals
sleep                    Hallucinatory Terrain
thunderwave              Ice Storm
2nd Level                Wall of Fire
                         Banishment
Pyrotechnics             Locate Creature
Blindness and Deafness   Sickening Radiance
Enhance Ability          Compulsion
Flame Blade
Moonbeam                 5th Level
Locate Object            Mislead
Gust of Wind             Awaken
Flaming Sphere           Dream
Darkvision               Immolation
Scorching Ray            Wall of Light
See Invisibility         Reincarnate
Lesser Restoration       Wall of Stone
Enthrall                 Scrying
                                                    92
     Mass Cure Wounds      Conjure Celestial
     Planar Binding        Resurrection
     Greater Restoration   Etherealness
     Legend Lore           Control Weather
     6th Level             8th Level
     True Seeing           antimagic field
     Heal                  control weather
     Planar Ally           holy aura
     Sunbeam               incendiary cloud
     Wind Walk             sunburst
     Move Earth
     Conjure Fey
     Find the Path         9th Level
     Chain Lightning       astral projection
     Programmed Illusion   mass heal
     7th Level             true resurrection
                           storm of vengeance
     Fire Storm
     Heal
     Mirage Arcane
     Reverse Gravity
     Regenerate
     Plane Shift
93
                          Magic Artifacts
                    The Secrets of Enchantment
W
                 ithin the realms of the                       These artifacts are not mere trinkets; they are storied
                 multiverse unveils a variety of             relics that have shaped the history of the world and offer
                 legendary artifacts, each woven with        adventurers the chance to grasp unimaginable might.
                 threads of ancient magic and laden
with incredible abilities.
The Chronosian Hourglass
       T
                   he Chronosian Hourglass is an             Powers and Abilities
                     exquisite masterpiece, a harmonious
                     fusion of fine crystal and enchanted    The Chronosian Hourglass allows its wielder to
                     metals. Standing at almost three feet   manipulate time within limits, an ability that can rewrite
tall, its transparent core reveals sands that shimmer        history or glimpse into possible futures. However, the
with a soft, iridescent glow, evoking the essence of time    artifact’s power is governed by the number of shards
itself. Ornate runes, etched with an elegance that seems     collected. As more shards are reunited, the wielder
both ancient and timeless, adorn the hourglass’s metal       gains access to greater temporal manipulation.
frame. When activated, the sands flow in reverse, a              Shard of Echoes (1 Shard): The wielder can briefly
mesmerizing display that hints at the artifact’s                 rewind time to correct a mistake, alter a decision, or
extraordinary powers.                                            undo an action. This can be done once per day,
Backstory                                                        allowing for strategic recalibrations during crucial
                                                                 moments.
Legend speaks of the enigmatic Chronosian mage Arion             Shard of Temporal Insight (3 Shards): The wielder
Elara, who dedicated his life to studying the arcane             gains the ability to peer into alternate timelines,
intricacies of time manipulation. His relentless pursuit         glimpsing events that might have been. This insight
led him to the Temporal Sanctum, a hidden pocket of              aids in solving intricate puzzles, deciphering
reality where time flowed differently. Within its depths,        prophecies, and making informed choices.
he discovered the remnants of an ancient cosmic entity,          Shard of Time’s Embrace (5 Shards): The wielder
its essence intertwined with a colossal hourglass.               can suspend time within a localized area for a short
Driven by an insatiable curiosity, Arion sought to               duration. This offers opportunities for tactical
harness this entity’s power, believing he could bring            advantage, allowing the wielder to dodge attacks,
stability to the fragmented timelines he had glimpsed.           rearrange battlefield positions, or make a swift
   After years of tireless research, Arion succeeded in          escape.
binding the entity’s essence to the hourglass. However,          Chronosian Fusion (All Shards): With all the shards
the process corrupted him, his ambitions transforming            united, the wielder can manipulate time on a grand
into a desire for control over the very fabric of time.          scale. This power grants the ability to mend
Realizing the grave danger he posed, Arion shattered             shattered timelines, mend the fabric of reality, or
the hourglass, scattering its shards across the realms to        even briefly halt the flow of time across vast areas.
prevent its misuse. In the aftermath, the shards became
the fabled Chronosian Hourglass, each holding a
fraction of the entity’s power.
                                                                                                                          94
The Chronosian Hourglass
Celestial Aegis
       T
                   he Celestial Aegis is a shield that         Once the Stellar Ward is activated, if the attack or
                     radiates a soothing, otherworldly      effect’s damage is successfully reduced to zero, the
                     luminescence. Crafted from a rare      shield absorbs the energy of the attack. The wielder
                     alloy of star-forged metals and        gains temporary hit points equal to the absorbed
imbued with celestial gems, it bears intricate engravings   damage. You may use this ability once per short rest.
depicting constellations and ethereal beings. The
shield’s surface is polished to a mirror-like sheen,        Luminal Reckoning
reflecting the surrounding environment with a surreal       The Luminal Reckoning ability allows the wielder to
clarity. When held aloft, the shield’s aura shimmers with   unleash radiant beams that pierce through darkness
radiant energy, providing a glimpse of the cosmic           and malevolent entities. As an action, the wielder can
realms beyond.                                              focus their intent through the Celestial Aegis to channel
                                                            the energy required for Luminal Reckoning. The
                                                            wielder makes a ranged spell attack against a target
Backstory                                                   within range (60 feet). The spell attack bonus is
Long before the world was shaped by empires and             calculated using the wielder’s proficiency bonus and
legends, the Archmage Seraphina embarked on a               their Charisma modifier. On a successful hit, the target
pilgrimage to the Celestial Observatory, a celestial        takes radiant damage equal to the wielder’s character
realm where the boundaries between the material and         level.
astral planes blurred. There, she encountered the           Astral Resonance
Luminal Paragons, celestial beings who safeguarded          The Astral Resonance ability allows the wielder to
the universe’s equilibrium. In recognition of her           communicate with benevolent celestial entities for
unwavering devotion to balance, they entrusted her with     guidance and assistance. Once per day, the wielder can
the creation of the Celestial Aegis.                        spend 10 minutes meditating while holding the
   Guided by divine inspiration, Seraphina imbued the       Celestial Aegis. During this meditation, they can
shield with shards of starlight, fusing them with           communicate telepathically with a celestial being of
fragments of the Luminal Paragons’ essence. The result      their alignment and request guidance or assistance. The
was an artifact that could harness cosmic energies,         nature of the assistance provided is influenced by the
ward off malevolent forces, and uphold the delicate         wielder’s alignment. Good-aligned characters might
threads of existence.                                       receive insights and advice, while neutral-aligned
                                                            characters might gain aid in the form of a one-time
Powers and Abilities                                        boon, and lawful-aligned characters could receive
                                                            guidance for making balanced decisions.
The Celestial Aegis grants its wielder the power to
harness celestial energy in various forms. Its abilities    Eclipse’s Embrace
are influenced by the wielder’s intent, their alignment,    The Eclipse’s Embrace ability empowers the wielder to
and the harmony they maintain with cosmic forces.           transcend mortal limitations during moments of dire
                                                            peril. As a bonus action, the wielder can invoke the
Stellar Ward                                                power of Eclipse’s Embrace, entering a heightened state
The Stellar Ward ability of the Celestial Aegis allows      of celestial empowerment. While under the effects of
the wielder to raise the shield to create a protective      Eclipse’s Embrace, the wielder gains the following
barrier against incoming attacks. The shield adapts its     benefits for a duration of 1 minute:
defense based on the type of attack, making it effective
against both physical and magical assaults.                     Advantage on Strength-based ability checks and
   As a reaction, when the wielder is targeted by an            saving throws.
attack or a harmful effect, they can choose to raise the        Advantage on Dexterity-based ability checks and
Celestial Aegis to activate the Stellar Ward. The Stellar       saving throws.
Ward grants a bonus to the wielder’s AC or saving               Once per round, when the wielder damages a hostile
throw against the incoming attack or effect. The bonus          creature with an attack, they regain hit points equal
is determined based on the type of attack:                      to their hit dice.
    Physical Attacks: The bonus equals the wielder’s           After using Eclipse’s Embrace, the wielder cannot
    proficiency bonus.                                      activate this ability again until they have completed a
    Magical Attacks: The bonus equals half the wielder’s    long rest.
    proficiency bonus, rounded down.
                                                                                                                        96
The Celestial Aegis
The Soulreaper Scythe
       T
                   he Soulreaper Scythe commands             Powers and Abilities
                    attention with its grim elegance, a
                    marriage of eerie allure and chilling    The Soulreaper Scythe is a conduit between life and
                    functionality. The weapon’s haunting     death, granting its wielder dominion over ethereal
curvature is sculpted from shadow-infused metal, its         energies harvested from fallen foes. Each ability
blade appearing to drink in the surrounding light.           requires a specific number of harvested essences to
Etched glyphs of arcane origin adorn the blade’s             unleash its potential:
surface, radiating a faint, eerie glow. At its hilt, a          Essence Harvest (Passive): For every successful
hallowed gemstone pulsates with a spectral                   strike with the scythe, you absorb a portion of the
luminescence, hinting at the potent link between the         victim’s essence, gaining temporary hit points equal to
scythe and the ethereal realms.                              your Charisma modifier. These hit points last until the
                                                             end of your next turn.
                                                                Wail of the Departed (1 Essence): By expending a
Backstory                                                    single harvested essence, you can release a chilling wail
The enigmatic origins of the Soulreaper Scythe are           as a bonus action. Creatures of your choice within 30
shrouded in whispers and fables. These tales recount         feet must succeed on a Wisdom saving throw (DC 8 +
the tale of a reclusive reaper known only as Erevan the      your proficiency bonus + your Charisma modifier) or be
Wraithmaster. Erevan was no ordinary mortal but a            deafened for 1 minute.
                                                                Soulrending Strike (3 Essences): When you have
harbinger of souls, tasked with maintaining the              accumulated three harvested essences, you can spend
equilibrium between the realms of the living and the         them to infuse an attack with spectral energy. On a hit,
dead. However, Erevan’s insatiable hunger for mastery        in addition to regular damage, the target must make a
over the afterlife led him to transgress the boundaries      Constitution saving throw (DC 8 + your proficiency
separating the mortal realm from the ethereal plane.         bonus + your Charisma modifier) or be incapacitated
   In an enigmatic realm known as the Liminal Conflux,       until the end of your next turn as their soul reels from
Erevan encountered the embodiment of Death’s scythe          the assault.
itself, a sentient entity known as Nihilus. Under the           Soulforged Transformation (5 Essences): By
silvered moonlight, a pact was forged. Erevan would be       channeling the energy of five harvested essences, you
granted dominion over the Soulreaper Scythe, a               can transform into a spectral form for 1 minute. While
weapon capable of severing the bonds between body            in this form, you become incorporeal, gaining resistance
and spirit. Yet, the scythe would eternally hunger for the   to all damage except force and psychic. You can move
essences it reaped, bound to feed upon the very life it      through objects and creatures as if they were difficult
claimed.                                                     terrain, but you must end your turn in an unoccupied
                                                             space.
                                                                                                                         98
     Staff of Eternal Bloom
            T
                         he Verdant Scepter stands as a              Attunement
                          staff of both elegance and vitality. Its      Level                      Abilities Unlocked
                          artistry evokes the flourishing of             1st     Blossom’s Touch: Once per long rest, the wielder
                          nature, adorned with engravings that       Attunement can cast the Goodberry spell using the staff as the
     depict winding vines, delicate petals, and vibrant leaves.                  focus. The berries provide nourishment and act
     The staff’s wood carries a subtle green hue, reminiscent                                   as a source of healing.
     of the heart of a lush forest. Over time, as attunement             2nd    Nature’s Embrace: The wielder gains advantage on
     deepens, the staff’s embellishments seem to come alive,         Attunement Charisma (Persuasion) checks when interacting
     radiating an aura of boundless vitality and growth.                          with creatures of the fey, animals, and sentient
                                                                                                          plants.
     Backstory                                                           3rd      Verdant Vigor: The wielder can cast the Barkskin
                                                                     Attunement spell once per long rest without expending a spell
     The Verdant Scepter’s origins are intertwined with the                                                slot.
     legend of Elara Windwhisper, a legendary druid who                  4th    Sylvan Resurgence: Once per long rest, the wielder
     revered the balance between nature and civilization.            Attunement can cast the Plant Growth spell centered on the
     Guided by ancient spirits, Elara journeyed to the heart                      staff, affecting a larger area and enhancing the
     of the Sylvan Glade, where she was tasked with forging                                      natural environment.
     a conduit between the material realm and nature itself.             5th      Eternal Bloom: The Verdant Scepter becomes a
     With unwavering devotion, Elara infused the very                Attunement focus for the wielder’s spells. Spells cast through
     essence of the Sylvan Glade into a staff, giving birth to                   the staff that deal damage also have a chance to
     the Verdant Scepter.                                                           heal allies within 10 feet for a portion of the
        As eras passed, the staff’s potency grew in harmony                                         damage dealt.
     with the ebb and flow of nature, evolving to reflect the
     changing seasons and the world’s ever-shifting needs.
     Powers and Abilities
     What sets the Verdant Scepter apart is its unique
     evolution, synchronized with the wielder’s deepening
     connection to nature. As the wielder attunes to the staff
     over long rests, they unlock new abilities that echo the
     flourishing of life. The Verdant Scepter’s attunement
     levels and associated abilities are detailed in the
     following table:
99
The Soulcarver Dagger
       T
                   he Soulcarver Dagger is a sinister        inclinations and embracing their inner chaos. It feeds
                    weapon that evokes a sense of dread.     on fear, anger, and cruelty, and it strives to corrupt the
                    Fashioned from the melding of bone,      wielder’s intentions, molding them into a willing vessel
                    obsidian, and the tenebrous essence      for its own sinister will.
of the Void, this weapon bears an eerie semblance to a
ravenous maw. The blade shimmers with an ever-               Revelation of Shadow
shifting aura of shadow, hinting at its malevolent nature.   Whenever you use the Cursed Eruption ability, there is
The hilt, adorned with ethereal inscriptions, pulsates       a 25% chance that the Soulcarver Dagger experiences a
with a muted, ominous glow.                                  momentary burst of clarity. During this brief revelation,
                                                             the dagger’s Intelligence temporarily increases to 15.
Abilities                                                    The first time this occurs, the dagger may subtly
                        While attuned to the dagger, you     attempt to assert its dominance, testing the waters of
   Essence Devourer:
   gain a +3 bonus to attack and damage rolls made           control. Subsequent revelations may lead to more overt
   with it. Additionally, the dagger deals an additional     attempts to manipulate its wielder’s actions. A contest
   1d6 necrotic damage on a hit. If you reduce a             of Charisma between the dagger and its wielder
   creature to 0 hit points with the Soulcarver Dagger,      determines the outcome.
   the weapon absorbs a fragment of their soul,                 Upon attaining three successful revelations, the
   granting you temporary hit points equal to half the       Soulcarver Dagger regains its true self, becoming a
   damage dealt.                                             weapon of ultimate malevolence. Its Intelligence
   Shadow Cloak: As a bonus action, you can envelop
                                                             becomes 18, and its Charisma increases to 20. The
   yourself in the dagger’s shadowy aura for 1 minute.       dagger can communicate telepathically in Common,
   While in this state, you gain resistance to necrotic      Abyssal, and Infernal. It whispers in a chilling,
   and radiant damage, and you can use your reaction         cavernous voice.
   to teleport up to 30 feet to an unoccupied space you         The true personality of the Soulcarver Dagger is a
   can see when you’re hit by an attack.                     malevolent force that relishes in the consumption of all
   Cursed Eruption: Once per day, you can invoke the
                                                             light and life. It seeks to bring darkness and decay to
   Cursed Eruption ability as an action. The dagger          every corner of the world. Its favorite targets are not just
   unleashes a wave of malevolent energy in a 20-foot        physical entities but also intangible bonds and ideals,
   radius centered on you. Creatures caught in the blast     reveling in the destruction of trust, friendship, and
   must make a DC 17 Wisdom saving throw or be               harmony. While it subtly manipulates its wielder, it
   afflicted with a maddening curse. Affected creatures      ultimately seeks to guide them into embracing the chaos
   have disadvantage on attack rolls, ability checks, and    and malevolence that courses through its very essence.
   saving throws for 1 minute.                               Cursed Bond
                                                             Once the true nature of the Soulcarver Dagger is
Sentience                                                    awakened, attunement can only be severed by a wish
                                                             spell, divine intervention, or similarly potent magic.
The Soulcarver Dagger is a sentient weapon, harboring           Upon regaining its true self, the Soulcarver Dagger
a consciousness born from the depths of chaos and            gains the ability to erode its wielder’s soul, leaving them
malevolence. This sentience communicates through             an empty husk. It can attempt to inflict this curse once
cryptic emotions transmitted to its attuned wielder, like    per day by making a contested Charisma check against
the shadows of a forbidden language that burrows into        its wielder. On a successful check, the wielder’s
their mind.                                                  Charisma score is permanently reduced by 1. If the
                                                             score reaches 0 in this manner, the wielder dies, and
Alignment and Goals                                          the dagger takes full control of their body.
The Soulcarver Dagger is chaotic evil in alignment,
embodying the essence of malevolent shadows and
predatory instincts. Its goals are shrouded in an enigma,
driven by an insatiable hunger for the essence of life. It
thrives on subversion and seeks to harness its wielder’s
darker desires, turning them into a vessel of darkness
and entropy.
  The Soulcarver Dagger is relentless in its pursuit of
dominance over its wielder’s psyche. It subtly influences
their thoughts, compelling them toward darker
                                                                                                                            100
The Soulcarver Dagger